Lore:Factions H
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[edit] Haarvenu
Haarvenu is one of the vampire bloodlines of Daggerfall.
[edit] Hawk Knights
- See Knights of the Hawk.
[edit] Hawk Order
- See Knights of the Hawk.
[edit] Hlaalu
- See House Hlaalu.
[edit] Host of the Horn
The Host of the Horn is the official military force of Lainlyn, a region on the south side of Iliac Bay. They are responsible for duties ranging from open warfare to espionage and tax collection. The current commander of the Host of the Horn is Baron Shrike, the ruthless ruler of Lainlyn.
Wanting to overthrow Shrike and end his cruel reign, his brother, Lord Kain, founded a rival knighthood, the Knights of the True Horn. However, Kain's forces were defeated in combat: Lord Kain himself was slain, and the remaining Knights of the True Horn were exiled and scattered throughout Tamriel. In a final attempt to restart the conflict, the necromancer Arielle Jurard resurrected Lord Kain. But when she sought to rally the remaining knights, Lord Jaren of Castle Battlehorn foiled her plans by entrapping both Arielle and Lord Kain in the grotto of his castle. Their fate was only discovered years later when a new owner moved into the castle and opened the sealed grotto. With the help of a host of hired knights, the undead Lord Kain and necromancer-turned-lich Arielle Jurard were finally defeated.
[edit] Hour Order
- See Order of the Hour.
[edit] Hands of of Almalexia
The Hands of Almalexia are private temple guards for the Tribunal goddess Almalexia of Morrowind, chosen from the most skilled warriors in the Temple. They wear enchanted High Ordinator armor and remain constantly in the High Chapel of Mournhold. Also called just "Her Hands", their bodies and souls are fortified by divine magic, and their armor and weapons bear fearsome divine enchantments.
[edit] House Dagoth
- House Dagoth is the "lost" Sixth House. In the First Age, House Dagoth betrayed the other Great Houses during the War of the First Council, and was destroyed for their treason. — Hasphat Antabolis
House Dagoth is the remains of the ancient, and defunct, Sixth Great House of the Chimer, headed by the god Dagoth Ur. The House briefly reappeared in Vvardenfell c. 3E 400 but was destroyed shortly thereafter by the Nerevarine champion. They form the major antagonism to the hero in Morrowind. Their primary bases lie within Red Mountain, in the ancient Dwemer strongholds.
For additional information, see the Lore article on House Dagoth.
[edit] House Dres
- "House Dres is one of two houses without holdings or interest in Vvardenfell. Dres District is in the south of Morrowind, bordering the swamps and marshes of Black Marsh. House Dres is an agrarian agricultural society, and its large saltrice plantations rely completely on slave labor for their economic viability. Always firm Temple supporters, House Dres is hostile to Imperial law and culture, and in particular opposed to any attempts to limit the institution of slavery." – Great Houses of Morrowind
- "House Dres represents the past of pre-Tribunal Great House culture, a persistent tradition of Daedra- and ancestor-worshiping civilized Dunmer clans." – Vivec
House Dres is one of the Great Houses of Morrowind, with presence only on the mainland. Dres District is located in the south of Morrowind on the Deshann Plain, bordering House Indoril and the swamps and marshes of Black Marsh. The Dres have a mainly rural but still very wealthy agricultural society. The Dres are the Dunmer that enslave and ship slaves to the other Great Houses, keeping thousands of captives, mostly Argonians, in their infamous slave-pens of Tear, the Dres capital, and the surrounding vast saltrice plantations.
House Dres greatly opposed joining the Empire, but lost most of their support when their traditional allies, the members of House Indoril, began to commit suicide after the Armistice. Rumors can be heard in Oblivion discussing Dres' decision to give up the slave trade, seeking new allies in King Hlaalu Helseth and his House Hlaalu.
- The Arnesian War was one of the many during the troubled time of the Imperial Simulacrum of Jagar Tharn. What started as a simple slave revolt in the House Dres lands of the south built on itself until the swampy plains erupted with blood and fire, pitting Morrowind against Black Marsh.
[edit] House Hlaalu
- As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economically dominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways -- the ancestors, the Temple, and the noble houses -- but has readily adapted to the rapid pace of change and progress in the Imperial provinces. — Great Houses of Morrowind
- In the great wind of progress, tradition cannot stand. Grasp fortune by the forelocks. When you see your chances, seize them. When you see a chance to turn a profit, take it. But do not follow money blindly. There is value in reputation, more than many young Hlaalu realize. This value must be carefully balanced against the more tangible coins in any deal. Theft and murder are bad for business. You can steal from someone, but will he trade with you after that? You can't bargain with a dead man. — Grasping Fortune
House Hlaalu can be characterized as opportunistic, as any morals they might have come second to business. House Hlaalu is one of the five remaining Great Houses of the settled Dunmer; their House color is yellow. Its council seat is in Balmora, with other Hlaalu-run towns at Suran, Hla Oad and Gnaar Mok. Hlaalu public buildings — tradehouses and craft guilds, manors and council halls — are designed as simple multi-storied buildings roughly rectangular in plan, featuring arched entranceways and modest decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration. Hlaalu plantation estates resemble Temple compounds, with walled precincts enclosing outbuildings for craftsmen and servants, dominated by a grand manor residence in place of a Temple shrine.
Its main concern is business and profit. This is their great strength - they are fast talkers and intelligent traders - and their great liability; most Hlaalu are bribable, either with gold or with other favors, and their leaders are no exception. House Hlaalu retainers are also masters of thievery, sneaking, lock-picking, blackmailing and backstabbing, both literal and metaphorical. While some councilors will obviously be honest and fair, many are under-handed and corrupt.
For more information, see the lore article on House Hlaalu.
[edit] House Indoril
- "... the Indoril are orthodox and conservative supporters of the Temple and Temple authority. House Indoril is openly hostile to Imperial culture and religion, and preserves many traditional Dunmer customs and practices in defiance of Imperial law." – Great Houses of Morrowind
- "To my sister-brother's city I give the holy protection of House Indoril, whose powers and thrones know no equal under heaven, wherefrom came the Hortator." - Vivec
House Indoril is one of the initial seven Great Houses of Morrowind. After being founded during the early part of the First Era, Indoril was one of the strongest Houses with vast political power and many influential positions, due to its close ties to the Tribunal. It was the house of Chimer hero Lord Indoril Nerevar. Duke-Prince Indoril Brindisi Dorom was ruling Mournhold during its destruction by Mehrunes Dagon.
Currently, House Indoril has no territorial holdings on the island of Vvardenfell. Indoril District occupies the heartland of mainland Morrowind, with lands south of the Inner Sea including the city of Almalexia or Mournhold, and the town of Necrom on the eastern coast with its City of the Dead. Indoril territory borders House Dres and the Deshann Plain.
For more information, see the lore article on House Indoril
[edit] House of Dibella
Any temple dedicated to the Goddess of Beauty is referred to as a House of Dibella. The priests and priestesses within are epicureans and orgiasts who aspire for beauty of the form and mind.
At the House of Dibella, we seek truth through beauty and the worship of the embodiment of beauty, the Goddess Dibella. Dibella smiles on those who give generously to our House. She grants charm and grace to donors. In proportion to their generosity, of course. We are always interested in new initiates to the House of Dibella, though only those possessing skills in the promotion of harmony. To be honest, very few qualify.
[edit] House Redoran
- House Redoran prizes the virtues of duty, gravity, and piety. Duty is to one's own honor and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods and the virtues they represent. A light, careless life is not worth living.
The Great House Redoran is one of the five remaining Great Houses. Its council seat is in Ald'ruhn and all councilors live there in the hollowed shell of a colossal prehistoric Emperor Crab; the district is known as Under-Skar. Other Redoran-dominated towns include: Khuul, Maar Gan and Ald Velothi. Redoran settlements are designed in the Dunmer village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects. Redoran villages are typically centered on Temple compounds and their courtyards, with huts and tradehouses gathered around a central plaza, as in the West Gash village of Gnisis, which is currently rented to the Imperial Legions. The only major Redoran city on the mainland is Blacklight, close to the border of Skyrim.
For more information, see the lore article on House Redoran.
[edit] House Telvanni
- Traditionally isolationist, most House Telvanni of Morrowind wizard-lords pursue wisdom and mastery in solitude. But certain ambitious wizard-lords, their retainers, and clients have entered whole-heartedly into the competition to control and exploit Vvardenfell's land and resources, building towers and bases all along the eastern coast. The Telvanni think that wisdom confers power, and power confers right. — Great Houses of Morrowind
- House Telvanni matches the disposition of my brother Sotha Sil -- iconoclastic, profane, unconventional." – Vivec
House Telvanni is mainly a house of highly egocentric and ambitious wizards. Here, it is common to rise through the ranks by eliminating or otherwise 'indisposing' other members. Of the Telvanni lords, only Master Aryon of Tel Vos - the youngest and newest councilor - seems able to look beyond the end of his own nose and at the concerns of other people, the rest want little more than to be left alone to their research and ambitions. The rest of the members are similarly isolationist in outlook and do not intend to be presided over by any of the other institutions, predominantly the Guild of Mages.
House Telvanni is among the staunchest defenders of slavery, which they see as an ancient Dunmer right. Their ideals and desires, evidently not concerning themselves, are left to the slaves to obey. However, both Khajiiti and Argonians, the two most common slave races, may join House Telvanni and advance with the same level of respect as other races. Many of the towns, notably Sadrith Mora and Tel Aruhn, house slave markets. Telvanni holdings are also worked by slaves, whereas the other Great Houses prefer to use generic workers. Telvanni are, therefore, strong enemies of abolitionists.
For more information, see the lore article on House Telvanni.


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