Morrowind
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Adding meaning to advancing in factions

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REQUIRES
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Morrowind
Tribunal
Bloodmoon
MWSE (the version that comes bundled with MGE works fine)

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IN GENERAL
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Each Faction has generic minion companions. Some companions demand payment. Companions from religious factions will act as a portable shrine and also heal the player. Stealth companions will sneak when the player does. The Fighters Guild, Imperial Cult, Tribunal Temple, and Thieves Guild have increased requirements to join and advance. you can view them in the README. These factions also have functions added for being the highest rank, as detailed below.

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Fighters Guild
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If you are Master of the Fighters Guild, you can send any member of the Fighters Guild out
to "Find Work." In a few days, the member you sent out will return, and give you a
contract for work. Take this to the Fighters Guild Steward in Vivec, Guild of Fighters.
He will let you select which minion to send on this contract. You cannot have a Fighters
Guild minion as a companion while the job is in progress. Your journal should update when
this job is complete. Harder jobs take longer, and pay better. Each class is good at one
type of job, but bad at another. Should the job fail, every member of the Fighters Guild
should like you less. If you do not complete at least one job a month, Fighters Guild
members will like you progressively less and less.

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Temple and Imperial Cult
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You will not be able to join or advance in the Tribunal Temple if you are rank 5 (Adept) or higher
in the Imperial Cult, or vice-verse. This is solved by getting expelled from the opposing faction.
If you lead either faction, four areas start producing tithes. For the Temple, these areas are
Balmora, Ald-ruhn, Gnissis, and Molag Mar. For the Imperial Cult, these areas are Fort Moonmoth,
Fort Buckmoth, Gnissis, and Wolverine Hall. Every week (seven days) of gametime, these areas
Produce tithes. Tithes are collected usually from questgivers, or NPCs you can talk to to join
the faction. You can tell that there are tithes to be collected in the area by the presence of
a "collection plate" in your inventory. Tithes are given in a sealed sack. This sack's weight
depends on the total amount of tithes held. You can "equip" the sack to use it, and get a prompt
to take the gold for your own personal use.

You can turn the sack of tithes in at your faction's Steward, located in Vivec, High Fane for the
Tribunal Temple, and Ebonheart, Imperial Chapels for the Imperial Cult. Also at your Steward,
you can set the tithe rate for each area from 10-50% in 10% increments, or donate your own gold
in amounts of 100, 1,000, and 10,000. When you spend tithes (donated funds count as well) you must
use the entire amount to one area. Doing so will increase your influence in the area, and eventually
gain you more converts. High influence also has less of a chance at incurring an influence penalty
because of tithing rate. To put it simply, you will lose influence if your influence is below
your tithe rate. If the opposing faction controls over half the population, you will lose influence.
Using Collected tithes is more effective at increasing your influence than using funds you donate.

The first time you Collect tithes, you will receive a "tithe ledger". This scroll will tell you exactly
how much you are carrying in tithes, and give you the vital statistics for every area. Anytime you collect
tithes from then on, if you do not have a ledger, you will be given a new one.

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Thieves Guild
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Much like leading the Fighters Guild, the Master Thief can assign jobs to any guild member. Unlike the Fighters Guild, the Master Thief does not need to find work before assigning a job. The Master Thief decides what kind of a job he wants his subordinate to preform, and leaves the details up to that subordinate. The Master Thief also can demand protection money (in other words: extort) from any merchant or peasant who is not a Thieves Guild member. The Master Thief also can kidnap nobles if they are not in the guild, and he has his weapon drawn. If either of these actions fail, the NPC will summon the guards, and very well might attack the player. If the player is successful in taking the noble hostage, he will have to lead that noble to a Thief Guildhall. I would advise against trying to take someone hostage if you already hold one. If you do not stay within i certain distance of your hostage, the hostage will balk, and you will have one day to attempt to take the noble hostage again. The noble should also flee at the slightest sign of danger during this period. Three days after you take the noble to a Thief Guildhouse, the NPC will return to the spot that you took it hostage, and the guild member at the guildhouse thay pays your fines will have the ransom that you have earned.


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NEXT UP
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leading the Imperial Legion.