Every house must have an identity. The function of the houses in the game is to give the game world social variegation (in forms that are both spatial-visual and character-atmospheric) and the player identity-developing path choices. It is therefore integral that they are all distinct from one another, that siding with one says something about the player character, that a character involved in the politics of one can be excepted to have some of a certain set of character traits that share a family resemblance. The houses are also monolithic socio-political organizations which encompass or lord over every kind of trade and class, so they cannot be differentiated by the simple activity-and-skill differentiation that differentiate, for example, the Imperial guilds. They must each be an complete social form and psuedo-state. This is quite the task.
For narrative reasons, each house also has its certain "hubris" (or, in the case of Hlaalu, which intentionally deviates, "secret virtue"). Morrowind is a game about an outsider entering a tragically doomed society and overcoming that society's deep flaws - in the case of the central mainquest story, the fact that it is mired in tradition and unwilling to change and shovelling harder and harder to hide its terrible "original sin" - the death of Nerevar - rather than facing it and overcoming it.
- Dres is a deeply traditional, heterodox society which is brutally unkind to outlanders, especially its slaves. It is the upholder of Morrowind's most ancient traditions and despite its irregular beliefs, it is the ne plus ultra of the Dunmer. Secretly, its leadership has made profane deals with foreign devils which are going to come back to haunt them.
Hlaalu is the prodigal house of Morrowind. It betrayed the Dunmer during the Tiber Wars and its members constantly act to better themselves and their own position, backstabbing and lying to get to the top. It was once the lowest house, serving only as the intermediary between outlanders and the rest of Morrowind, but now it controls enormous amounts of land and major trading ports in the heart of Morrowind. Despite the hatred it receives from the other houses, Hlaalu is secretly acting toward the best interest of the Dunmer; it understands that the Tribunal and the houses are all antiquated and failing, and it is preparing the province for the future since no one else will.
Redoran protectors Morrowind against its many enemies. Its three marches guard the western border of Morrowind. It is a backwoods house, putting no value on luxury or comfortable living, committed in austerity to its guardianship. It is also simpler, and poorer, and living in a harsher climate than the houses of Morrowind's heartland. Its honor and commitment is its greatest weakness, because its leadership has been focused on their stalemated war with Dagoth Ur, not realizing that they are losing control on the mainland.
Telvanni is not so much a house as a loosely associated collection of autonomous, iconoclastic despots who have agreed to sometimes mediate their disputes with one another. They are strange and powerful and have no qualms about violating any rules or norms established by Morrowind's society. Their absolute commitment to self-interest and autonomy has created a situation of quietly building chaos and its about to boil over into social collapse.
From these concepts, we've been able to develop whole ways of being for each of these four houses, encompassing characters, quests, and spatial concepts. We've struggled much more with Indoril. Here is what we are given in TES III as a basis:
- Indoril is very connected to the Temple and the most committed to the Tribunal.
Indoril was for thousands of years the ruling house of Morrowind, but has become less and less powerful since the Armistice; it was mostly supplanted by Hlaalu.
Existing Content
Much of our existing content predates our even considering this question. We have dozens of small Indoril towns some of which have their function along the axis of differentiation-from-one-another. This is the port on the Thirr; that is the eggmining town; this is the last stop on the pilgrim route to Necrom; some don't even have that and are just "another town." But we have no concept differentiating them from the eggmining town or port town or whatever that would belong to another House.
We also have several Velothi settlements spread throughout Indoril territory; most often there is no evident reason why these settlements are plain-Dunmer (which is what "Velothi" means) and not Indoril. They have Indoril guards, making this occasional deviation just really peculiar as it stands now.
Then there is Almalexia, which is huge and majestic and all important. This has presented its own problems, which are not the subject of this thread.
Mainly what we've done with the Indoril is have them worship the Tribunal a bunch of not like outlanders. In other words, we've had them be Dark Elves.
The Indoril Problem
These come together to create the Indoril problem: the Indoril lack an identity. We don't have a meaningful Indoril house-concept the way we have a house-concept for the other houses. Nothing makes them Indoril rather than Dunmer except our say-so. And we have a ton of completed content that is basically Dunmer, rather than Indoril, but that we say is Indoril.
So the question is this: how do we make the Indoril something more than just "Dunmer"? Integral to this question is also: what do we do with the content we have finished to make this solution work?