The Baandari Pedlars (or simply the Baandari) are a group of nomadic Khajiiti merchants that travel all over Tamriel to sell their wares. Despite the animosity they experience from the other races, they are inclusive when it comes to recruiting non Khajiit into their ranks. They live by a code of conduct known as the "Baandari Code," which states that loose items are rightfully salvageble, the peddlers must indulge clients in prophecies they want to believe in, and guarantee them of a product's utmost value and versitility. The Baandari Clan live by this lifestyle and with no other alternative as it is set in stone. They considered themselves the "wandering litter" of Baan Dar, the Bandit God of southern Tamriel. They adopt the god's will, as seen in their name.
The Bal Molagmer, meaning "Stone Fire Men" in Dunmeris, were a group of righteous thieves from Vvardenfell who died out early in the Third Era. Although the Bal Molagmer were thieves, they stole only from the unjust and gave to those in need. The Bal Molagmer carried burning stones from the Red Mountain, and their special protective gloves became the symbol of the group.
In 3E 427, Gentleman Jim Stacey, who was the master thief of the Thieves Guild on Vvardenfell, attempted to rekindle the now-legendary Bal Molagmer. This move was likely an attempt to appeal to the local Dunmer, who preferred the Camonna Tong to the Imperial Thieves Guild. Stacey made the new Bal Molagmer a subfaction of the Guild, and enlisted his best thieves to continue the tradition of aiding the poor, using the group's distinct gloves to give the impression that the Bal Molagmer had returned. The ultimate fate of this subfaction is unknown.
Band of The ThreeEdit
The Band of The Three (or simply The Three) was a bandit clan from the region of Stormhaven, in the province of High Rock. They were active sometime in the Second Era, were garnered an infamous reputation across the land and acquired a vast amount of wealth. Their leaders were the eponymous Three, who started at humble beginnings as thieves and scavengers, but throughout the years formed a notorious clan of murderers and highwaymen that gained the attention of High King Emeric and the Knights of the Flame in Alcaire. In 2E 582, the bandit clan re-surfaced as spirits and renamed themselves The Fallen Three.
The Bards College is an institute found in the city of Solitude, within the province of Skyrim. The Bards College is well-known throughout the province as a prominent institute of music and history for the aspiring bard, or the Skald as they are known in Skyrim. Students of the Bards College are known to be well-trained and successful in their business. More often than not, a former student of the Bards College are employed in various noble households and have even entertained the Elder Council of the Imperial City. The college is marked by the Flames of Callisos, which is found at the entrance. As long as the flames remained lit, the College will stand.
The Battle-Borns are a rich, influential clan in Whiterun who staunchly supported the Empire in the Stormcloak Rebellion. The clan was one of the first to live in Whiterun, making it likely that the family can trace its roots back to members of the Five Hundred Companions of Ysgramor. The Battle-Borns were old friends with their neighbors, the equally venerable Gray-Manes. However, the clans began feuding when the Gray-Manes sided with the Stormcloaks during the Stormcloak Rebellion, while the Battle-Borns remained loyal to the Empire. The clan also attribute the feud to the Gray-Manes' jealousy over their wealth.
The House of Clan Battle-Born stands near the Gray-Mane residence in Whiterun's Wind District. The Battle-Borns also own the profitable Battle-Born Farm just outside the city. Olfrid Battle-Born was the clan's vocal patriarch. The Battle-Borns may have been involved in the abduction of Thorald Gray-Mane by the Thalmor. Each clan rallied the city's populace to their respective sides, though Whiterun officially remained neutral.
A violent group of militants that appeared during the Third Era in Summerset Isle. These radicals sought to destroy significant monuments and assassinate traditional leaders in an attempt to further modernity and reject their Altmer heritage.
The Beldama Wyrd (also known as the Beldama Coven or Beldama Ward) is a group of Breton witches, or more specifically, ward-sisters from the province of High Rock, specifically in the region of Daenia, and its political counterpart in the Third Era. They are a coven attuned to nature, known to venerate the ancient forest and commune with the Forest God of the Bretons, Jephre the Storyteller. The Beldama are known to congregate around the eponymous Beldama Wyrd Tree, a gargantuan oak tree that serves as the heart of the coven's mystical crafts.
Benevolence of MaraEdit
The Benevolence of Mara (often called Her Benevolence) is the temple dedicated to Mara the Divine Mother, Goddess of Compassion and Fertility. These are generally the place of worship for Mara. The priesthood is devoted to achieving the unification of all creatures through the spread and research of love. The Maran Knights is the Benevolence's militant arm. The Akatosh Chantry, the House of Dibella, and the Temple of Stendarr are considered its allies, all the while the Resolution of Zenithar are its enemies. In the Iliac Bay, the Benevolence of Mara has many chapters, some of which including Anticlere, Betony, Ephesus, and Glenumbra Moors.
The Berne Clan is one of the three major vampire bloodlines found in Vvardenfell. Those of the bloodline are very agile and sneaky, gifted with unnatural skill in unarmed combat. They are said to be swift and agile, preferring stealth and ambush, fist poisoning with a bite before later returning to feed when the prey has been weakened. In 2E 582, the Berne Clan was present in the ruins of Galom Daeus and Dushariran. They were led in 3E 427 by Raxle Berne from the Dwemer ruin of Galom Daeus and also had a presence in many of the ancestral tombs around the island.
The Betrayed were the Snow Elves who stopped hiding from and fighting the Nords, and instead sought asylum in the Dwemer cities, where they would devolve into the twisted version of the Falmer that inhabit Skyrim's caves. The only Snow Elves that are known to have survived without joining the Betrayed were in the Forgotten Vale, or possibly assimilated into other races of mer.
Black Bow BanditsEdit
The Black Bow Bandits were a clan of bandits, operating out of the area around Leyawiin, who were active in the late Third Era. Their signature weapons were the Black Bows, which could be turned in to the Count of Leyawiin for a bounty. The group was left leaderless and presumably destroyed when the Hero and his companion assaulted Telepe.
Black Dart GangEdit
There have been two Black Dart Gangs.
A later group of criminal vagrants called the Black Dart Gang was based out of Mournhold's Temple Sewers, and known for their adept use of very powerful throwing darts. In 3E 427 their notoriety caught the attention of the Nerevarine, who sought to avenge the death of a local Dunmer.
The Blackfeather Court is a feudal court of Daedra in the shape of talking crows that rules over Crow's Wood, and other parts of the Evergloam. They were hatched by a Nether-Niece of Nocturnal called the Crow Mother, whom they served. The Court is locked in a constant state of war with the wolves and giant bats that inhabit Crow's Wood. The crows charge a toll on visitors to the realm, but are seldom taken seriously.
Some time in the Second Era, a Dunmer member of the Mages Guild named Rulantaril Oran came to the Crow's Wood in search of forgotten spells. He did this by creating an enchanted chest to open a portal to the realm, which he hid in a small cave near the city of Davon's Watch in Morrowind. By striking a deal with the Crow Mother, Rulantaril came to the Court as a student and learned the secret magic of the crows. In return, he was to stay by the Crow Mother's side. Seeking to fool her, Rulantaril locked the Crow Mother within her tower, but ended up trapped inside with her because of the deal. His son, Telbaril, entered the realm in search of his father in 2E 582. Groups of adventurers, enticed by the chest, began to enter the Crow's Wood as well. The Blackfeather Court charged these adventurers tolls of flesh and silver, demanding to be brought silver trinkets or the corpses of dead bats to devour. The adventurers were then given citizenship of the Court, along with vassal servants. The crows helped in Telbaril's search for his father, but it is unknown if Rulantaril or the Crow Mother survived the ensuing hunt.
The Blackguards were a bandit group consisting mainly of Naga that operated out of Blackrose Prison in the mid Second Era. This prison was home to some of the Empire's worst prisoners and the Naga suffered the most at the hands of the Imperial jailers. The descendants of these Naga captives violently took over the prison and called themselves the Blackguards, reclaiming the prison to be their fortress and wielding the very chains that once bound them.
Drakeeh the Naga became the "raj-kaal", the leader of the Blackguards. Originally only consisting of Argonians, the Blackguards would later open membership to "dryskins", the non-Argonian races. The Gauntlet was born as an arena into which were thrown people that questioned Drakeeh's leadership and people who tried to leave the Blackguards. The Blackguards' contraband operations were profitable and widespread, stretching as far as Auridon and Glenumbra. In 2E 582, the Undaunted were tasked with putting an end to the nefarious activities of the Blackguards. The Undaunted launched an assault on Blackrose Prison, which the Blackguards had repurposed as a fortress, and managed to slay Drakeeh the Unchained.
The gang was founded in Bravil in the late Third Era. The group consisted of four individuals who made a solemn to let no one else join. Their plan was to hijack The Bloated Float, a ship docked at the Imperial City Waterfront, and search it for the Golden Galleon, a statuette made of solid gold. The ship had been purchased by an Altmer named Ormil and converted into an inn. The tale of the Golden Galleon was in fact a fabrication invented by Ormil to attract business to his inn. Unaware of this, the Blackwater Brigands took Ormil and the inn's bouncer hostage and assumed control of the ship circa 3E 433, three months after the group was formed. Unbeknownst to the Brigands, the Champion of Cyrodiil was asleep downstairs during this affair, and awoke to find the ship out at sea. The Champion single-handedly killed every member of the gang aside from Selene, who surrendered when confronted by the Champion's knowledge of their plans.[nb 1] She was later taken into custody by the Imperial Watch when the ship returned to the Imperial City.
Selene seemingly survived this encounter and went on to reform the Blackwater Brigands. She lived to an old age and would recount tales of a treasure-laden ship named the Golden Galleon to new recruits. Circa 4E 201, the Brigands were nothing more than a small bandit gang led by a woman named Celeste. The group still had ambitions to become pirates, and began searching for the legendary Dead Man's Dread, a ship once captained by Cyrus, which was grounded on Blackbone Isle off the coast of Skyrim. The Brigands made camp at the wreck of the Orphan's Tear to carry out their search for the island, but were killed by the Last Dragonborn, who was also searching for this legendary ship.
The Blackwood Company was a minor mercenary faction that began to operate in the Imperial province of Cyrodiil, out of the city of Leyawiin and the Blackwood Forest, during the latter days of the Third Era, and simultaneous to the Oblivion Crisis.
With its origins in Black Marsh and comprised almost exclusively of Beastfolk, the Blackwood Company for a while emerged as a notorious yet effective rival and threat to the Cyrodilic chapter of the Fighters Guild, at one point coming dangerously close to tearing the Guild asunder. Despite successful and profitable early years, the Blackwood Company fell into notoriety after committing such criminal behavior as ritual drug abuse, property damage and even indiscriminate killings, including that of citizenry and Fighters Guild members.
Unlike the Fighters Guild, the Blackwood Company had no objection to completing less scrupulous jobs and seemed to operate without moral qualms. Further, unlike the Fighters Guild, there was no limitations as to who could join; even individuals of questionable moral integrity and those with a criminal record could join the group providing that they had combat prowess. Because of this, many Fighters Guild outcasts and those rejected from joining the Fighters Guild joined the Blackwood Company instead. They are notoriously much more reckless when completing contracts for clients. The Blackwood Company has no set of rules & regulations like the Fighters Guild and mercenaries can complete contracts in any way they see fit.
This reckless band of mercenaries was infiltrated by the Hero of Kvatch on behalf of the Fighters Guild in 3E 433. Upon discovering the dangerous secret source of their strength, the Hero of Kvatch destroyed the Blackwood Company's machine which was extracting the sap from a sick Hist tree, and the entire faction along with it.
The Blades, also known as the Imperial Intelligence Service, the Arms of the Throne and as the Order of Blades, were members of an elite Imperial order dedicated to the protection and service of the Dragonborn emperors of Tamriel. Descended from the Akaviri Dragonguard, who became the personal bodyguard of Emperor Reman I, the Blades have since diversified into many areas of Imperial espionage, military, and diplomacy. Indeed, while a select few were appointed by the emperor to serve openly as diplomats or bodyguards, the majority of Blades agents acted covertly as couriers and spies. Serving as the emperor's eyes and ears, a vast network of Blades have influenced many critical events across Tamriel, such as reassembling the golem Numidium and defeating Dagoth Ur. The Blades were disbanded following the Great War and largely killed off by the Thalmor, but were reformed once again to assume their ancient role as dragon hunters during the return of Alduin.
The Bleak Veil was a displaced group of necromancers from Hammerfell. It was led by Prince Hubalajad's uncle Magnifico Bahraha, and relocated to Hew's Bane sometime during the First Era. The group began to build a royal tomb that was specifically designed to be used as a conduit of necrotic energy for rituals. Once Prince Hubalajad learned of his uncle's plans, he had the Bleak Veil sealed inside the tomb. The tomb was known as Bahraha's Gloom, and the incident became the Royal family's secret shame.
Unbeknownst to the outside world, the cult continued to survive. The cultists drew lots to determine who would be sacrificed for the ascension of the few. The seal which keeps them imprisoned needs to be recharged periodically, and there was once an entire order devoted to the task. By 2E 582, the order dwindled to a single member.
The Blood Horkers were a group of pirates which operated along the northern shores of Skyrim during the Fourth Era. The Stormcloak Rebellion preoccupied the powers in the area, allowing the Blood Horkers to prey on merchants sailing through the Sea of Ghosts with little opposition. They were eventually decimated by mercenaries hired by the East Empire Company.
The Bloodthorn Cult was a necromantic cult devoted to Molag Bal and led by a Reachman named Angof the Gravesinger. It was established during the attempted Planemeld in the Reach, at the time an independent kingdom ruled by the Despot of Markarth, although it welcomed initiates from other backgrounds as well. The cult was known for harnessing dark nature magic through the cultivation of Bloodthorn vines, and used them to corrupt the land and raise zombies.
The Bloodwraiths are a faction of Dremora in service to Boethiah. They fight in the Dragonstar Arena, where they sacrifice themselves and their mortal victims to honor the Prince. They are led by two powerful Dremora known only as the Shadow Knight and the Dark Mage.
The Bright-Throat Tribe (Wasseek-haleel in Jel) is a tribe of coastal Argonians native to the Murkmire region of southeastern Black Marsh. The tribe is influential in the region and brokers alliances with their neighbors through a complex system of bonding rituals. They live primarily in Bright-Throat Village where their Hist tree is located, although they can also be found in noticeable numbers in the nearby city of Lilmoth. The Tribe is mainly made out of artisans and its members are also known to have a preternatural talent for the arts of merchants, diplomats and woodcarvers.
They are known for their hospitality even to outsiders. Their skin is usually very colorful with multiple hues, which is not always seen positively and is sometimes considered lurid by the neighbouring Dead-Water Tribe.
Brotherhood of SethEdit
The Brotherhood of Seth (also known as the Temple of Sethiete) is a temple of worship for the deity known as Seth. They were prominently active throughout the Imperial Simulacrum in city-states such as Camlorn and Silvenar, or smaller settlements such as Ein Meirvale and Stoneforest. In that time, the brotherhood held vast power over the city-state of Gideon, on the western corner of Black Marsh.
The Buoyant Armigers were a small military order of the Tribunal Temple, exclusively dedicated to and answering to Lord Vivec. The Buoyant Armigers patterned themselves on Vivec's heroic spirit of exploration and adventure, and sought to emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. They served the Temple as champions and knights-errant, and were friendly rivals of the more solemn Ordinators. The majority of members who served in the order hailed from House Redoran, as their ideals were closely related.