» Fri May 04, 2012 3:31 am
Now listen I have a new goal: Set up a sign up thread by late May. So I would like all CO GM's to bring up suggestions to keep this thread more active then it is now. Just saying. Now this is information regarding each of the factions. Found from the site about the mod.
Orc Nations: The Orcish Nation is a federation of clans, inhabiting small stone forts in the north-west of the continent. They are at constant war with the Nord Nation but also harrass the Colony. The clans have no central leadership, so they sometimes fight between themselves as well. Their culture is dominated by honour, warrior codes and they base their fighting exclusively on the use of cold, hard steel.
Nordic nation: Think Forsworn. Nomadic and barbaric warrior society, steeped in war. The Nord Nation is really a confederacy between four tribes, all with a central tribal centre, of which the largest such centre is found to the north. These people will make use of guerilla tactics when fighting in the woods and they are proficient archers and melee combatants. They are at all times at war with the Orcs and sometimes also make raids into colony territory.
The Breton Nation: The Fabled Kingdom builds on old traditions and history. They are the last remnants of a once glorious civilization and have now been pushed back into a small part of the continent dominated by hot springs and swampy terrain. On the top of protective cliffs and hills in this inhospitable land, they have created their homes, impressive fairy-tale castles and installations. These people are highly developed. Not even the Nord Nation wants to get into a fight with them, for they protect themselves like fierce beasts with magic and other arcane defensive tactics. They mostly want to be left to themselves.
Dark elf refugees: When Vvardenfell had its great disaster, the Dark Elves went into exile and diaspora. Some of them came over to The Frontier and founded an unofficial refuge there. They are too few to be any threat to the other nations or the colony and they are mostly left alone on their inhospitable patch of land at the eastern coast. Their settlements are but small fishing villages and hamlets.
Now these are some factions that are mostly not native to the Frontier.
The Aldmeri Dominion: The Aldmeri Dominion wants its fair share of the Frontier as well, and they’ve bought an entire island off the coast of The Frontier from the governor. Here, at the monastery of T’Jira, they’ve set up their operations, maintaining that the island and the monastery is a sacred holy place in Aldmeri history and that the operation is peaceful. (If you’ve seen Star Trek, referr to what happened at the monastery of P’Jem to get some insight into what’s really going on.)
The crusaders: These Crusaders have come over from Dibella’s Watch to fight the Barbarians on the Frontier and to introduce civilization to them. (Note that they are not officialy part of Bethesda's cannon lore. They are from an Oblivion mod called "Dibellas Watch." in which the creator of the mod had put in the Frontier.)
The Alcoholics’ Guild: They are more or less a guild for Drunkards.
Edit: All of this info will be found on this link: http://frontierskyrim.wordpress.com/the-backstory/
Edit 2: Any opinions or questions?