Characters / The Elder Scrolls III: Morrowind

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    The Nerevarine 

The Nerevarine

The Player Character, hero of the game.

  • The Ageless: Thanks to the positive effects of the Corprus Disease you get to keep after being "cured."
  • Anti-Hero/Villain Protagonist: If you take some of the more morally questionable paths.
  • Anything That Moves: Though you don't get to see what your character actually says, the NPC responses to the "Admire" dialogue choice are frequently responses to pick-up lines or come-ons. This happens regardless of their race or gender.
  • Asskicking Equals Authority: Pretty much how you end up at the top of any of the guilds or factions. Especially true for the ones where you have to kill the previous guildmaster in battle.
  • Badass: In his/her past incarnation the Nevarine is responsible for uniting the Dunmer and defeating Dagoth Ur. In the present incarnation, he/she is destined to do it all again.
    • Empowered Badass Normal: After a certain point in the main quest (namely, contracting Corprus and having it "cured," he/she becomes immune to disease as well as becoming The Ageless. Vampirism and Lycanthropy are also options.
  • The Chosen One: Chosen by Azura to punish the Tribunal, destroy the Heart and kill Dagoth Ur.
    • The Unchosen One: For once, these aren't mutually exclusive - by selecting the right dialogue options, it's possible to play a Nerevarine who's fulfilling the prophecy because they think it's the right thing to do, not just Because Destiny Says So.
  • Cursed with Awesome: For starters, once you start gaining notoriety as the Nerevarine, this can get you the attention of some awesome allies... and some really nasty enemies. Also, once you get the corprus cure, you still have the disease, minus any of the negative effects, meaning you no longer have to worry about getting any type of disease again.
  • Deadpan Snarker: In the Journal, your character will make some pithy comments on occasion.
  • Duel to the Death: Can get in to 4 of these in the Vivec arena (with a few others optional) either during the quest to be named Nerevarine/Hortator or during the process of rising to the top of each guild and faction.
  • Featureless Protagonist: In terms of gameplay, the Nerevarine can be anything the player wants them to be in terms of race, gender, class, birthsign, etc. A few details of his or her backstory are established in the storyline however: the Nerevarine was a prisoner, he or she was sent from the Imperial City's prison to Morrowind, there was something special about his or her day of birth ("born on a certain day"), and his or her parents are unknown. A Dunmer Nerevarine wasn't born in Morrowind, either, which still makes him/her to be qualified since the lost prophecies said that the Nerevarine would be an outlander.
  • Going Native: At least going partly native is heavily encouraged (joining a Great House — even the most imperialized House, Hlaalu, is still at core a Dunmer house based on Dunmer traditions — and just looking out for the interests of Morrowind's people first, prominently mentioned when Caius Cosades is recalled, leaving you the highest ranking Blade in the area). It's entirely possible to go full-blown, avoid all the non-Blade Imperial factions, and join just a Great House and the Temple (unless you go native in the Telvanni — their traditions discourage giving more than the absolute minimum of tolerance to the Tribunal).
  • Guile Hero: The original Nerevar was one of these, and to complete much of the game, the player will have to be the same.
  • I Am Who?: Lord Nerevar reborn.
  • The Hero: Exactly which flavor depends on how you choose to play.
  • Ideal Illness Immunity: A side effect of the Corprus Disease. After having the negative effects cured, this is one of the positive effects the Nerevarine gets to keep.
  • I Have Many Names: In addition to the Nerevarine and several variants (Nerevar Incarnate, the Incarnate, the Nerevarine Incarnate — and Nerevarine 'of Four Tribes' in a certain prophetic context), one will pick up the titles of Hortator of the Great Houses, Operative of the Blades, and Hearthfriend of the Ashlanders. And those merely come from completing the main quest. Add in titles from the various Guilds and Factions, as well as some more from the expansions, and it's possible to come away with over a dozen titles.
  • Maybe Magic, Maybe Mundane: So, are you the real deal Nerevarine—reincarnation of the long-dead Dunmer Folk Hero—or a particularly clever and lucky impostor who tricked everyone with the help of The Empire and a Daedric Prince? The game never answers it definitively (it even throws in the third possibility of you becoming the reincarnation of Nerevar by doing what the reincarnation is meant to do), and the most knowledgeable (sane) beings in the setting prefer not to jump to any conclusions about you.
  • One Riot, One Ranger: In order to fulfill the Nerevarine Prophesy, you need to be named the "Hortator" of the three Dunmeri Great Houses with holdings on Vvardenfell. A Hortator is a traditional Dunmer war-leader, implied to typically lead entire armies into battle. However, circumstances are such here that you will need to go into Red Mountain to face Dagoth Ur on your own. Primarily, this is because you have been rendered immune to all disease (another requirement to meet the prophecy) while anyone you could bring along would risk catching a Blight disease, or worse, the Corprus Disease.
  • Parental Abandonment: Is an orphan. This is actually part of the Nerevarine prophecy.
  • Physical God: Somewhat Downplayed, but qualifies. By the end of the game, you're one of the most powerful beings in Vvardenfell, if not on all of Tamriel, and have slain 2-3 full blown Physical Gods, as well as the aspect of another, more powerful god-like being. You also still have the Corprus disease, with the negative effects cured, leaving you as The Ageless and immune to all other disease. Corprus disease is alternatively known as "the Divine Disease," and was created by Dagoth Ur using the power of the Heart of Lorkhan, the dead creator god of the Elder Scrolls universe. You keep this even after you destroy the heart, meaning you still have a connection to its divinity. It may not be as strong of connection as the Tribunal or Dagoth Ur, but it is a shred of the divine.
  • Player Character
  • Rags to Riches: You start off as a penniless prisoner fresh off the boat with nothing more than the clothes on your back. By the end of the game, you'll very likely have more gold than you could ever spend, a vast collection of legendary artifacts and a mansion stronghold to store it all in. With all of the Money for Nothing available, this process will usually only take a couple of in-game months.
  • Reincarnation: Of Nerevar... maybe. You're capable of wearing the Moon-and-Star ring, which is designed to kill anyone who isn't Nerevar, and Dagoth Ur calls you "Nerevar, my old friend". But there's hints that you've been shoe-horned into the role by Azura, who wants to give the Tribunal a good kicking.
    • Whether you were shoehorned into the role or not, by the end of it, you pretty much have become his reincarnation, by mantling him.
  • Really 700 Years Old: It's heavily implied only the detrimental effects of Corpus were cured but not the benefits, leaving the Nerevarine as The Ageless. There are definite indications that the Nerevarine is still alive-and-kicking by the time of Skyrim, over 200 years later. Of course, since there's no "canon" name or race or gender for the Nerevarine, a few third-hand accounts are about all the writers could plausibly include to say so.
  • Took a Level in Badass: You go from a relatively unskilled prisoner at the start of the game to a One-Man Army capable of slaying gods by the end.
  • Try to Fit THAT on a Business Card!: By the end of the game, if completing all the various guild and faction questlines: Nerevarine, Hortator, Hearthfriend of the Ashlanders, Grandmaster/Archmaster/Archmagister of Great House Hlaalu/Redoran/Telvanni, Master of the Fighters Guild, Archmage of the Mages Guild, Master Thief of the Thieves Guild, Primate of the Imperial Cult, Grandmaster of the Morag Tong, Patriarch of the Tribunal Temple, Factor of the East Empire Company and Bloodskaal to the Skaalnote  (in Bloodmoon) and Operative of the Blades (though this one is supposed to be secret and thus, wouldn't actually be on a business card.)
  • Weapon of Choice: Up to the player, naturally.

     Lord Indoril Nerevar 

Lord Indoril Nerevar (aka Saint Nerevar, Nerevar Moon-And-Star)

Ancient leader of the Chimer (now Dunmer) people. His death thousands of years ago and prophesied reincarnation fuel the events of the game.

  • An Axe to Grind: For a time his primary weapon was the Named Axe, with which he killed the Parliament of Craters.
  • Compelling Voice: His "supernatural powers of persuasion." Further enhanced by his Dwemer-crafted and Azura-blessed ring, Moon-And-Star.
  • Enemy Mine: Arranged this with the rival Dwemer in order to drive the invading Nords out of Morrowind.
  • Fire-Forged Friends: With Dumac Dwarfking.
  • Flaming Sword: His Blade, True Flame.
  • Folk Hero: For the Ashlanders. Also a Messianic figure, who is believed will return one day to strike down the "false gods" of the Tribunal.
  • Founder of the Kingdom: Is treated as this by the Dunmer people as the great unificator of Morrowind. The Tribunal rule in his name (even though they very likely may be responsible for his death) and he is revered as a saint in the Tribunal Temple.
  • Frontline General: According to most accounts. Most notably, he was this at the Battle of Red Mountain leading to the disputed circumstances of his death.
  • Guile Hero: His greatest skills were his leadership and supernatural powers of persuasion.
  • Iconic Item: In-universe, his Moon-And-Star ring. Also, True Flame to a lesser extent.
  • The Leader: Type II during the Chimer's war with the Dwemer in the backstory. The rest of the band consisted of the Tribunal and Dagoth Ur.
  • Long Lived: He was in his 200s when he was killed, which is getting quite old even for a Mer. (Not counting those who've enhanced their lifespans with magic or divine powers.)
  • The Maiden Name Debate: According to one of the game writers, Nerevar took his wife Ayem's (later the goddess Almalexia) House name, Indoril, upon marrying her. She was a high priestess belonging to one of the Great Houses, whereas he was formerly a caravan guard born to an irrelevant minor house.
  • Maybe Magic, Maybe Mundane: His supernatural powers of persuasion are never elaborated on or explained. Were they some sort of supernatural gift or was he simply a very persuasive person? Like many other details about him, this is one we'll likely never know.
  • Poor Communication Kills: A few of the versions of Nerevar's final days imply that his good friend Dumac did not know what Kagrenac was planning to do with the tools and heart, and would have stopped Kagrenac had he known. Thus, preventing the Battle of Red Mountain, the Dwemer's disappearance, and possibly Nerevar's death.
  • Posthumous Character: Has been dead for around 4000 years by the events of the game. His death, prophesied reincarnation, and the subsequent use of the Heart of Lorkhan by the Tribunal and Dagoth Ur to obtain divinity are the catalyst for the game's plot. Everything we know of his life and death comes from in-game books and Rashomon style stories from key characters.
  • The Rashomon: The accounts of his death conflict greatly. The official stance of the Tribunal Temple, the Dissident Priests, the Ashlanders, Dagoth Ur, Vivec, and Azura all recount it differently. What is known for sure is that Nerevar died at Red Mountain. Some say the Tribunal did it, others Dagoth Ur, or that he went too deep into Red Mountain seeking the Sharmat and the volcano exploded. We'll probably never know what actually happened, on the assumption that not all of them are true.
  • Reincarnation: The Nerevarine is said to be his.
  • Shout-Out: Many to King Arthur: both were charismatic war-leaders who united their peoples against foreign invasion to great effect, both have numerous conflicting accounts of their passing, both have close groups of followers who's tales and exploits eventually begin to eclipse their own legacies, both became folk heroes to groups who have been marginalized by invasion and progress, and both have prophesies of their return which may or may not have already occurred if valid.
  • Standard Hero Reward: Married Almalexia, who was already a high priestess in a noble Chimeri Great House, despite his non-royal background.
  • Took a Level in Badass: Details of his early life are scant, but if Vivec's account can be believed, Nerevar was a mere merchant caravan guard prior to uniting the Chimer people.
  • When It All Began / Plot-Triggering Death: Nerevar's death at Red Mountain thousands of years ago establishes the plot of the game.
  • Worthy Opponent: He and Dumac Dwarfking showed shades of this prior to their alliance, at which point they became close friends.

     The Tribunal 

The Tribunal (ALMSIVI)

http://static.tvtropes.org/pmwiki/pub/images/tribunalmural_885.gif
A fresco depicting the Tribunal found in Vivec city. From left to right: Vivec, Almalexia, Sotha Sil

A trio of living flesh-and-blood gods. They were Nerevar's trusted advisers who went against the wishes of Azura to use the Tools of Kagrenac on the Heart of Lorkhan to obtain divinity.

Tropes describing the Tribunal as a whole:

  • A God Am I: They take this attitude. Justified, due to them actually being gods.
    Vivec: Can you, mortal, presume to judge the actions and motives of a god?
  • Corrupt Church: What the Tribunal Temple (which worships the Tribunal) has become in recent centuries. Curiously, it was much better when the Tribunal lived and worked among their people. Since they were forced to withdraw to conserve their power and it fell to the mortals to run church affairs, the corruption increased and spread.
  • Deity of Human Origin: All three were once mortal.
  • Fighter, Mage, Thief: Their "mythic roles" fall into these archetypes with Almalexia as the Fighter, Sotha Sil as the Mage, and Vivec as the Thief.
  • Freudian Trio: Almalexia is the id, Vivec the ego, and Sotha Sil the superego.
  • The Great Wall: After a re-awakened Dagoth Ur and his minions ambushed the Tribunal and stole two of the Tools of Kagrenac during one of their annual pilgrimages to the Heart of Lorkhan, the Tribunal tried and fails to reclaim them. Despite their efforts, they were unable to destroy Dagoth Ur. So, in order to contain his spreading influence, they erected the Ghostfence around his Red Mountain stronghold. The Ghostfence isn't a solid wall, but a series of pylons connected by a force field. The force field was originally powered by the Tribunal's divine power. However, they weakened over time without access to the Heart, so they were forced to use the souls of dead Dunmer as a suplemental power source. By the time of the game, only Vivec is still channeling his divine power into the Ghostfence, and, as a result, has withdrawn completely from the affairs of mortals.
  • God Couple: Almalexia spent time coupled with both Vivec and Sotha Sil after becoming gods. Neither lasted all that long (at least, on the godly scale of time,) with her relationship with Sotha Sil lasting slightly longer (though more intermittent due to his Mad Scientist nature.) Almalexia did a lot of coupling, but considered Nerevar to be her lover long after his death. And Nerevar/Almalexia were a political God Couple while they were still mortal.
  • God Emperor: Though not officially the government, they have exerted great influence over the affairs of the Dunmer through the Tribunal Temple for many millennia and are technically gods.
  • Gods Need Prayer Badly: After the Nerevarine destroys the Heart of Lorkhan, their connection to divinity is permanently severed. Talking to Vivec afterward reveals they are able to persist with a trace of their divinity in-tact due to the faith of their followers.
  • Mortality Ensues: After the Nerevarine destroys the Heart of Lorkhan, leading to God Needs Prayer Badly above.
  • No Immortal Inertia: Averted. They are able to persist after losing their immortality thanks to, per Vivec, the faith of their followers.
  • No One Sees the Boss: Vivec and Almalexia were forced into this after being cut off from the power of the Heart. They previously walked and worked among their people, offering guidance and performing miracles. Now, they are basically confined to their temples, communicating only with a select few high level Temple officials and personal guards. (Sotha Sil was always reclusive, even before being cut off.)
  • Physical God: After obtaining their divine power from the Heart of Lorkhan.
  • Portmanteau: They style themselves as "ALMSIVI," which is made up of Almalexia, Sotha Sil, and Vivec.
  • Really 700 Years Old: 4000 years old, due to them being gods, and thus, immortal. Special mention to Sotha Sil who, as Vivec puts it, is of "Nerevar's generation," being even older than Vivec or Almalexia.
  • Royals Who Actually Do Something: Though not officially the government, each has a royal title. Vivec as the "Guardian God King," Almalexia as the "Face-Snaked Queen," and Sotha Sil as the "Clockwork King." In ages past, they embodied this trope. They led the defense of Morrowind from multiple takeover attempts by the Reman and Septim empires over the course of several millennia, thwarted at least two takeover attempts by Akiviri races, and banished Mehrunes Dagon at least once. They also established and maintained the Ghostfence, which is the only thing keeping Dagoth Ur and the Blight at bay. By the time the game takes place, they've gone several centuries without being able to recharge their divinity, so they've been forced to withdraw from the day to day affairs of mortals in order to conserve energy.
  • Sanity Slippage: Azura implies that this would be their eventual fate, as mortal minds simply aren't equipped to handle the rigors of godhood. Only Almalexia ends up showing this in-game.
  • Sufficiently Advanced Alien: From a certain point of view, they're the fantasy equivalent of this, using stolen Dwemer Magitek to pretend to be (or to actually be) gods.
  • Three-Way Sex: Per Sermon 12 of Vivec's 36 Lessons, although sex amongst gods likely isn't as we mortals understand it.
  • Time Crash: When they used the Tools of Kagrenac on the Heart of Lorkhan, they brought together two timelines: one where they were mortal advisers ascending to godhood and one where they had always been gods.

     Vivec 

Vivec (a.k.a. Vehk, V'Vehk, Vehk and Vehk)

http://static.tvtropes.org/pmwiki/pub/images/vivec_6949.jpg

"Love is under my will only."

THIS SERMON IS FORBIDDEN.

"Warrior Poet and Guardian God-King of the Holyland of Vvardenfell."

A Chimer born in Resdayn (modern Morrowind) during the First Era to a poor netchiman (Netch herder) and his wife. He rose to the rank of junior councilor (sometimes referred to as a "General") in service to Lord Nerevar. Formerly one of Nerevar's top advisers and a member of the Tribunal. He resides in his palace in the city of Vivec, named after himself.

THIS SERMON IS UNTRUE

"Future Glorious Invisible Warrior-Poet of Vvardenfell, Vivec." One of the members of ALMSIVI, born as the image of an egg to a Netchiman's wife in the days of Resdaynia. During his pre-life, he was taught by many spirits and creatures before his mother was captured and killed by the Dwemer. After being put in the simulacrum of the Netchiman's wife they had made, he returned to the surface world and was eventually found by Nerevar and brought to Almalexia, where he merged with the simulacrum of his mother, gilled and blended in all the arts of the star-wounded East, under water and in fire and in metal and in ash, six times the wise, and he became the union of male and female, the magic hermaphrodite, the martial axiom, the sex-death of language and unique in all the middle world, and was Nerevar's lord, master and teacher until Nerevar's death."

Both of these explanations are true. The use of the heart of Lorkhan brought together two divergent timelines, one where Vivec was a mortal advisor and another where he had always been a god (though the full explanation for how this came about may be a bit more complicated).

  • Badass: He taught the Dunmer how to breathe underwater and then flooded the island to kill the Akaviri invaders.
  • Barrier Maiden: A male example. He's the only member of the Tribunal still using his power to maintain the Ghostfence. He's all but retreated completely from the affairs of mortals in order to conserve his power.
  • Batman Gambit: His plan to defeat Dagoth Ur banks on Dagoth Ur not figuring out until it is too late that the Nerevarine is there to free the Heart of Lorkhan from the enchantments binding it, thus cutting off Dagoth Ur and the Tribunal from it's power, rather than to use the heart him/herself to become a god.
  • Big Good: While he has some moral ambiguity to him, he's generally used his powers to protect the people of Morrowind (much moreso than the rest of the Tribunal), and therefore serves as the main leader of the opposition to Dagoth Ur.
  • Blatant Lies: He admits that some of his sermons were false. He is also known to tell a number of half-truths, lies of omission, and "Metaphorically True" type truths. His 36 Lessons provide examples of all of these.
  • Breaking the Fourth Wall: His 36 Lessons as well as some of his dialogue choices suggest that his "godhood" comes from realizing that he was in a video game and using that knowledge to edit the situation around him. He makes vague references to things like the Player Character ("The ruling king who only he can address as an equal,") pausing the game, console commands, and the Construction Set Level Editor. His explanation on what happens if he should "die" also sounds a lot like saving the game and reloading if you die:
    Vivec: "When I die in the world of time, then I'm completely asleep. I'm very much aware that all I have to do is choose to wake. And I'm alive again. Many times I have very deliberately tried to wait patiently, a very long, long time before choosing to wake up. And no matter how long it feels like I wait, it always appears, when I wake up, that no time has passed at all."
  • Brought Down to Badass: He loses his divinity when the Nerevarine destroys the heart of Lorkhan. He's still a several millenia-old, incredibly powerful Magic Knight.
  • Cool Versus Awesome: Lord Vivec's Sword-Meeting With Cyrus the Restless, hero of the The Elder Scrolls Adventures: Redguard game. In it, Cyrus claims he can use the Pankratosword in order to get Vivec to hand over a valuable treasure. (It's implied that Vivec knows that Cyrus is bluffing, but is impressed by the bluff so much that he goes along with it anyway.)
  • Did You Just Punch Out Cthulhu?: The player can kill him if they're strong enough. This is excused/justified in-story by the fact that Vivec is both channelling most of his divine power into the Ghostfence securing Vvardenfell from Dagoth Ur, and hasn't "recharged" his divinity in some time, again because of Dagoth Ur.
  • Depraved Bisexual: To the point where he's had his way with both men and women, several times throughout the Lessons.
  • Foreshadowing: If talked to after defeating Dagoth Ur, he calls Almalexia's Face–Heel Turn in Tribunal.
    Vivec: We don't communicate. Without the Heart, our divine powers must diminish. She takes her divinity very seriously, and the loss weighs heavily on her. She tends to brood, and I fear she will do herself and others harm.
  • Flaming Hair: In-game books and depictions (like the fresco further up this page) state and depict Vivec as being "bald except for flame." However, this is not the case when you meet him in the game, possibly because of his declining powers.
  • God Needs Prayer Badly: He claims that Baar Dau (aka the Ministry of Truth) is held up by the power of his peoples' love for him, and if they should stop loving him, he would allow it to fall.
  • Hermaphrodite: Typically referred to as a male, though. It's important to his mythic role as the Trickster/Stranger figure, where Sotha Sil is male (Clockwork King of the Three-And-One) and Almalexia is female (Face-snaked Queen of the Three-And-One).
  • I Call Him "Mr. Happy": In the 36 Lessons, he refers to his penis as a spear named MUATRA. He uses it to kill his monster children, have sex with Almalexia, and stab the ground to create life amongst other things.
  • Jerkass God: The Baar Dau/Ministry of Truth situation mentioned above, his betrayal of Nerevar, some of the things he does throughout the 36 Lessons...the list goes on.
  • Number Two / The Lancer: To Nerevar during the Chimer's war with the Dwemer in the backstory. The other Tribunes and Dagoth Ur filled out the band.
  • Passing the Torch: To the Nerevarine after he/she defeats Dagoth Ur. The "torch" in this case being the care and protection of the people of Morrowind.
    "There are lesser monsters and villains of all kinds who prey upon the people...The Tribunal and the Temple are happy to yield to you the duties of fighting the enemies of Morrowind."
  • Phallic Weapon: Literally (assuming you can trust the 36 Lessons) with his "spear," MUATRA.
  • Power Floats: Can be found floating in a lotus position.
  • Reasonable Authority Figure: Vivec is the only member of the Tribunal who still actively opposes Dagoth Ur instead of angsting over his waning godhood (Almalexia,) or retreating into complete solitude (Sotha Sil,) and once you fulfill enough prophecies to convince him that you are the Nerevarine, he gives you a detailed and succinct explanation on how to defeat Dagoth Ur and instructs everyone else on Vvardenfell to assist you however they can, while he holds the magical fort for you.
  • Supporting Leader: Becomes one towards the end of the main quest when he passes the Wraithguard on to the Nerevarine. He rescinds the order to kill/arrest the Nerevarine and passes on his knowledge of how to destroy the Heart of Lorkhan, the source of Dagoth Ur's (and the Tribunal's) divinity. He also orders the Ordinators and Buoyant Armigers inside Ghostgate to aid the Nerevarine in any way they can.
  • The Trickster: One of his mythic roles, which goes along with being the "anticipation" of Mephala.
  • Unreliable Narrator: As author of the 36 Lessons.
  • Warrior Poet: Is called this as part of his title.
  • What Happened to the Mouse?: He disappears sometime around the Oblivion Crisis. There are conflicting reports saying that he was taken by the Daedra, or possibly killed by the Nerevarine, or even that he escaped into Aetherius (the realm of magic.)
  • You Can't Fight Fate: He gives this as the explanation for his (and the Temple's) persecution of the Nerevarine. He actually appears to have believed the prophecy himself, and knew that when the real Nerevarine came along, all attempts to stop him/her would fail, giving proof of his/her legitimacy.

     Almalexia 

Almalexia (a.k.a. Ayem)

http://static.tvtropes.org/pmwiki/pub/images/almalexia_3205.jpg

Come, and bask in the light of mercy.

"Merciful Healing Mother and Goddess of the Dunmer."

She was born into nobility as a member of the Chimeri Great House Indoril, where she possibly served as a high priestess. She married Nerevar, despite him being a generation older and from a lower class. As Nerevar's wife (usually referred to as "Queen,") she served him as a councilor and trusted advisor. She resides in her temple in the city of Mournhold.

  • Action Girl: In the backstory (revealed by several in-game books, the 2920 series in particular), she banished Mehrunes Dagon after an epic battle when he was summoned to destroy Old Mournhold. She (along with Wulfharth and the Underking) defeated the forces of Ada'Soom Dir Kamal at Red Mountain during the Akaviri invasion of Morrowind. In-game, she's also one of the toughest opponents you'll face.
  • Axe Crazy: While she appears to be fairly stable initially, the one-on-one confrontation with her at the end of the expansion reveals just how far gone she really is. And the ensuing battle shows just how dangerous she is.
  • : Big Bad: Of The Tribunal Expansion.
  • Brought Down to Badass: Loses her divinity when the Nerevarine destroys the heart of Lorkhan. She's still a several millenia-old, incredibly powerful Magic Knight.
  • The Chick: In the Chimer's war with the Dwemer in the backstory. Nerevar, the other Tribunes, and Dagoth Ur filled out the rest of the band.
  • Did You Just Punch Out Cthulhu?: Justified. She, like Vivec, hasn't been able to replenish her divinity for several centuries. Also, if battled after completing the main game's main quest, her ties to divinity are severed with the destruction of the Heart of Lorkhan. See Brought Down to Badass above.
  • Face–Heel Turn: The loss of her divine powers drives her to insanity. She kills Sotha Sil, tries to kill the Nerevarine, and plans to kill Vivec.
  • Famous Last Words: "But I expect you to scream, mortal, for now you face the one! True! God!"
  • Flaming Sword: Her blade, Hopes Fire, is the lightning equivalent.
  • Go Mad from the Revelation: The loss of her powers sends her off the deep end.
  • Hot God: Considered one of the most beautiful people in all of Tamriel.
  • Nice Job Fixing It, Villain: One of the quests she gives the Nerevarine is to reforge the original Nerevar's blade True Flame, presumably to use against a deranged Sotha Sil. However, she's the bad guy, and basically gave one you of the best swords in the game. It doesn't take a genius to figure out what to do.
  • Praetorian Guard: "Her Hands" elite ordinators, decked out in powerfully enchanted high ordinator armor.
  • Uriah Gambit: Sends the Nerevarine to kill Sotha Sil, who was already dead by Almalexia's hand. Sotha Sil's clockwork city contains dozens of strong fabricants and numerous deathtraps. Then, when the Nerevarine survives those, while alone in Sotha Sil's clockwork city, she tries to kill the Nerevarine herself.
  • Vapor Wear: She doesn't wear much.
  • With Great Power Comes Great Insanity: Inverted, from what she says and what Vivec and others say if asked after Tribunal's main-quest. What really seems to have driven her off the deep end is losing her divine power.

     Sotha Sil 

Sotha Sil (a.k.a. Seht)

http://static.tvtropes.org/pmwiki/pub/images/sotha_sil_4374.jpg

"I watch. I wonder. I build. I tear down."

"Father of Mysteries, Magus, Magician, Sorcerer, Tinkerer, Clockwork God, the Light of Knowledge, and the Inspiration of Craft and Sorcery, Wizard-Mystic God of the Dunmer."

The last survivor of the Chimeri minor house Sotha, he became a great wizard and trusted advisor to Lord Nerevar. Former member of the Psijic Order (or at least a prominent associate,) and one of the members of the tribunal. Resides, withdrawn from the world, in his magical clockwork city.

  • Dead All Along: He was killed by Almalexia, most likely right after she received the Mazed Band needed to teleport to his city. She then claims that he is the villain and uses the threat of him to tighten her grip on Mournhold.
  • Defector from Decadence: Unlike Vivec and Almalexia, who chose to live and work among their people (at least until they were cut off from the Heart of Lorkhan,) Sotha Sil was the least concerned with the affairs of mortals and spent much of his time withdrawn from the world in the seclusion of his Clockwork City. If asked, Vivec will speculate that Sotha Sil may not even notice his godhood is gone once the Nerevarine destroys the Heart.
  • Go Mad from the Revelation: Subverted as it's Almalexia who has gone mad
  • Last of His Kind: The last member of the ancient minor House Sotha.
  • Magitek: His clockwork city, with a dash of Steam Punk.
  • The Older Immortal: Stated by Vivec to be of "Nerevar's generation," being older than himself or Almalexia.
  • The Smart Guy: In the Chimer's war with the Dwemer in the backstory. Nerevar, the other Tribunes, and Dagoth Ur filled out the rest of the band.
  • These Are Things Man Was Not Meant to Know: The "hidden world" that he dedicates his time to studying. He also gives this as his reason for refusing to allow Divayth Fyr to study the Tools of Kagrenac in Sotha Sil's Last Words...
    Sotha Sil: The Tools of Kagrenac in your possession? I think not. Were you to have them, I would fear for your life. They are not tools for mortals, Fyr, as you well know.
  • With Great Power Comes Great Insanity: Possibly. He was always the most reclusive member of the Tribunal, and the least concerned with the affairs of mortals. Whether or not he ever actually went "insane" prior to his death at the hands of the actually crazy Almalexia is unknown.

     Dagoth Ur 

Dagoth Ur (a.k.a Voryn Dagoth, Sharmat)

http://static.tvtropes.org/pmwiki/pub/images/dagoth_ur_4740.jpg
Dagoth Ur with Akulakhan

''I AM THE SHARMAT
I AM OLDER THAN MUSIC
WHAT I BRING IS LIGHT
WHAT I BRING IS A STAR''

Former Lord of Great House Dagoth and trusted adviser of Nerevar. Was trusted to guard the tools of Kagrenac, but instead became corrupted by them and was the first to use them to obtain divinity from the Heart of Lorkhan. (Depending on who you believe, he refused to let ''them'' use the tools, and only ended up using the tools himself out of bitterness after they forced him to betray this trust.) His physical body was slain at the time of Nerevar's death, but he coalesced during the millenia the Tribunal reigned. During one of their pilgrimages to Red Mountain to recharge their divinity, a reformed Dagoth Ur ambushed them and captured two of the tools of Kagrenac (Keening and Sunder) before they could escape. Since then, his power has waxed with the spreading of the Blight, while the power of the Tribunal has waned since they can no longer replenish their divine powers.

He also has been the Sharmat since the beginning of time, waiting for Nerevar in the bowels of Red Mountain, one of the ones in their inelegant eleven. His misunderstanding as to the nature of the world and his insistence that there exists a true symbology of the center is the cause of his contagious madness.

Like Vivec above, both of these explanations are true as his use of the Heart of Lorkhan brought together two timelines.

  • A God Am I: Justified, as he really is a god despite having once been mortal.
    Dagoth Ur: What a fool you are. I'm a god, how can you kill a god? What a grand and intoxicating innocence. How could you be so naive?
  • Affably Evil: Generally polite towards the Nerevarine until the final battle.
  • Big Bad: Of the main questline.
  • The Big Guy: In the Chimer's war with the Dwemer in the backstory. Nerevar and the Tribunal filled out the rest of the band.
  • Evil Cannot Comprehend Good: A big part of the reason why he is able to be defeated by the Nerevarine. He believes the Nerevarine, who possesses each of the tools of Kagrenac, has brought them to draw power from the heart to make him/herself immortal. Thus, he spends much of the fight toying with the Nevevarine and taunting him/her about his own power. He doesn't realize until it's too late the the Nerevarine actually intends to destroy the enchantments on the heart, denying it's power to anyone. (Power that Dagoth Ur requires to exist.)
  • The Dark Side Will Make You Forget: Depending on who you believe. According to one account of his history, he only started using the power of the Heart in order to protect it from being abused by the Tribunal; but it corrupted him and he became worse than they ever were.
  • Face–Heel Turn: Originally one of Nerevar's trusted advisers along with the Tribunal. He was corrupted by the tools of Kagrenac when he was tasked to guard them.
  • Famous Last Words: "This is the end. The bitter, bitter end."
  • King in the Mountain: A villainous version. Many thought he was dead before he returned as a god, and there are many allusions to him having been sleeping for the thousands of years the Tribunal ruled.
  • Large Ham
  • Mad God: Vivec explicitly calls him one. He has a chaotic and distorted personality. He can go from polite and benevolent at one moment to bloodthirsty and murderous the next. However, only the polite side is seen in game.
  • Nice Job Breaking It, Hero: From his point of view and following his logic, he hates the Empire and blames the Tribunal for having "sacrificed the honor and dignity of the Dunmer race" when they acquiesced to Tiber Septim. In reality, it was only because HE cut the Tribunal off from their source of divine power in the Heart of Lorkhan that they were forced to surrender to the Empire. When the Tribunal was still at full power, they helped to repel multiple Imperial, Akaviri, and Daedric invasion attempts over the course of several millennia. And even then, Vivec managed to secure a number of concessions and autonomy for Morrowind that the other provinces did not get by handing over the Numidium. Unfortunately, you don't get the chance to point this out to Dagoth Ur.
  • No Immortal Inertia: Unlike the Tribunal, who are able to persist after the destruction of the heart due to the faith of their followers, Dagoth Ur does not. And even if that alone did not kill him, the chamber he was in collapsing into the lava below likely did.
  • Physical God: Like the members of the Tribunal, thanks to the Heart of Lorkhan.
  • Plaguemaster: He has channeled his divine powers into creating and spreading the Corprus Disease. Spread via Blight Storms and through those already infected, it turns its victims into Plague Zombies with a bad case of Body Horror and severe mental degradation. However, for his chosen few, he can mold how the disease changes them, turning them into various forms of Ash creature or, eventually, into various lesser Dagoth creatures.
  • Psychic Dreams for Everyone: How he communicates with his agents, the Sleepers and Dreamers. The Nerevarine will start getting them as he/she progresses in the main storyline.
  • Really 700 Years Old : Like the Tribunal, thanks to the heart of Lorkhan. According to Vivec, he was of "Nerevar's generation, older than we."
  • Sanity Slippage: Like the Tribunal, because mortal minds simply aren't equipped to handle godhood. However, because he was much less restrained in his consumption of power from the heart, he went off the deep end much more quickly.
  • Sealed Evil in a Can: Since he reemerged and stole two of the tools of Kagrenac, cutting the Tribunal off from replenishing their divinity, the Tribunal constructed the Ghostfence, trapping he and his minions within Red Mountain. However, as their power has waned, his has grown, and his influence is now expanding to all of Vvardenfell.
  • Walking Shirtless Scene
  • Well-Intentioned Extremist: Wishes to drive the Empire out of Morrowind, throw down the Tribunal, and perhaps make all mortals gods.
  • We Can Rule Together: Offers this to the Nerevarine at one point, and an actual chance to do so was cut from the game before release.
  • Woobie, Destroyer of Worlds: Possible interpretation, if you believe that the Tribunal cast him away to do exactly what their friend and King had told them explicitly not to do and convincing him said King had betrayed him in the process.

     Azura 

Azura

http://static.tvtropes.org/pmwiki/pub/images/azura_494.jpg
Azura's avatar

Daedric Prince whose sphere is dusk and dawn, and the magic in between the realms of twilight. A key player in the events of the game.

  • Barbie Doll Anatomy: Her statue is topless but undetailed. Her avatar which appears to the player at the end of the main quest and the Tribunal main quest is more modestly dressed.
  • The Chessmaster: Maybe. The fact that we aren't sure is a testament to her skill. In particular, is the Nerevarine really the reincarnation of Nerevar, or just a convenient pawn of hers to exact revenge on the Tribunal?
  • Disproportionate Retribution: So the Tribunal (and Dagoth Ur) used the Heart of Lorkhan against her will and (one or all of them) murdered her faithful follower Nerevar. In retaliation, she (possibly) turns the skin of all the Dunmer people an ashen gray and turns their eyes to a blood red. She promises that Nerevar will be reincarnated to cast down the "false gods" of the Tribunal, which winds up happening later.
  • Good Is Not Nice: Considered one of the "good" Daedra by the Dunmer, and in general by the people of Tamriel, but she's the one who cursed them with ashen skin and red eyes for the Tribunal's perceived blasphemy against her. Also, her quest for revenge against the Tribunal, including the reincarnation of Nerevar, eventually and indirectly leads to the destruction of Morrowind.
  • Unwitting Pawn: The Nerevarine, regardless of whether they're a true reincarnation of Nerevar or not.

     King Hlaalu Helseth 

King Hlaalu Helseth

http://static.tvtropes.org/pmwiki/pub/images/helseth_8152.jpg

King of Morrowind during the events of the game and a major player in the Tribunal expansion.

  • Batman Gambit: How he tricks a spy into poisoning himself in "A Game at Dinner."
  • Black and Gray Morality: He's the gray to Almalexia's black. At least from the point of view of the player.
  • Bluffing the Murderer: As described in the in-game book "A Game at Dinner," he implies to his assembled dinner guests that he put poison on the cutlery of someone spying against him, then invites any spies present to take a dose of the antidote, kept in a tureen at the centre of the table. One of the spies loses his nerve and drinks, only for Helseth to reveal that no-one's cutlery was poisoned. The poison was, in fact, the 'antidote' the spy was just bluffed into drinking.
  • Carrying the Antidote: Subverted. See Bluffing the Murderer above.
  • Manipulative Bastard / The Chessmaster: Very much so. Fail to capture the throne of Wayrest during the events of Daggerfall? Return to your mother's homeland and capture the throne there. The former King Llethan is old and weak? Poison him and usurp his throne. Kill his chosen heir in the process as well. Some "Nerervarine" character is making news in Vvardenfell? Send the Dark Brotherhood to kill him. When they fail, get him to work for you. The in-game book A Game at Dinner also provides a great example, in which Helseth roots out a spy.
  • Master Poisoner: He is reputed to be one of the best and most subtle poisoners in the world. While the official claim is that his predecessor died of old age, everyone close to the former king believes that he was poisoned.
  • Murder, Inc.: He's very fond of sending the Dark Brotherhood to eliminate potential threats to him.
    • Assassin Outclassin': His assassins are, of course, no match for the Nerevarine. These failed assassination attempts start off the plot for Tribunal.
  • Praetorian Guard: The Royal Guards of Mournhold.
    • Cadre of Foreign Bodyguards: His strongest bodyguard, Karrod, is a Redguard. The Captain of the Royal Guards, Tienius Delitian, is an Imperial. Alusannah, another Redguard, is the personal bodyguard of Helseth's mother Barenziah.
  • Puppet King: What his position has been prior to his ascension to the throne. The Tribunal Temple, Great Houses, and higher-ups in the Empire held any and all real power. Helseth is working to change that...
  • Sketchy Successor: To begin with, the Dunmer people see the role as "King of Morrowind" as an Imperial convention they have no need for, as they see their true rulers as the Tribunal Temple and the Great Houses. Helseth himself is a polarizing figure. The more conservative Dunmer in House Redoran and House Indoril feel he is a Quisling or puppet for the Empire, and he has a pattern of nepotism favoring his own House Hlaalu. He is also rumored to be a Master Poisoner who isn't above using the Dark Brotherhood to eliminate perceived threats. His predecessor as King and that King's chosen heir both died under mysterious circumstances, with Helseth believed to have been involved. He also ends up being the last King of Morrowind, though not due to any political blunders. (Helseth appears to have been rather competent, and well on his way to transforming the role of King of Morrowind into a position with actual power at his last mention), but because of the Red Year; the post-Red Year Morrowind appears to be an aristocratic republic ruled by a council of the Great Houses (much like the situation prior to the Imperial takeover, although with the theocratic elements toned down).
  • What Happened to the Mouse?: He apparently remains King until at least the Oblivion Crisis. After that, he vanishes from any official lore.

     Divayth Fyr 

Divayth Fyr

http://static.tvtropes.org/pmwiki/pub/images/divayth_fyr_5744.jpg

A reclusive wizard who runs the "Corprusarium," a safe haven for those afflicted with the Corprus disease.

  • Badass Grandpa: According to one of his daughter/wives, he's one of the oldest non-divine beings in Tamriel (about 4000 years old) and still a powerful wizard. (According to the construction set files, he's level 65 - the highest of any NPC in the game.)
  • Cool Old Guy
  • Dark Is Not Evil: Has the dark skin and red eyes typical of the Dunmer as well as one of only two suits of black Daedric armor in the game, but greatly aids the Neravarine.
  • Dimensional Traveler: According to the in game book The Doors of Oblivion, Fyr is one of the few "mortals" who can freely travel between the realms of the Daedra.
  • Dirty Old Man: Judging from what he says about his "daughters", and vice versa.
  • Find the Cure: He's searching for a cure for Corprus and possibly may have found one. Sort of.
    • If he's to be believed, the Nerevarine still has corprus and the potion he gave them just took away all the bad effects, while keeping the good effects intact. Thus it's not technically a cure or even reliable as a vaccine, since aside from the Nerevarine, everyone else who had taken the potion died shortly afterwards.
  • Odd Friendship: With his former Argonian slave Vistha-Kai, who now serves as the warden of the Corprusarium. Also with Yagrum Bagarn, the last living dwemer and one of his earliest patients.
  • Opposite-Sex Clone: Cloned himself multiple times.
  • Really 700 Years Old: See Badass Grandpa above.
  • Retired Badass: Former member of the Psijic Order and a former councilor of House Telvanni. He left both to run his corprusarium.
  • Truly Single Parent: His "daughters" are really his own Opposite Sex Clones.
  • Theme Naming: If you think of it, you'll notice his "daughters" are named after Greek letters.
  • Wizards Live Longer: A wizard who's one of the oldest non-divine beings in Tamriel in this case.

     Hircine 

Hircine

http://static.tvtropes.org/pmwiki/pub/images/hircine_5948.jpg

Daedric Lord of the Hunt.

     Caius Cosades 

Caius Cosades

http://static.tvtropes.org/pmwiki/pub/images/caius_cosades_2570.jpg

"I'm just an old man with a skooma problem."

Leader of the Blades, the Emperor's spies, in Morrowind. He's the primary quest giver for much of the game.

  • Good Old Fisticuffs: He's perpetually shirtless and shoeless, and can teach hand-to-hand and unarmored combat.
  • Grumpy Old Man: If you ask one of the other Blades about him, they call him "sour" and "a worrier."
  • Jerk with a Heart of Gold: Despite the above, he very clearly cares about the player.
  • Obfuscating Insanity: Pretends to be just another crazy skooma addict as part of his cover identity.
  • Put on a Bus: He is recalled to the Imperial City about halfway through the main quest, never to be seen again. Lore texts written by designer/developer Ken Rolston seem to indicate that Caius is alive and well following the Oblivion crisis.]]
  • Walking Shirtless Scene: It's unclear as to why, but it's one of his defining traits nonetheless.
  • Unstoppable Rage: He will epically lose his cool if you do something to screw up a quest for the Blades (like kill someone you need to talk to).

     Crassius Curio 

Crassius Curio

http://static.tvtropes.org/pmwiki/pub/images/crassius_curio_1190.jpg
It's so nice to see you, dumpling.

An important figure within House Hlaalu who writes plays in his spare time.

  • Camp Gay: His dialogue is written this way, although he's technically bisexual.
  • Depraved Bisexual: If your character wants to take over House Hlaalu one day, he wants to see them naked first. Regardless of gender. Or species. To gain his support during the main quest so you can save the world, he'll ask for money to cover his expenses...or, if he likes you (disposition 70+), a kiss
  • Dirty Old Man: To a degree. He's clearly dirty, and he can't be that young, as he has gotten to the position of Hlaalu councilor the hard way, but he doesn't limit himself to young women. Or women. Or mammals.
  • Guile Hero: His approach to fighting corruption within the House. He's not above letting everyone around him think he's an easily manipulated fool while he's at it, either.
  • Meaningful Name: Yeah, he's pretty crass.
  • Reasonable Authority Figure: His creepy predilections aside, he's one of the most non-corrupt characters in-game.

     Yagrum Bagarn 

Yagrum Bagarn

http://static.tvtropes.org/pmwiki/pub/images/yagrum_bagarn_9452.jpg

A resident of Divayth Fyr's Corprusarium and the last living Dwemer.

  • Last of His Kind: He's the last living Dwemer. He was outside of time when the calamity that wiped out his people occurred and returned to find them gone. He caught the Corprus disease soon after and ended up in the Corprusarium.
  • Retired Badass: Forcibly retired due to the effects of the corprus disease. Prior to that however, he was a master crafter in service to Lord Kagrenac (inventor of the Wraithguard, Keening, and Sunder.) He was apparently capable of traveling to undescribed "outer realms" (thus avoiding the fate of the rest of his race.) Also, a full set of Dwemer armor and the legendary hammer Volendrung can be found nearby him.
  • Super Wheelchair / Spider Limbs: The Corprus disease has left him bloated and unable to use his legs, so he gets around on a set of steam powered spider legs.
  • Take a Third Option: His aid is absolutely crucial in the "backpath" method to completing the game's main quest.

     Mages Guild 

Trebonius Artorius

The current Arch-Mage of the Vvardenfell’s branch of the Imperial Mages Guild. While not lacking in magical power, he isn’t taken very seriously by the rest of the guild, being incompetent enough to let in badly disguised spies, giving comically unrealistic duties to guild members and acting petty and immature to those who offend him.


  • The Archmage: As leader of the Mages Guild.
  • Beware the Silly Ones: He may be a fool, but he’s still a powerful battlemage.
  • Energy Absorption: Wears the Necromancer’s Amulet, which gives him this ability.
  • General Ripper: Decides that the best way of dealing with the Telvanni is to kill all their councilors.
  • Graceful Loser: If you end up becoming guildmaster peacefully, he accepts the council’s decision with surprising dignity.
  • Impossible Task: Has a habit of giving guild members duties they couldn’t possibly perform. Notably, he asks the player to find out about the disappearance of the dwarves and is shocked when the player actually manages to find an answer.
  • Kicked Upstairs: According to rumor, he was promoted to Arch-Mage of Vvardenfell in order to get him out of Cyrodiil.
  • Klingon Promotion: By killing him in a duel, you can obtain his position for yourself.
  • Magic Knight: He is a highly talented Battlemage despite his many other flaws.
  • Not So Different: Despite his hostility toward the Telvanni, his eccentric demands and power without common sense actually make him very similar to a typical Telvanni mage lord. Even his solution toward handling the Telvanni is exactly what a typical Telvanni would do to deal with his rivals.
  • The Peter Principle: He rose in the ranks of the Mages Guild thanks to his prowess as a Battlemage. However, he is hopelessly incompetent as an administrator.
  • Pointy-Haired Boss: How most of the guild sees him.
  • Reassigned to Antarctica: As part of being Kicked Upstairs, he was put in charge of the guild branch in the most backwater province in the empire.
  • Wizard Duel: Challenges the player to one when your rank is high enough to threaten him.

Ranis Athrys

Guild Stewardess of the Balmora Mages Guild hall, and likely the first person most players will talk to when joining the guild. Her demeanor is rather serious, and she won’t give quests to mages who aren’t of a certain rank in the guild, pointing you first to Ajira for quests when you first become a member.


  • Dark Chick: Her class is Nightblade, magic users that focus on using magic for stealth and deception. Also happens to be a Dark Elf.
  • Gameplay and Story Segregation: Despite her grudge against House Telvanni, Ranis won’t interact any differently with you if you belong to the Telvanni yourself, other than the standard faction disposition adjustment.
  • Properly Paranoid: One thing Ranis is right about is that there actually is a Telvanni spy hidden somewhere in the guild.
  • Join or Die: As far as Ranis is concerned, any mage who doesn’t join the guild should be killed. Many of her quests involving outsider mages can be successfully completed if you just kill the mage.
  • Sheltered Aristocrat: Some mages note that Ranis came from an upper class family and thus doesn’t relate well to dunmer who grew up outside a wealthy imperialist town like Balmora.
  • Stealth Expert: As a nightblade, her magic focuses on using magic to stay hidden. One of her quests also involves outing a spy.
  • With Us or Against Us: Has this attitude toward mages outside the guild due to her grudge against the Telvanni.
  • You Killed My Father: The old Archmagister of House Telvanni killed her parents.

Ajira

Ajira is a Khajiit who runs a small alchemy shop in the Balmora Mages Guild. For most characters, Ajira will probably be the first quest giver for players who join the Mages Guild. (Caius urges the player to join a guild at the start of the game, and Ajira is the initial quest giver for the Mages Guild in Balmora.) She has a bet with another Apprentice, Galbedir, about who will be promoted first, and her initial questline is mostly about helping her win.


  • Alchemy Is Magic: Uses Alchemy to brew points with various magical effects.
  • Cat Folk: Naturally, as a Khajiit.
  • Fantastic Drug: Due to the game mechanics (only Khajiit will buy Moon Sugar and Skooma), Ajira is one of the few merchants in the game who will buy your illegal drugs.
  • Fetch Quest: Her quests involve you doing tedious things like finding mushrooms or picking flowers.
  • Gameplay and Story Segregation: Ajira is supposedly an Apprentice and eventually becomes a Journeyman, but if you look at her data via the construction set, you’ll see that she stays an Associate the entire game. Conversely, Galbedir is already a Journeyman when the game starts (even though the plot treats her like an Apprentice).
  • Master Poisoner: She doesn’t specialize in it, but in her reports, she knows all about which ingedients have poisonous properties and how to make poisons out of them.
  • Not Cheating Unless You Get Caught: Isn’t afraid to stoop to less than honest means to win her bet.
  • Sabotage to Discredit: One of her quests involves you sneaking into Galbedir’s shop and sabotaging her soul gem experiment.
  • Stealing the Credit: A minor version. If you read Ajira’s reports you’ll notice that she claims to have worked hard to gather ingredients for her experiments, even though it’s actually you who went out and gathered them.
  • The Rival: To Galbedir.
  • Third-Person Person: Tends to speak like this, like most Khajiit.
  • True Companions: Ajira is very grateful to you after you help her find her stolen reports, so much that she will give you the location of a few priceless artifacts once you are further into the Mages Guild.

Edwinna Elbert

Runs Mages Guild in Ald’ruhn and serves as another quest giver. Edwinna’s research focuses on studying the Dwemer—specifically, she’s mostly interested in learning how to build her own Dwemer Centurions. Many of her duties involve delving into ancient Dwemer ruins and recovering dwemer machines and schematics.


  • Adventurer Archaeologist: Or rather, she employs them to excavate dwemer ruins to aid in her research. A few of her quests directly involve you being this.
  • Always Someone Better: There are plenty of people better at building centurions that Edwinna. Not even counting the Telvanni, Ignatius Flaccus in Mourhold builds dwemer centurions as a hobby for his warbot arena, and even the Rat in the Pot across the street is guarded by centurion spiders maintained by Estoril from the Thieves Guild. Heck, Louis Beauchamp, who stands right outside the Mages Guild doorway built his own dwemer airship.
  • Bookworm: Is no slouch when it comes to reading, and several of her quests involve fetching books for her.
  • Can't Catch Up: As dedicated as she is in her efforts as a dwemer scholar, the Telvanni seem to have beat her to the punch, and at least two Telvanni mage lords own their own custom built centurion guards. One of these mages, Baladas, is also more knowledgeable about the Dwemer than Edwinna could ever hope to be, having a head start in the subject of several millennia. The only thing saving her research from being completely pointless is that the Telvanni don’t care about sharing their findings outside their private circles, so Edwinna’s “discoveries” seem more current than they actually are.
  • Glory Seeker: Implied if you show her Secrets of Dwemer Animunculi. She seems to want to build centurions because she thinks it will make her famous.
  • Gotta Have It Gonna Steal It: She really wants Sirilonwe’s book, so she has you “borrow” without the owner’s permission.
  • Hot Scientist: Has a fairly young looking facial sprite.
  • Inside Job: How she expects you to steal Chimeramvidium.
  • Robot Master: What she aspires to be.

Skink-in-Tree’s-Shade

An Argonian who serves as Master Wizard at Wolverine Hall in Sadrith Mora. Skink sends the player on quests to find information on various magical and cultural phenomenon on Vvardenfell, including vampires, ash creatures and the rituals of ashlander wise women. He’s also the master trainer for Speechcraft.


  • Admiring the Abomination: Not necessarily a Nightmare Fetishist, but Skink sends you to capture the soul of an Ash Ghoul so he can study it and also has a few quests related to studying vampires.
  • And Your Reward Is Clothes: One of the few rewards he gives you for his quests is an unenchanted sapphire amulet, albeit a unique one. Averted in a sense, as finishing all his quests allows you to take the peaceful route to become the new Arch-Mage.
  • Bookworm: He sends you on a few quests to find rare books and has a bookselling service.
  • Gameplay and Story Segregation: Even after delivering to him Galur Rithari’s Papers (a forbidden text about a man who was cured from vampirism), he still acts wary of you if you are a vampire and doesn’t give you any advice about how to find a cure.
  • Guile Hero: While other mages are known for their strength, Skink is known more for his ability to handle situations diplomatically (though Skink is no slouch at magic power either). That 100 Speechcraft rating is not just for show, apparently.
  • The Immune: As an Argonian, Skink is immune to poison and resistant to disease.
  • Item Crafting: Not directly, but Skink is the second highest Enchant trainer in the game. The only trainer better than him lives in an obscure dungeon and attacks you on sight. When you first meet him, he is also in the middle of brewing a Detect Creature potion for Edwinna.
  • Lizard Folk: Naturally, as an Argonian.
  • Reasonable Authority Figure: He’s more level-headed and respected than most of the other guild heads.
  • Things Man Was Not Meant to Know: He’s interested in learning about the Vampires and Sixth House Monsters and sends you on quests to gather information about both.
  • The Social Expert: Skink is the master trainer for Speechcraft, though there’s little in the game that points you to this. He also sends the player on a mission to meet with an Ashlander wise woman so he can learn more about their culture. Furthermore, his branch of the guild is in the heart of Telvanni territory, making his social and political knowledge even more important.
  • Witch Hunter: In one of his quests, he sends you to kill a necromancer.

     Thieves Guild 

Gentleman Jim Stacey

Redguard Master Thief of the guild in Vvardenfell. He hides in a bookstore in Vivec city and offers jobs to higher ranking members of the guild. Also fancies himself a sort of robin hood type character and wants to revive an ancient group of noble thieves called the Bal Molagmer who steal from the rich and give to the poor.


  • Badass in a Nice Suit: Certainly doesn’t skimp on nice clothing.
  • Do Unto Others Before They Do Unto Us: Sends the player on some quests to kill members of other factions that are planning to kill him or members of the guild.
  • The Don: As the head of the Thieves Guild.
  • Family Honor: At the end of his questline, he heads back to Hammerfell to be with this family.
  • Gentleman Thief: It’s in the name. In general, he also speaks tactfully and dresses the part.
  • Just Like Robin Hood: The Bal Molagmer are essentially this.
  • Karmic Thief: Tries to play to this in his Bal Molagmer quests.
  • Older Than They Think: Some may think Oblivion’s Thieves Guild is distinct in its Robin Hood approach, but Jim Stacey’s Bal Molagmer actually came first.
  • Murder Is the Best Solution: His last few quests are surprisingly violent for missions coming from the Thieves Guild.
  • Proud Warrior Race Guy: He’s a Redguard.
  • Put on a Bus: Once you’re promoted to Master Thief, he decides to take a long vacation to Hammerfell.
  • Skeleton Key: Found the eponymous artifact adventuring in Hammerfell and gives it to you at the end of the questline.
  • Stop Being Stereotypical: Inverted—in the Elder Scrolls universe, Khajiit are most likely to be sterotyped as a thief. A Redguard thief in Tamriel is actually a bit unusual and unexpected.
  • Wide-Eyed Idealist: His belief in the Bal Molagmer robin-hood type thief is mostly personal, and the other guild leaders don’t participate in it. Depending on how you play the game, he may also end up getting killed by the other local crime group, the Camonna Tong.

Sugar-Lips Habasi

The Khajiit Thieves Guild boss in Balmora, based at the South Wall Cornerclub. Likely to be the first quest giver for the players who join the Thieves Guild due to being based in Balmora.


  • Cat Folk: Khajiit.
  • Double Entendre: Sort of a reverse one, actually. Her name “Sugar-Lips” has a more direct meaning, but it can also be a nod to the Khajiit appetite for the illegal drug Moon Sugar.
  • Lockdown: Recruits a Master of Security and is prepared to do this to protect the South Wall from the Camonna Tong.
  • Lockpicking Minigame: Sells high quality lockpicks once you reach a high enough rank in the guild.
  • Robbing the Dead: One of her quests has you steal some vintage brandy from a man who was recently killed.
  • Third-Person Person: Speaks typically of a Khajiit.

Aengoth the Jeweler

The Thieves Guild boss in Ald’ruhn is a wood elf. Located in The Rat in the Pot near the Fighters and Mage Guilds. Many of his quests target the local Redoran nobility, though the focus doesn’t seem to be personal (he gets his jobs via clients).


  • Badass Beard: Obviously sees no need to shave.
  • Blackmail: The intention of stealing Gandosa’s naughty book.
  • Shout-Out: His nickname “The Jeweler” may be a reference to the in-game book The Cake and The Diamond, which takes place in The Rat in the Pot.

Big Helende

Runs the Thieves Guild Branch in Sadrith Mora at Dirty Muriel’s Cornerclub next to Wolverine Hall. Despite being an Altmer, she isn’t much of a mage herself, though many of her quests are magic related in some way, perhaps due to her proximity to Telvanni territory.


  • Hired Guns: Tasks you to hire some mages from Wolverine Hall to defend against the Telvanni.
  • The Immune: Is highly resistant to disease, being a High Elf. She’s not so lucky against the other elements.
  • Suicide Mission: How she sees the job to steal Felen Maryon’s staff. She’s so surprised to see you return with it that she gives you the option to just keep the staff for yourself.
http://tvtropes.org/pmwiki/pmwiki.php/Characters/TheElderScrollsIIIMorrowind