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* Corprus disease is AndIMustScream in a contagious form. It's similar to leprosy or cancer... but worse. Corprus twists your mind and body the longer you have it, sapping your intelligence and driving you mad. Like leprosy, it is obvious and causes almost everyone to wish that you'd go away. You will eventually become a shambling, tumorous mass as the disease takes effect; the perpetual agony will leave you AlwaysChaoticEvil, lashing out mindlessly at anything that comes near - and potentially spreading the disease to them. It also stops the aging process, so if you catch it and don't die of it, you'll live until somebody kills you. And you won't have the mental faculties to commit suicide any more. All you will know is the pain - and the will of Dagoth Ur. There is no known cure.

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* Corprus disease is AndIMustScream in a contagious form. It's similar to leprosy or cancer... but worse. Corprus twists your mind and body the longer you have it, sapping your intelligence and driving you mad. Like leprosy, it is obvious and causes almost everyone to wish that you'd go away. You will eventually become a shambling, tumorous mass as the disease takes effect; the perpetual agony will leave you AlwaysChaoticEvil, lashing out mindlessly at anything that comes near - and potentially spreading the disease to them. It also stops the aging process, so if you catch it and don't die of it, you'll live until somebody kills you. And you won't have the mental faculties to commit suicide any more. All you will know is the pain - and the will of Dagoth Ur. There is no known cure.cure, and you ''must'' eventually contract it to progress through the story.



* A very long-term one, but the knowledge that Morrowind is destroyed by the actions of the Nerevarine. When the rogue moon falls on Vivec and sets off a massive eruption at Red Mountain every major settlement on Vvardenfell is leveled and many mainland cities are also destroyed. The death toll is in the millions and it's [[NiceJobBreakingItHero all your fault, congratulations.]]

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* A very long-term one, but the knowledge that Morrowind is destroyed by the actions of the Nerevarine. When the rogue moon Baar Dau falls on Vivec and sets off a massive eruption at Red Mountain Mountain, every major settlement on Vvardenfell is leveled leveled, and many mainland cities are also destroyed. The death toll is in the millions and it's [[NiceJobBreakingItHero all your fault, congratulations.]]]][[note]]It's not really ''all'' the Nerevarine's fault. If anything, the blame is to be shared with Vivec himself, and the Dunmer sorcerors Ezhmaar Sul and Vuhon. Vivec was responsible for suspending Baar Dau in midair with his powers. He could have just as easily crushed it into harmless gravel or brought it safely down to rest on the earth, but he instead made a deliberate choice to use it to hold his followers hostage to his whim. Nor can the Nerevarine be blamed for Ezhmaar Sul and Vuhon's solution for stabilizing the moon, and how that, too, eventually failed: [[DealWithTheDevil with the help of Clavicus Vile]], Sul and Vuhon had designed the SoulPoweredEngine Ingenium to hold the moon aloft after Vivec's disappearance during the Oblivion Crisis. But when Vuhon attempted to sacrifice Sul's wife to it, the collateral damage to the Ingenium in the resulting scuffle between the two sorcerors is what brought Baar Dau down.[[/note]]



** Ash Slaves are the least mutated... by which means that their emaciated bodies have taken on an ashen pallor while their eyes have shrunken to the point where they don't look like they even have eyes.

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** Ash Slaves are the least mutated... by which means that their emaciated bodies have taken on an ashen pallor while their eyes have shrunken to the point where they don't look like they even have eyes. They also incessantly ramble to themselves about [[EverythingTalks talking furniture]] that must be [[ObsessivelyOrganized constantly rearranged]].
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* Part of the main questline in ''Bloodmoon'' involves a series of rituals to restore nature's balance on Solstheim. The ritual involving the wind has the player delve into a draugr-infested tomb to release the wind from a bag. As soon as the bag is opened, [[JumpScare the howling wind blows out all the torches in the tomb, plunging it into darkness]].
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* One quest involves a local man having you escort a Khajiit slave named Rabinna to his associate, seemingly as a payment. If you can convince Rabinna to talk to you, she reveals that she is not the payment - the bags of illicit moon sugar that she has been forced to swallow are. She is painfully aware that she will likely be killed and gutted upon arrival, [[VideoGameCrueltyPotential which is precisely what happens if you deliver her to her destination]]. Fortunately, she points you towards a Twin Lamps sympathizer who can help her. But even as he thanks you for freeing her, he bitterly notes that using slaves as disposable drug mules is not an uncommon tactic in Morrowind's underworld.

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* One quest involves a local man having you escort a Khajiit slave named Rabinna to his associate, seemingly as a payment. If you can convince Rabinna to talk to you, she reveals that she is not the payment - the bags of illicit moon sugar that she has been forced to swallow are. She is painfully aware that she will likely be killed and gutted upon arrival, [[VideoGameCrueltyPotential which is precisely what happens if you deliver her to her destination]]. Fortunately, she points you towards a Twin Lamps sympathizer who can help her.her escape to freedom. But even as he thanks you for freeing her, he bitterly notes that using slaves as disposable drug mules is not an uncommon tactic in Morrowind's underworld.
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* One quest involves a local man having you escort a Khajiit slave named Rabinna to his associate, seemingly as a payment. If you can convince Rabinna to talk to you, she reveals that she is not the payment - the bags of illicit moon sugar that she has been forced to swallow are. She is painfully aware that she will likely be killed and gutted upon arrival, [[VideoGameCrueltyPotential which is precisely what happens if you deliver her to her destination]]. Fortunately, she points you towards a Twin Lamps sympathizer who can help her. But even as he thanks you for freeing her, he bitterly notes that using slaves as disposable drug mules is not an uncommon tactic in Morrowind's underworld.
* Fort Firemoth, added in the ''Siege at Firemoth'' plugin. It's an Imperial fort that has been overrun by an undead horde, leaving you facing skeletons in numbers unlike anywhere else in the game. While individually weak, their sheer quantity and tendency to hide around corners makes them deceptively dangerous, especially to unprepared players.
** If you enter the fort through the main door, you're treated to a JumpScare as you come face-to-face with the skeleton of an Imperial soldier pinned to the wall with numerous swords. In other parts of the fort, you find further traces of the former inhabitants, most notably in an apparent LastStand in the upper chamber.
** Then there's the dungeon, a cramped space filled with a good 30 hostile rats that will swarm you in almost pitch-black darkness.
** Fighting all the way through the horde has you facing off against the lich that summoned it in the first place, who happens to be one of the toughest enemies in the game. But if you pay attention to the questgiver who first points you to Firemoth, you'll learn that the lich and his horde essentially just [[OutsideContextProblem marched out of the ocean one day and took over the fort without warning]]. The thought that there was an undead army traversing around the ocean floor completely undetected is deeply chilling, and makes you wonder just what else might be down there...
** Thorough exploration reveals a survivor of the initial attack, who is holed up in the mines beneath the fort and surviving off the mushrooms growing there. Bad enough that he had to watch his comrades be slaughtered by the undead and wound up trapped in a cave surrounded by them, but it's stated that the fort was overrun ''years'' before the game takes place. It's a miracle that he's still alive and sane after being in that situation for so long.
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* Yet another incredibly chill-inducing book that can be found is the simply-titled ''Trap'', which tells the tale of a starving beggar who, out of desperation, steals a pouch of gold belonging to a hooded figure in a tavern one night. What follows is a terror-filled chase through the night as the figure, having seen the gold being stolen, stalks after the beggar, soon joined by several more accomplices. In a blind panic, the beggar runs into a house to hide, not realizing that the house is occupied until the voice of an old man calls out from the dark. Initially assuring the man he's not there to harm him, the beggar's mood shifts to horror as the terrifyingly gaunt face of the man comes out of the shadows, sunken, pale, his fingers talons as they reach for him, the beggar unable to resist as the ancient vampire casts a sleep spell on him, seeing the forms of the other figures gathering around him, their fangs glinting in the light of the moon. The beggar, made into a cattle for the Berne vampires to feed upon to sate their bloodlust, ends the tale on a chilling note as he says that there is something worse than being hungry: being food.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* The Sixth House is a very rich source of Nightmare Fuel. The creepy Sixth House lairs and items, the BodyHorror minions, all of it is UncannyValley!

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* The Sixth House is a very rich source of Nightmare Fuel. The creepy Sixth House lairs and items, the BodyHorror minions, all of it is UncannyValley!disturbing.
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** The absolutely benign [[TakeAThirdOption third option]], namely, giving the Tools to the Tribunal and allowing them to restore their strength at the Heart while kicking major ass of Dagoth Ur and his ash vampires, would lead to the restoration of ALMSIVI to their glory days and giving Morrowind another 1000 years or so of calm. But it is, sadly, not implemented in the game, because [[MagnificentBastard Azura]] does not want you to do this.
*** Considering that Almalexia starts killing other gods, this may not be a good end.
*** Her crazy murder cravings are a direct result of losing the Heart, having only the faith of the people as a source of power and not wanting to divvy this meager source in three parts. Having the Heart back will make her revert to her old nice self.
*** Also, the [[ANaziByAnyOtherName Dunmer]] are notoriously xenophobic and the only society in the setting still insisting on a right to keep slaves. In fact, one off-screen House uses mass slavery on plantations to provide basic food security for this whole society (salt rice), and they regularly go on raids into the territories of two other races to enslave more people. Another House is all about national pride and martial prowess. Another is made up of religious fanatics. Would it really be a good thing to give them a chance at maintaining this system for another 1000 years and potentially manage enough internal stability to attack the Empire in revenge once it is weakened by the [[VideoGame/TheElderScrollsIVOblivion Oblivion crisis]]?
*** This option also isn't possible. The Tribunal losing the Tools to Dagoth Ur and his Ash-Vampires only happened 10 years before the game started, in 3E 417. This outcome dramatically worsened their position and hastened things to the crisis point they find themselves in when you step ashore in Seyda Neen, but the fact of the matter was that they were already explicitly losing against Dagoth Ur, even with the Tools of Kagrenac. Dagoth Ur straight up beat them at the height of their power when he ambushed them in 2E 882. They have no ability to defeat him- it can be inferred, given that they only lost the Tools 10 years before, but have been attempting the plan they gave to the Nerevarine for 20, that the Tribunal had already realized it was their only realistic plan.

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