The Elder Scrolls Plots
By: Aryan








While Morrowind contains many quests and storylines, the central plot revolves around The Tribunal, a triumvirate of god-like beings ruling over Morrowind, and their struggle against a former ally, the deity Dagoth Ur and his Sixth House – a cult of followers stretching out from Red Mountain, the volcanic center of Vvardenfell, the island on which the game is set. Dagoth Ur has used the Heart of Lorkhan, an artifact of great power, to make himself immortal and now seeks to drive the Imperial Legion occupiers from Morrowind using his network of spies, as well as Akulakhan, an enormous mechanical golem powered by the Heart of Lorkhan. After a storm and a strange dream vision, the player character begins in a town called Seyda Neen, fresh off a boat from a mainland prison, freed by the string-pulling of the current ruler of the Tamrielic Empire, Emperor Uriel Septim VII. The PC is given the task of meeting Caius Cosades, a member of the Blades, a secret group of spies and agents working for the Emperor and the Empire. Cosades inducts the player into the Blades on the Emperor's orders, and sets the player on various quests to uncover the mysterious disappearances and revelations that the citizens of Vvardenfell have experienced, particularly the Sixth House and the Ashlander prophecies of the Nerevarine. It is later revealed that the induction under Cosades, and the player's release from prison, was due to the Emperor's suspicion that the player might be the Nerevarine – a reincarnation of the legendary Dunmer hero Indoril Nerevar – or at least someone would make a convincing imposter to use for political gain. The PC is tasked with uncovering the prophecies regarding the Nerevarine, and to fulfil them in order to finally defeat Dagoth Ur and his Sixth House cult. Prophecies from the nomadic Dunmer people living in the Ashlands, the Ashlanders, predict that Nerevar's incarnate will fulfill a set of seven prophecies. The first two prophecies are that the Nerevarine will be born on a certain day to uncertain parents, and will be immune to Corprus disease, a Divine disease created by Dagoth Ur. The player has already fulfilled the first, hence he/she was chosen for the task; the player becomes immune to Corprus by contracting the disease and surviving an experimental cure. Fulfilling these, the player seeks to complete the third prophecy, a test to find the Moon-and-Star (also called One-Clan-Under-Moon-And-Star), the symbolic ring originally worn by Nerevar, which has the power to instantly kill anyone, apart from himself (and by extension, the Nerevarine), who tries to wear it. Upon finding and equipping the ring, the player receives a vision from Azura, the ancient Daedric Prince of the Dawn and Dusk, who confirms that the player is Nerevar's incarnate. The Nerevarine completes the fourth and fifth trials, which are to rally the Great Houses of the Dunmer and Ashlanders of Vvardenfell under one banner. After receiving the support and being declared "Hortator" by every Great House and "Nerevarine" by all nomadic Ashlander tribes, the player is officially, albeit reluctantly, called "Nerevarine" by the Tribunal Temple, who normally persecute anyone who claims to be the Nerevarine and sentences them to death. The Nerevarine is invited to the palace of the poet god-king Vivec, one of the three deities that forms the basis of Morrowind's religion, known as the Tribunal, to discuss the assault on Dagoth Ur's stronghold in the heart of Red Mountain. Vivec presents the player with the gauntlet 'Wraithguard', an ancient Dwemer artifact that allows the use of the tools Sunder and Keening. These ancient weapons were created by the Dwemer to tap into the power of the fabled Heart of Lorkhan, which they found beneath Red Mountain - and these same tools have been used by the Tribunal and Dagoth Ur to reach their god-like status. The tools can, however, also destroy the fabled Heart of Lorkhan, but without having the Wraithguard equipped, they will deal a fatal blow to whoever wields them. The player travels into Red Mountain to Dagoth Ur's citadel. After talking with Dagoth Ur, who attempts to sway the player to his side with the claim that he is merely following Nerevar's final orders, the player and Dagoth Ur fight. Besting Dagoth Ur, the Nerevarine soon discovers that while the Heart of Lorkhan is still intact, Dagoth Ur remains immortal and he soon returns from death. Making his way to the very heart of the mountain, the Nerevarine finds the Heart of Lorkhan and destroys it, severing Dagoth Ur from his power and ultimately killing him. Akulakhan's Chamber, where Lorkhan's heart resided, is destroyed in the process as the cavern collapses, and in turn Red Mountain is cleared of blight and The Sixth House falls. Upon escaping from the chamber, the Nerevarine is congratulated by Azura, who comes to reward the player's efforts of fulfilling the prophecy. The game does not end upon the main quest's completion, but the game world Vvardenfell is affected in many different ways. The Blight Storms cease to plague the land, and the weak-minded followers of the Sixth House are re-awakened, remembering nothing of their ordeal. The Dreamers who harassed the Nerevarine fall silent, and the Nerevarine becomes widely known as the savior of Vvardenfell. The quintessential consequence of defeating Dagoth Ur was the destruction of the Heart of Lorkhan. Due to their immortality linked to the heart, Vivec and the Tribunal become mortal again, leaving Vivec's future in question and up to the player to determine his fate.






The story begins with the player imprisoned in a cell for an unknown crime. Emperor Uriel Septim VII, accompanied by Imperial bodyguards known as "the Blades", arrive in the prison, fleeing from assassins who have murdered the emperor's three sons and are now targeting him. The emperor and the Blades reveal that the player's jail cell contains a secret entrance to a part of the city's sewer that functions as an escape route. Pardoned by the emperor, the player follows the group into the sewer, where they come under attack by assassins. All but one of the Blades are cut down in the fighting that ensues. Knowing he is destined to die by the hands of the assassins, Uriel Septim entrusts the player with the Amulet of Kings, worn by the Septim emperors of Tamriel, and orders the player to take it to a man named Jauffre, the grand master of the Blades, at Weynon Priory. Immediately afterward, one of the assassins kills the emperor. The player escapes the sewer and heads out into the open world of Cyrodiil. The lack of an heir for Uriel Septim has broken an old covenant—the barrier to Oblivion: a dangerous realm that is in another dimension. Multiple gates to Oblivion open, and an invasion of Tamriel begins by magical creatures known as Daedra, killing and destroying anything in their path. Jauffre tells the player that the only way to close the gates permanently is to find someone of the royal bloodline to retake the throne and relight the Dragonfires—with the Amulet of Kings—in the Imperial City. Fortunately, there is an illegitimate son named Martin, who is a priest in the city of Kvatch. Upon arriving at Kvatch, the player finds that the Daedra have destroyed the city and very few survivors remain. A massive Oblivion Gate is obstructing the main city entrance, and the player must venture through the gate into the Deadlands—one of the planes of Oblivion—in order to close it from the inside and allow access to the city. After closing the gate, the player enters Kvatch and takes it back from the Daedra with the assistance of surviving guardsmen. Fortunately, Martin has survived and the player persuades him to come to Weynon Priory. The player, now recognized as the Hero of Kvatch, returns to Weynon Priory with Martin, finding that it has come under attack by assassins and that the Amulet of Kings has been stolen. The player escorts Jauffre and Martin to Cloud Ruler Temple, the stronghold of the Blades. There, Martin is recognized as the emperor and is given command of the Blades. The player is optionally entered into their ranks and sets off in search of the amulet. After gathering information, the player learns that the group responsible for Uriel Septim's assassination and the theft of the amulet are the Mythic Dawn, a cult dedicated to the worshiping of Mehrunes Dagon, the Daedric Prince of Destruction. The cult believes Dagon is the true creator of the world and wish for him to "cleanse" it of all impurities. Killing the emperor and thus removing the barriers to Oblivion was the first step in realizing this idea. The player attempts to infiltrate the secret meeting place of the cult in the hopes of retrieving the amulet. When the player does so, the cult's leader, Mankar Camoran, escapes through a portal, taking the amulet with him. The player takes the book that had opened the portal to Martin, who deduces a way to reopen the portal. The player seeks out three key artifacts necessary to recreate the portal: a Daedric artifact, The Blood of the Divines, in this case the armor of the first Septim emperor is a substitute, and a Great Welkynd Stone. With all three retrieved, Martin reveals that a final ingredient is needed: a Great Sigil Stone from inside a Great Gate similar to the one that devastated Kvatch. Martin and Jauffre decide to allow the city of Bruma to be attacked by Daedra so that a Great Gate will be opened. Once it is, the player obtains the Stone and closes the Gate, also saving Bruma. A portal is created at Cloud Ruler Temple and the player is sent through to Mankar Camoran's created realm of Paradise. After bypassing Daedra, Mythic Dawn members and obstacles, the player confronts Camoran and kills him. The player returns the Amulet of Kings to Martin, and they subsequently travel to the Imperial City with the Blades to relight the Dragonfires and end the Daedric invasion. They find the city under attack by Daedra and an enormous avatar of Mehrunes Dagon himself. The player and Martin fight their way to the Temple of the One. There, Martin laments that they are powerless against Dagon's avatar and explains that they can only defeat him one way. He bids farewell to the player and shatters the Amulet of Kings, merging himself with the spirit of Akatosh, the Dragon-God of Time, thus becoming Akatosh's avatar. After a battle, Akatosh casts Dagon back into Oblivion and lets out a mighty roar before turning to stone. Martin, whose soul was consumed by the amulet, enters the afterlife to join his forebears. In a telepathic monologue to the player, he sheds an optimistic light, explaining that while the Amulet of Kings is destroyed and the throne again lies empty, the gates of Oblivion are now shut forever and the future of Tamriel now lies in the player's hands. The Empire's high chancellor sincerely thanks the player for their service during the crisis and elects them as the seventh Champion of Cyrodiil.

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