This is great! And
different, which is so cool.
A little bit of surfing found some interesting things on that thar interwebs.
Apparently, in the mid-14th century taxation was re-negotiated from http://www.british-history.ac.uk/report.aspx?compid=15722 of people to a whole area (a "http://en.wikipedia.org/wiki/Vill"). The amount was "fixed by local negotiation between the representatives of vills and the royal officials" - possible quest there? The locals try and convince the Imperial official that they should pay a lower amount, after all "there was probably also a good deal of evasion and under-assessment." Or the PC "audits" a previously agreement which appears woefully low, what's going on here?
Similarly, how about going in to arrange taxation on some of those slave-operated Plantations? That could be fun, particularly if a Twin Lamps representative is trying to free the slaves at the same time.
Seems to be there'd be more tax from somewhere like Balmora or Suran than Khuul, and hence more opportunity for corruption (Imperial or Dunmer) and skulduggery (and quests!)
It seems that historically the http://history.wisc.edu/sommerville/123/123%20133%20government.htm#Coroner was the person who collected the royal taxes, the investigation of dead bodies to see if they were Norman (and so entail the
murdrum tax)has pretty clear parallels with the Imperials on Vvardenfell. So as well as collecting cash the PC could be Malpen Roscius, PI! And live in a http://legoficina.blogs.sapo.pt/189192.html. Dunno about Zeus and Apollo.
A bit more on http://www.spartacus.schoolnet.co.uk/YALDrent.htm and life at the time of the http://www.nationalarchives.gov.uk/domesday/world-of-domesday/order.htm.
Perhaps the PC would be more dealing with the lords and ladies of the land as http://www.historylearningsite.co.uk/medieval_peasants.htm "had to pay rent for his land to his lord [and] had to pay a tax to the church called a tithe."
Oh, and there's always the chance of a good http://www.historylearningsite.co.uk/peasants_revolt.htm to spice things up.
I had a thought about the locations for this new faction. As it seems you're having trouble finding space for them why not make that a virtue? Don't increase the size of the Seyda Neen building, instead have the faction members there all crammed in cheek by jowl; have the Ebonheart faction base be a leaking old ship in the harbour; have the other satellite members be similarly constrained. And why is this? Well (perhaps) it's that pesky East Empire Company working against the upstanding collectors of the Emperor's coin. They're the ones who engineered things so our one office is in this soggy village on the Bitter Coast, the swine.
All we need is a quick thinking fellow who's quick on their feet and prepared to work hard. Oh, who's that? The person who solved the murder? Well then, are you looking for employment?
If you wanted to get fancy you could have the faction's offices be built and improve as the player progresses through the quests. Like the strongholds or the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4083 mod.
Although seems like you've got this sorted.
Some thoughts on some of the things in the thread (which might have been settled as this is the first time I've seen it):
I'd agree with some taxation on the player being determined by possession or not of a stronghold. Perhaps also dependent on their level within the guilds and other factions. If you're the head of the Mages' Guild then you have to round up the taxes for all the various Mages' Guild locations... Could prove fun.
If you're interested in mod conflicts then I'd suggest Rougetet's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000, a bit out of date but does give a god idea on what mods are where.
Some faction mods:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=54
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=732
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1455
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6131
As to the PC just having stepped off the boat, well there are a number of alternate character generation mods out there. Some people use them, so... If you want to incorporate those potential changes then it wouldn't hurt I suppose...
"The idea, of course, being that each 'office' is run by a Director, with the Regional Office in Ebonheart being run by the Regional Director."
To me a "Director" sounds more important than a "Regional Director", although maybe that's just me. Perhaps "Head of Office" and "Regional Director" (perhaps a "Province Director" if you gop the whole hog and add things to Tamriel Rebuilt
)
As to sites for these offices it seems that it's only http://www.uesp.net/wiki/Lore:Third_Era#3E_414 since Vvardenfell was opened up so things could still be in their infancy (bearing in mind the pace of Imperial bureaucracy). So I'd expect the offices to only be at those sites with a clear Imperial presence (Ebonheart, Wolverine Hall and Pelagiad). For me, I think of Caldera as a bit too much of a recent "boom town" to warrant an office but including some quest of starting taxation of all that ebony could be fun (and lead to the establishment of an office, or at least a presence there).
I'd be tempted to leave it at that, other sites being visited by members of the faction (e.g. ships at Dagon Fel, someone hobnobbing with Hlaalu dignitaries in Balmora (or maybe being wined and dined in a plantation somewhere) and so on and so on.