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Ebonyknight
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(City Council » Factions) Factions Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator        Go to the top of this page

I'm curious how you are going to go about on factions?

Are you going for guilds or factions?


Me personally factions would suit High Rock a lot better. You could say join a Knight Order or join of the Lords man and work for him doing dirty work attacks skirmishes trading helping traders protecting his settlements being rewarded a piece of land and a manor and you the works?

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Hrafnkel
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I believe we'll still end up having Fighters'/Mages'/Thieves' guilds, just because they're fairly standard in all Tamriel. And, the two former are Imperially chartered.

Don't worry about factions though. Tongue I think we'll have those covered. It's High Rock, after all. That said, we haven't done much talking yet about these things.

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Arbiter
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We? So there's a hidden team out there somewhere? Tongue

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Hrafnkel
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Well there is a core. Gyssar better not take credity for all that planning and stuff prior to getting the board! Tongue

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This post has been edited 1 time(s), it was last edited by Hrafnkel: 2006.09.23 17:28.

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Arbiter
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quote:
Originally posted by Hrafnkel
Well there is a core. Gyssar better not take credity for all that planning and stuff prior to getting the board! Tongue


Haha yeah. :D
Forgot about you guys.

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Braggi
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Here's a couple of faction ideas, just to add some input. I realize that the major factions have been stated, however, what anbout minor, one-ortwo shot quest factions?

Fer instance, according to "The Daggefall Chronicles" (old hintbook for TES 2) each of the major cities has a knightly order (Knights of the Dragon for Daggerfall, Knights of the White Rose for Wayrest and so on.)

1. Why not set up one-shot knightly quest for each city's ruler, similar in nature perhaps to the "Knights of the White Stallion" mission in Cyrodil? This could also be useful for Knightly orders for any of the current towns that survived the Warp in the West.

2. Temple quests... Oblivion needs a few of those, so why not in High Rock?

3. I have an idea for a Thieve's guild quest, if such is wanted. It's based on a p+p adventure I wrote myself and would likely adapt easy enough... could even provide the thiefly player with a possible house/home through the guild. Could be part of the faction advancement line for middle to upper levels.

4. What about the Mines of Khuras? I don't mean the exact thing from TES 1, but perhaps a smaller, more thematic homage to the original. I could say dittoe to the Crypt of Hearts as well and various factions might have interplay with these and other locations. As a matter of fact, one of these could be a major concern for the ruling factions of one or more of the High Rock principlaities.

5. Since High Rock is so magic oriented, there should likely be related small factions (again for short quest sand the like). Examples:

a) An Alchemist's faction with rare ingredient quests.

b) A bardic college with two small quests open to all and a faction rating for completing them, similar to "Order of the Virtueous Blood".


Stuff to chew on... thoughts?

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This post has been edited 1 time(s), it was last edited by Braggi: 2006.09.23 21:06.

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I really like that Temple (or Church perhaps?) faction and Bard's have always been neglected. :D

Of course, Orders are great as long as they're not easy to join or are there just as content-fillers.

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DarkAsmodeous
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Merchants are a large aspect of the politics here, so sea faring merchants are a must.

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Ebonyknight
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Merchant Guild
Fighters Guild
Mages Guild
Knight Orders
Lord/King factions
Thieves Guild
What else?

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The Old Ye Bard
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quote:
A bardic college


There is a bard colleage in lore, however it is in Skyrim and therefore it falls under skyrims juridiction.

As a faction idea I thought it would be cool in the MG for it to be aboutthe adamantine tower, as it is easily the most magically intreging thing about High Rock minus the warp in the west(Old history Wink ).

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KuKulzA
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I think there should also be an Orsinium faction
(ah, I know most people forget the orcs except me and a few, but I'm the core member or co-leader with juristiction over Nova Orsinium Dancing Banana )

but let's see....
I was at first thinking a faction for every tribe and clan but that'd be too many... so I thought of narrowing it down.... I was thinking in Orsinium, you can join the army... and a smithy guild... and also a Temple faction....

so for Nova Orsinium, I think the 3 factions would be...

Orsinium Army
Trinimac Temple
Armorers Guild
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Hrafnkel
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I really don't think anyone's forgetting the orcs. They just don't need to have half the factions in High Rock, or it will look like it's an "Orsinium and a few other places" mod.

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Shadow
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Where does the evil come in!?

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Gyssar
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There won't be anything "evil" in this mod, it's gonna be centred around the power struggle of the local political forces.

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quote:
Originally posted by Hrafnkel
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Politics screams evil to me Wink

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KuKulzA
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quote:
Originally posted by Hrafnkel
I really don't think anyone's forgetting the orcs. They just don't need to have half the factions in High Rock, or it will look like it's an "Orsinium and a few other places" mod.
that's why I suggested three faction ideas that I felt could be in...

which is why I said
"I think there should also be an Orsinium faction "

which could either be...
"Orsinium Army
Trinimac Temple
Armorers Guild"

those were my ideas... not to have half the factions as orcish ones... Hraf, please if you are going to attack me for my ideas or criticize them with whatever intention, please at least understand my thinking...
I only meant ONE orcish faction, and suggested three possible candidates... and you apparently thought I wanted three joinable factions... I hope this doesn't end on a bad note but I want to make it clear before anyone else comments on my idea, but doesn't understand my meaning...
and if you guys don't understand me, please ask, don't assume... arguements start with misunderstanding Yes
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Braggi
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The Orsinium faction you mentioned...

I noticed in OB that you usually didn't directly join a politcal faction, but rather a group that represents them. You join to Blades to represent the Empire in the MQ for OB, as one example and I guess the knight-errant quests for the Count of Leyawin would be another.

The orcs have a very different culture from the rest of High Rock. Bretons are magical in society and culture (some lore claims druidic), whereas the orcs are more up-front and in you face warriors. That means their cultural institutions and groups will be different too. Any thoughts on what the group might like be that would represent Orsniium? A knighthood? Some other kind of group. You mentioned the army as a possibility. (I'm thinking of something along the line of the imperial legion quests in MW as a possible model, but with an orcish spin.)

Also, another faction that was prevalent as a minor player in DF would be the witch covens. Those are mentioned in current game lore (see the reference made to one of them in the book "The Warp in the West" in OB.) Many of them could be tied in to new and/or unused artifact quests, as one possibility, since that's one of the main way you got them in DF. OB used Daedra shrines, and I suppose the covens would be the HR paralell to them. However, there's no reason they couldn't have their own interests aside from artifacts too.

Finally, would anyone be interested in a list of possible factions culled from DF? There was an old, command-line based (modder-created) tool for helping you figure out where your PC stood with the factions in the game. This also helped diagnose quest bugs, such as when folks would stop talking to you for some reason. I'm pretty sure I still have a copy archived in my DF utilities and would be happy to compile a list for folks to play with.

The idea would be not to duplicate DF, but to get inspiration from the situation before the Warp. With such massive change having occurred, nothing is going to be left untouched. the faction structure would certainly be radically altered with so many deaths and the political changes of the Warp.

Let me know on this one, OK?

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This post has been edited 1 time(s), it was last edited by Braggi: 2006.09.25 20:28.

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Yeah, I agree with that more direct approach to Orc faction, if only on the outside.

Witch covens... like Order of Virtous Blood perhaps?

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KuKulzA
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I agree with your idea for an Orcish faction...
but was thinking along the lines of the main themes of the Nova Orsinium... military, orc armorers, and the new religion...
but perhaps there will be unjoinable factions like the Temple of Trinimac...

so what about a 'Orsinium Army' faction... I like it best out of all of them, maybe the 'armorers guild' can even be merged into it... an all around military faction, emphasizing combat and such... a group that is honorable, but not afraid of confrontation, and is more tied with a government than a normal guild
2006.09.25 20:35 KuKulzA is offline Send an Email to KuKulzA Search for Posts by KuKulzA Add KuKulzA to your Buddy List Send a Private Message to KuKulzA AIM Screen Name of KuKulzA: KuKulzA28 YIM Account Name of KuKulzA: kukulza28@yahoo.com View the MSN Profile for KuKulzA
Braggi
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Arbiter: The witch covens could want to hunt vampires, as one possibvility. However, I think they would also be interested in various things concerning Nirn's welfare directly. I wondered when playing DF if the covens were there as survivals of the old druidic order mentioned in some of the lore at the time.

For that matter, it might bear looking into to see if there was a druidic order in DF of some type. If the druids were part of the pre-empire HR groups, then they may still be lurking around in the background, looking for an opportunity to reassert themselves in the affairs of the land. The Warp would both help and hinder that.


KuKulza: Would it be nosy of me to ask you to expand a bit upon the Temple of Trinimac? I've read a little about the orcish religion though books and such in-game. How do you envision it?

A couple of specfic questions I'm curious about :

a) Does the orcish temple have a strong relationship with the governement or is it more concerned with religious affairs only?

b) If it does influence the rulers, how does it do so and what kind of things would happen as a result.

Heck, all three of the groups you mentioned would likely have their hands in on any Orsinium plotline of quests. You might want to make a combined, unique faction for the orcs with different rank titles based on who's quests you complete. You would simply have to figure out which group was where in the orcish hierarchy and then design your quest line on that.

E.G.: You do two army quests successfully and get a rank in the overall faction. As a result, the temple notices you and gets you to do some thing for them, resulting in a new rank. This in turn makes you famous enough in that faction to get the rulers interested. Succeed for them and a third rank is bestowed. One faction to keep it simple, but all three groups bestow titles, ranks and so forth.

These are just ideas, of course, take whatever works and use it, ignore the rest.

:)

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This post has been edited 2 time(s), it was last edited by Braggi: 2006.09.25 20:53.

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I meant how Covens would act as factions, not what they would really do. :D

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KuKulzA
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@ Braggi:
that is an intriguing thought... perhaps I will see if that can be arranged...

the Temple of Trinimac was started by Gortwog the King, so it obviously it VERY tied with the politics...
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KuKulzA: I'm delighted if my ideas are useful. Inspiration is always a welcome thing and I am happy to help out. As I mentioned, use and adapt whatever works. The goal is to have fun, after all.


Arbiter: Whoops. My enthusiasm runneth over again. (Sorry about that.) Yes, in that sense it would be like the Order of the Virtuous Blood. Those smaller, one-or-two shot factions really add to the game. Plus they act like awards of merit and a history for your PC - you get to see what you've done to affect the world directly.


Thanks for the replies, gang. I'm really enjoying the conversation here.

Good job!

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Hrafnkel
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For an Orcish faction, expanding on the idea of joining a group that 'represents' a political force, maybe a sort of Order of Trinimac. A group of 'Paladins' that Gortwog is using to help solidify the new religion.

And Ku, I was mostly just referring to the fact that Orsinium isn't any more especially vital than any other kingdom in the mod, and your sort of ridiculous notion that only you and a few other people remember the orcs...

Also, as for the covens, you can always have them send you on a quest first before they'll summon a Daedra, or something of that nature.

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This post has been edited 2 time(s), it was last edited by Hrafnkel: 2006.09.25 21:40.

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KuKulzA
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quote:
Originally posted by Hrafnkel
For an Orcish faction, expanding on the idea of joining a group that 'represents' a political force, maybe a sort of Order of Trinimac. A group of 'Paladins' that Gortwog is using to help solidify the new religion.

could be... I doubt he wants Trinimac religion to seem oppressive... but I don't think the religion wants to tolerate Malacath worship or witch covens undermining it...
so like a Trinimac-Templar faction... obviously cambat/religious oriented, which includes a but of magica and armory... could work... could work...

quote:
Originally posted by Hrafnkel
and your sort of ridiculous notion that only you and a few other people remember the orcs...

I was kidding... but I guess that just shows I'm not very clear....
ah, this sucks, I write what I say and since typing you can see emotion, you can't tell sarcasm easy when I am kidding... I will say "j/k" or something next time

This post has been edited 2 time(s), it was last edited by KuKulzA: 2006.09.25 21:50.

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Hrafnkel
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quote:
Originally posted by KuKulzA
could be... I doubt he wants Trinimac religion to seem oppressive... but I don't think the religion wants to tolerate Malacath worship or witch covens undermining it...
so like a Trinimac-Templar faction... obviously cambat/religious oriented, which includes a but of magica and armory... could work... could work...


He's smart enough to implement an order of that nature without making it seem like he's being oppressive. He could probably even make it look like the Malacath cults are being aggressive.

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quote:
Originally posted by Hrafnkel
quote:
Originally posted by KuKulzA
could be... I doubt he wants Trinimac religion to seem oppressive... but I don't think the religion wants to tolerate Malacath worship or witch covens undermining it...
so like a Trinimac-Templar faction... obviously cambat/religious oriented, which includes a but of magica and armory... could work... could work...


He's smart enough to implement an order of that nature without making it seem like he's being oppressive. He could probably even make it look like the Malacath cults are being aggressive.
hmm... I agree....
although malacath does take care of Orcs... those that follow him tend to be dark arts type or a bit on the crazy berserk side....

maybe they show they are good by helping the poor and driving away witches and bringing education... maybe even by NOT attacking Cults and just letting the cults do their own thing but discouraging it....
I mean the disgust (in Orsinium) towards Malacath is fairly recent... not everyone REALLY hates him, they are just kinda doubting Malacath and sort of seeing a good possibility in Trinimac...


I was just wondering though on a side-note...
the worship of the Aedric Eight Divines gives them a form and following...
so will intense worship of Trinimac make him 'appear'? Confused
2006.09.25 21:58 KuKulzA is offline Send an Email to KuKulzA Search for Posts by KuKulzA Add KuKulzA to your Buddy List Send a Private Message to KuKulzA AIM Screen Name of KuKulzA: KuKulzA28 YIM Account Name of KuKulzA: kukulza28@yahoo.com View the MSN Profile for KuKulzA
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In OB there are orcs in the wilderness who say they were hired by Gortwog to go get treasure to make Orsinuim rich and powerful. That could be a sort of small faction thing where you could go loot places and take it back the booty back to Gortwog.

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quote:
Originally posted by KuKulzA
hmm... I agree....
although malacath does take care of Orcs... those that follow him tend to be dark arts type or a bit on the crazy berserk side....

maybe they show they are good by helping the poor and driving away witches and bringing education... maybe even by NOT attacking Cults and just letting the cults do their own thing but discouraging it....
I mean the disgust (in Orsinium) towards Malacath is fairly recent... not everyone REALLY hates him, they are just kinda doubting Malacath and sort of seeing a good possibility in Trinimac...


I was just wondering though on a side-note...
the worship of the Aedric Eight Divines gives them a form and following...
so will intense worship of Trinimac make him 'appear'? Confused


That's what I'm saying. Gortwog can easily frame Malacath cults for all sorts of aggressive things. People can overlook the helping the poor and all if they think it's a front. It would be beneficial for him to make the Malacath cults look destructive.

As for the last thing you said... I dunno what you're on about. Might be the wording you used.

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yeah the last thing I said was kinda weird, it won't be discussed in this topic, bad place for it...

so let us see...

maybe it is like a sort of Hezzbollah... except legal...
it doesn't directly answer to Gortwog, but does follow him, promotes Trinimac, helps spread education to places the Orsinium gov't is having a tough time, and is liek the Templar Knights in the sense that they are protecting people, and they get donations from the Orsinium government.
but how about a certain catch.
maybe this faction is at odds with another. Let's say.... witch coverns, or Fighters Guild... or the Mages Guild... who knows...
there are however two themes in Nova Orsinium, the older tribal life-style, the newer more man-influenced civilization life-style... influenced by man in the sense that they are trying to make themselves acceptable to Cyrodiil...


but I don't know if we should make this an orc exclusive thing...
how about a Trinimac faction. They worship Trinimac, but not as the Temple does. Maybe they are a faction with its roots in the Trinimac worship, that way it isn't a JUST Orsinium thing, but something can spread farther around... though concentrated in the Orsinium territory... so maybe Wayrest has a few Trinimac-faction-members... and maybe a few places in Evermore's territory etc.

just a thought
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really a trinimac faction would be more suited in a Orisinuim MQ, sort of like the blades(Not as in actually "like" the blades but the same amount of work you do for them as in the OB MQ).

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To me you guys and the public. Covens dont sound applying. K say this for you guys. High rock join Mages guild Fighters guild Covens yeaya. Or you could have High rock: join Mages Guild Fighters Guild Knights Politics Religion step outside of the Bethseda thinking circle and back into the olden days of Factions. Factions run the world not some coven who is killing a small animal. I am also wrong cus some covens are powerful just like to be left alone so I suggest and I will help if you guys step into a European Style Mod where it does revolve around trading building war assassins politics making the right choice be honest High Rock is the Europe of Tamriel.

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Ebonyknight: I wasn't thinking of covens as a major faction for joinging purposes. More as a simple one shot.

Also, factions that are not joinable do affect your reputation with various people in the world. A coven member might have major interests in getting certain rare ingredients shipped over from other parts of the continent, so you run a short quest for him or her and your reputqtion improves marginally for the related merchant faction they deal with. More along the lines of background stuff then out-front guilds.

That way the main factions stay in the spotlight, where they belong, but you still have some interesting side things to play with. Or, the quest might add a single point of fame or infamy to your total - not enough to unbalance anything, but it lets you know you made some kind of a difference to the world.

Regarding the European idea, well, I think we're pretty much in agreement there. :)

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YES YES YES
European style succession politics would make High Rock stand out as the premium political conflict area and would, in my opinion set this project far above the others

Battles for hereditary right where players must choose sides are the real meat here

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I'm am in disagreement.

Factions, while in a political sense are as you defined them, but we are moding for the player, and we want to give the player the opportunity to be who he wishes to be, thusly I hold that there should be more factions that those related to politics.

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HA! NEVER!

No only kidding, of course there should be, I'm just saying that it really would set it apart to have these factions as the main meat of the province. Players could ignore them but would find conflict erupting around them

Are there any particular factions announced oother than FG, MG and TG?

I would personally love to see the noble orders reinstated, but once you join one (certain amount of fame needed?) you wouldn't be able to join another?

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There's other factions planned. Knights of the Dragon, Knights of the Rose, and Knights of the Boar (great house-like in that you can only join one), the League of Rogues, the Akatosh Chantry, and the Temple of Kynareth.

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Excellent Good job!

Oh, and the Trinimac thing is great, a new belief seeking to supplant the new. Of course the Orcs will never forget Malacath, they just EXPAND to encompass Trinimac. I think that should lead to some dilemmas for those interested in the orc situation.

Man......There are TWO races covered in this isn't there, I mean, all races get used but I have always thought of High Rock as factionilised Breton (I prefer to play Bretons).....i used to play DF too! Rocking Banana

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This post has been edited 1 time(s), it was last edited by Danmako: 2006.10.30 13:22.

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Silgrad Tower: Oblivion » Beyond Cyrodiil » High Rock » City Council » (City Council » Factions) Factions

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