Great Houses of Morrowind
This mod allows you to play as one of 6 Great Houses of Morrowind of your choosing. It adds 6 playable factions as one class. You make your choice at the begining of the game, picking a corresponding ritual with the House name. Each House has a different gameplay, and there are some mechanics allowing you to unlock units of another house in the mid to late game.
I strongly recommend checking out a PDF guide to the mode I wrote, as it explains things in detail:
https://drive.google.com/file/d/1V70YbCGg9J6rAklxhaQ402tngGTzdgRC/view
Some factions has less obvious flow to how they are played.
The current version 1.04 should be compatible with base game multiplayer lobby.
Become a leader of one of six Great Houses of Morrowind – each faction using it’s unique mechanics and gameplay. At the start of your game, pick a ritual corresponding with one of the Great Houses pledging your alignment and transforming your starting unit into a leader of your chosen faction.
From honorable House Redoran, the house of warriors and tradition with an aggressive gameplay, to economy building focused play of House Hlaalu – house of cunning merchants relying on mercenaries and trade caravans, or more exotic gameplays like House Telvanni – the House of wizards living isolated in Mushroom Towers, investing everything they have into improving their spellcasting leader to godly levels of powers. You can also play as a pious House Indoril strongly connected to the Tribunal Temple, with gameplay revolving around building more and more districts of their Holy City gaining access to stronger and more blessed units with every new sector or their mortal enemies – Sixth House, the House of madness and mysteries, a cult dedicated towards their god-figure Dagoth Ur, transforming mortal cultists into monsters and ascended beings, overpowering the enemy with their mind magic, with an army looking more like a religious procession than a real military force. Lastly, you can chose to play an agricultural power-house of House Dres, relying on a slave labor for the output of their saltrice plantations, with whole mechanics revolving around managing your slave population or turning them into strong gladiator-like warriors. House Dres also specializes in breeding giant insect-like creatures, unlocking more and more types of them by using domestication rituals, gaining access to flying creatures and commanders.
Each faction plays very differently, with the shared characteristic of them all being unlocking access to new troops and abilities as the game progresses, by either leveling up your leader or turning tiles into required buildings, needed to unlock recruitment options. It’s worth checking out each sub-faction to see which one fits your gameplay fantasy the best, however that being said House Telvanni, Sixth House and House Dres are more complicated than House Redoran, House Hlaalu and House Indoril, and it might take some time to get used to how they are played.
-House Redoran revolves around constant fighting and expanding your territory, your leader leveling up when there is enough corpses on the battlefield to prove himself, with ability to summon new troops by casting ritual, even deep within enemy territory. Build Guar Pastures as you travel and find a good spot to start your Redoran City by converting a village or city for different costs. This is a fast-tempo faction where you can quickly get to your last tier of strongest units of elite warriors, cavalry and finally turning your cities into monstrous giant Emperor Crabs, which can both maul enemy forces and be burrowed back to serve as a city.
-House Hlaalu also needs to convert villages into Hlaalu Cities or Trading Posts improving your economy. Hlaalu are able to cheaply hire whole squads of mercenaries with random equipment for a very low price, with a drawback of paying them for each year of their service. You can start Kwama colonies on your mines increasing the output, you can organize Trade Caravans moving by themselves and generating you profits when they arrive to settlements, you can also recruit more elite troops in your Hlaalu City. With a lot of utility abilities, like hiring assassins to be summoned on a tile with enemy leader, to try assassinating him or creating trading goods in your cities to transport and sell them in non-Hlaalu cities for profit. At the final tier, you will be able to invite Imperial Legions to your kingdom to fight for your cause.
-House Indoril mixes up it’s units with those of Tribunal Temple itself. Build temples and shrines, get access to your strong Ordinators from the first Temple you’ve build. Plan out where to build your giant multi-tile Holy City, leveling your Architect and Priest. In the endgame summon living gods of the Tribunal
-House Dres turns farms into plantations, each plantation spawning you slaves every summer month increasing your mine and plantation outputs greatly. You commander is able to summon lower-ranking leaders on demand to manage your slaves. Recruit Bugherder to gain access to technological tree of domesticating different insectoid creatures, gaining access to flying units and bugs of titanic size
-House Telvanni gives you a control over an upstart Wizard who in time can learn a huge range of magical schools with gameplay centered all around your main character and making him a figure of godly power. Summon Mushroom Towers and your retinue, learn new spells, trap souls of your enemies and enchant your armies
-Sixth House builds hidden shrines of the cult in your settlements spawning Dreamers who will transform into stronger creatures or fail becoming Corprus monsters. Increase the success change with your Ash Prophet’s, turn Corprus creatures into Lifeforce. Protect your procession with a wall of disposable cultists. Summon Dagoth Ur in the endgame.