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** Detritus Caria is an eccentric collector of junk in the Tribunal expansion. The game pokes fun at players' habit of stealing worthless household itmes by asking you to collect mundane objects for Detritus' collection.
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* CessationOfExistence: This is one theory about [[RiddleForTheAges what happened]] to the [[OurDwarvesAreAllTheSame Dwemer]]. They may have tried, through the power of the [[CosmicKeystone Heart of Lorkhan]], to break themselves down into their base elements and then reforge themselves into new [[AscendToAHigherPlaneOfExistence ascended]] beings. The theory goes that they got the [[GoneHorriblyWrong reforging process wrong]] and caused themselves to blink out of existence. If asked, the [[PhysicalGod Tribunal deity]] Vivec states that he cannot sense them on any known plane of existence. (Though at least one Dwemer is known to have survived by being in an "outer realm" when the calamity occurred.) Adding further ambiguity, the existence of Dwarven Specters suggest that at least some of the Dwemer have come back as ghosts. A prominent theory in the ''Elder Scrolls'' lore community suggests that these are the ghosts of Dwemer who died ''before'' the cataclysm that caused their race to vanish.

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* CessationOfExistence: This is one theory about [[RiddleForTheAges what happened]] to the [[OurDwarvesAreAllTheSame Dwemer]]. They may have tried, through the power of the [[CosmicKeystone Heart of Lorkhan]], to break themselves down into their base elements and then reforge themselves into (a) new [[AscendToAHigherPlaneOfExistence ascended]] beings.being(s). The theory goes that they got the [[GoneHorriblyWrong reforging process wrong]] and caused themselves to blink out of existence. If asked, the [[PhysicalGod Tribunal deity]] Vivec states that he cannot sense them on any known plane of existence. (Though at least one Dwemer is known to have survived by being in an "outer realm" when the calamity occurred.) Adding further ambiguity, the existence of Dwarven Specters suggest that at least some of the Dwemer have come back as ghosts. A prominent theory in the ''Elder Scrolls'' lore community suggests that these are the ghosts of Dwemer who died ''before'' the cataclysm that caused their race to vanish.
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* CentralTheme: The game's overarching plot and lore explores the concept of divinity, particularly the questions of what makes a god, what comes with being one (religion, in particular), and how far mortals would go to achieve godhood. The entire island of Vvardenfell is so steeped in the Tribunal lore that you will find riffs on this theme pretty much everywhere you go.

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* CentralTheme: The game's overarching plot and lore explores the concept of divinity, particularly the questions of what makes a god, what comes with being one (religion, in particular), divinity. What is divine, and how is it different from the mundane or profane? What entities are worthy of worship? How far would mortals would go to achieve godhood. godhood, and what should they do with it once they have it? The entire island of Vvardenfell is so steeped in the Tribunal lore that you will find riffs on this theme pretty much everywhere you go.
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** Every time the dwarves' artificial God-golem has been activated since the event, linear time has broken down in a "Dragon Break" and multiple mutually conflicting events have occurred. This might explain some of the stranger discrepancies in stories of what happened that day.]Some fans theorize that there may not even be a single correct answer to what happened to the dwarves. It's possible they disappeared in more than one, mutually contradictory ways.

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** Every time the dwarves' artificial God-golem has been activated since the event, linear time has broken down in a "Dragon Break" and multiple mutually conflicting events have occurred. This might explain some of the stranger discrepancies in stories of what happened that day.]Some Some fans theorize that there may not even be a single correct answer to what happened to the dwarves. It's possible they disappeared in more than one, mutually contradictory ways.
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** Every time the dwarves' artificial God-golem has been activated since the event, linear time has broken down in a "Dragon Break" and multiple mutually conflicting events have occurred. This might explain some of the stranger discrepancies in stories of what happened that day.]Some fans theorize that there may not even be a single correct answer to what happened to the dwarves. It's possible they disappeared in more than one, mutually contradictory ways.
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** "The dreamer is awake," in reference to the reawakening of BigBad PhysicalGod, Dagoth Ur, a villainous KingInTheMountain. It's also a reference to one of the more esoteric aspects of the world, the fact that the entire ''Elder Scrolls'' universe is the “dream” (for a lack of a better word) of [[spoiler: an insane “godhead”]]. Dagoth Ur intends to spread himself into every corner of the dream, [[EldritchABomination turning the entire universe into nothing but him]], thereby “waking up” the dreamer.

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** "The dreamer is awake," in reference to the reawakening of BigBad PhysicalGod, Dagoth Ur, a villainous KingInTheMountain. It's also a reference to one of the more esoteric aspects of the world, the fact that that[[spoiler: the entire ''Elder Scrolls'' universe is the “dream” (for a lack "dream" of a better word) "godhead" though what or who the dreamer(s) are is a subject of [[spoiler: an insane “godhead”]].intense debate in the game world's mystic orders and religions]]. Dagoth Ur intends to spread himself into every corner of the dream, [[EldritchABomination turning the entire universe into nothing but him]], thereby “waking up” the dreamer.
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Dewicked


* BonusBoss: The AnyoneCanDie nature of the games means you could naturally fight and kill anyone you wish. But a couple of special mentions:
** [[spoiler: Vivec]]. You are by no means required to fight him, and doing so before completing the main quest will make the normal method of beating the game impossible, but if you choose to do so, you'll have quite the fight on your hands. Bonus irony points if you [[spoiler: soul trap him in Azura's Star. This is actually recommended, since he has the second most powerful soul for enchanting in the game, after only Almalexia.]]
** The Ash Vampires. You are only required to fight one in order to get an item [[spoiler: (Sunder)]] off of him, but there are 6 others you can hunt down and kill. Killing them is supposed to weaken Dagoth Ur in the final confrontation, but due to a scripting glitch, this does not happen. Still, they each possess unique enchanted items that are {{permanently missable|Content}} if you don't fight them, and you should kill them if you're going for HundredPercentCompletion.
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* ArmlessBiped: Alit and Kagouti, two of Morrowind's natural predators, both fit.

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* ArmlessBiped: Alit and Kagouti, two Kagouti are native species of Morrowind's natural predators, both fit. predatory reptilians roughly the size of a cow with massive heads on stubby, armless, two-legged bodies. Alit are more crocadilian in their heads while Kagouti have dinosaurid frills and tusks.
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Asskicking Equals Authority has been renamed.


* AsskickingEqualsAuthority: House Telvanni allows you to kill your way to the top if you desire, due to their near-total lack of rules. In particular, during your quest to become Telvanni Hortator, you can kill all the councilors (except one, whom you must keep around to officially name you Hortator and progress the quest) in lieu of winning their support. The one you must keep alive, wisely, gives you his vote with no strings attached. (If you're a member of the House, you can even kill him and declare ''yourself'' Hortator as the highest ranking Telvanni left alive.) It helps that one of their guiding principles is MightMakesRight (every House in the game has an 'in' that explains how you can rise so high despite being an outlander. The Telvanni's is the fact that they think might makes right, and you are very mighty indeed).

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: House Telvanni allows you to kill your way to the top if you desire, due to their near-total lack of rules. In particular, during your quest to become Telvanni Hortator, you can kill all the councilors (except one, whom you must keep around to officially name you Hortator and progress the quest) in lieu of winning their support. The one you must keep alive, wisely, gives you his vote with no strings attached. (If you're a member of the House, you can even kill him and declare ''yourself'' Hortator as the highest ranking Telvanni left alive.) It helps that one of their guiding principles is MightMakesRight (every House in the game has an 'in' that explains how you can rise so high despite being an outlander. The Telvanni's is the fact that they think might makes right, and you are very mighty indeed).
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An Axe To Grind is no longer a trope


* AnAxeToGrind:
** Axes are one of the available weapon types in the game, including both one-handed "war axes" and two-handed "battle-axes". Naturally, [[HornyVikings Nords]] (+10) and [[OurOrcsAreDifferent Orcs]] (+5) both get racial bonuses to the Axe skill.
** Also notable is that the single most damaging (per strike) weapon the in game is a Daedric Battle Axe with a custom Damage Health on Strike enchantment, enchanted with [[spoiler:Almalexia's]] soul for the max number of blows before it runs out.
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I fuss.


** Interestingly, the [[MurderInc Morag Tong]] ''inverts'' this trope. "Challenging the chief" is, per their rules, the standard way to become the leader. However, the current leader is perfectly fine stepping aside when it's time for you to take the reigns.

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** Interestingly, the [[MurderInc Morag Tong]] ''inverts'' this trope. "Challenging the chief" is, per their rules, the standard way to become the leader. However, the current leader is perfectly fine stepping aside when it's time for you to take the reigns.reins.
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Now a disambiguation.


'''Note:''' ''Elder Scrolls'' lore is generally not clear-cut. Reasons for this range from [[UnreliableNarrator biased]] in-universe sources intentionally only giving you only one side of a story, to sources [[CriticalResearchFailure lacking critical information]] or working from [[BlatantLies false information]], to the implication that AllMythsAreTrue, despite the contradictions, or that at least all myths are MetaphoricallyTrue. [[WordOfGod Out-of-game developer supplemental texts]] (frequently referred to as "Obscure Texts" by the lore community) are more trustworthy, but are frequently left [[LooseCanon unofficial]] and sometimes later contradicted. Because of this, it is entirely possible for two contradictory statements in the below examples to ''both'' be true. (And due to frequent events in-universe that [[TimeCrash alter the timeline]], both may ''literally'' be true in-universe.)

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'''Note:''' ''Elder Scrolls'' lore is generally not clear-cut. Reasons for this range from [[UnreliableNarrator biased]] in-universe sources intentionally only giving you only one side of a story, to sources [[CriticalResearchFailure lacking critical information]] information or working from [[BlatantLies false information]], to the implication that AllMythsAreTrue, despite the contradictions, or that at least all myths are MetaphoricallyTrue. [[WordOfGod Out-of-game developer supplemental texts]] (frequently referred to as "Obscure Texts" by the lore community) are more trustworthy, but are frequently left [[LooseCanon unofficial]] and sometimes later contradicted. Because of this, it is entirely possible for two contradictory statements in the below examples to ''both'' be true. (And due to frequent events in-universe that [[TimeCrash alter the timeline]], both may ''literally'' be true in-universe.)
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* CrackFic: ''Machinima/ReynaldoTheAssassin'' is a {{Machinima}} based on ''Morrowind'' in the loosest way possible.
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* {{Antepiece}}: The very first mission of the main quest sends you into a nearby Dwemer ruin to obtain a specific item. In order to get into the ruin, you need to turn a crank a short distance from the door. At the very end of the main quest, the VeryDefinitelyFinalDungeon is in another Dwemer ruin and requires that the player turn a crank once again to enter.
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* BowsAndErrors: Nearly all of the "common mistakes" listed are present. Bows can be held indefinitely at full draw without consequence. The arrows remain perfectly straight in flight as well. All bows are found strung, even when explicitly in storage like in a shop. Most bows are also depicted being too short. Even explicit "long bows" are barely longer than a longsword and much shorter than real life versions.
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Simple Staff has been disambiguated


* BareFistedMonk: The Unarmed fighting skill makes this an option for the player. Unarmed strikes damage an enemies fatigue instead of health until their fatigue reaches zero. "Monk" itself is a pre-made class which Unarmed and [[SimpleStaff Blunt Weapon]] as the primary offensive skills.

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* BareFistedMonk: The Unarmed fighting skill makes this an option for the player. Unarmed strikes damage an enemies fatigue instead of health until their fatigue reaches zero. "Monk" itself is a pre-made class which Unarmed and [[SimpleStaff Blunt Weapon]] Weapon as the primary offensive skills.
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* CriticalHit: There is a random chance of dealing Critical Damage (equal to 4x regular weapon damage for a melee attack and 1.5 for a ranged attack) whenever you strike an opponent without being noticed. An interesting quirk due to a bug means that if you strike an opponent with a spell while remaining undetected, your next physical attack will be considered a critical hit regardless of if you are detected when delivering it.
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* ApatheticCitizens: [=NPCs=] won't lift a finger to help you if you're under attack by another NPC. Even your fellow Guild members won't assist if you're attacked by a Dark Brotherhood assassin in the guild hall. The only exception is that CityGuards will kill creatures if you lure them into town, though they'll still ignore hostile [=NPCs=]
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* AfterlifeOfService: Mordrin Hanin was a revered figure in 1st Era Morrowind. After he was murdered by traitors, representatives from all over Morrowind gathered in northern Vvardenfell for nine days of mourning, during which many slaves and traitors are sacrificed. On the final day, a lethal concoction was passed to every guest and killed most of them, providing Hanin with companions in the afterlife. His body and treasures were sealed in a Daedric tomb, guarded by the ghosts of the traitors who murdered him, of which the location was lost. You can rediscover it, along with its treasure trove of artifacts and its ghostly guardians.
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* CaveBehindTheFalls: ''Tribunal'' adds Bamz-Amschend, a expansive Dwemer ruin beneath the city of Mournhold. Beneath ''that'' is the ancient Daedric ruin of Norenen-dur. Within is the Wailing Delve, a deep cave-like section apparently carved out by the waterfall within. Following it down leads to treasures including skill books, soul gems, a Daedric cuirass, and the only unowned Daedric left pauldron in the game.
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* AncestorVeneration: This is a major part of the religious beliefs of the Dunmer people. While the deities worshiped by the Dunmer have changed over the course of history, the veneration of their ancestors has always been a major practice. They will seek guidance from their ancestors, as well as more directly summon their spirits and reanimate their bodies for protection. (An act they consider holy, which is a major reason why blasphemous {{necromancy}} is so reviled.) The [[FictionalDocument in-game book]] ''[[http://en.uesp.net/wiki/Morrowind:Ancestors_and_the_Dunmer Ancestors and the Dunmer]]'' provides a highly detailed account of these practices.
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* CombatPragmatist: Navil and Ranes Ienith are the top enforcers of the Camonna Tong, the [[TheMafia mafia-esque]] native criminal syndicate in Morrowind. Quests for both the [[MurderInc Morag Tong]] and ThievesGuild require you to kill them and they fight like you would expect out of criminal enforcers. Located in the basement of Camonna Tong leader Orvas Dren's villa, only Navil is present at first, but as soon as you engage him, Ranes appears behind you. They wield strong daggers with paralysis and poison enchanments which can leave you a sitting duck in the middle of battle. Worse, Orvas Dren's bodyguard, Galos Farethi, patrols the area and may join the fight against you. He wields a Daedric katana and shield, the strongest non-artifact equipment of their type in the base game.


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* CookingDuel: Fara, proprietor of the Hole in the Wall tavern in Sadrith Mora, is engaged in one of these against Dinara Othrelas, the chef at Llethri Manor in Ald-Ruhn. A Thieves Guild quest has you steal Dinara's cookbook in order to give Fara an edge.
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* BoobsOfSteel: Characters only have one body model per race and gender, with bust size being proportionate to overall size. The largest races, the [[HornyVikings Nords]] and [[OurOrcsAreDifferent Orcs]], are also the most physically gifted and their females have the largest breasts. Conversely, the smallest races, the Bretons and Bosmer (Wood Elves), have the smallest breasts and default toward being {{Squishy Wizard}}s and {{Forest Ranger}}s, respectively.


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* ChevalierVsRogue: Subverted by the conflict between the [[AdventureGuild Fighters Guild]] and the ThievesGuild. On the surface, the Fighters Guild is the Chevalier, favoring heavily armed and armored warriors who are legally chartered by the Empire to provide services and training of the martial persuasion to the citizenry. The Thieves Guild is the Rogue, favoring light armor, stealth, short bladed weapons, and illegal/deceptive skills like lockpicking and pickpocketing. However, the leadership of the Fighters Guild is in the pocket of the Camonna Tong, the [[TheMafia mafia-esque]] native Dunmeri criminal syndicate responsible for Morrowind's illegal drug, slave, and smuggling trades. Meanwhile, the Thieves Guild is led by an honorable GentlemanThief who preaches a JustLikeRobinhood philosophy and sees murder as a last resort. When completing either questline, you'll have to deal with the Fighters Guild's corrupt leadership, restoring the Fighters Guild's full "Chevalier" characterization but removing the friction between the factions.


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* CombatByChampion: To get his support in the House Hlaalu questline, you must defeat councilor Dram Bero's champion in the Vivec arena. Naturally, you have no choice but to represent yourself.
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* BludgeonedToDeath: The in-game book "The Hope of the Redoran" tells the story of a Dunmeri noble named Andas, of whom it was prophesied that "his blood shall never be spilled", and that he cannot be killed by magic, illness, or poison. Indeed, the prophecy seems to come true, leading people to call Andas "The Hope Of The Redoran," in accordance with the wording of the prophecy. When he grows up, he lords this over his friends and peers as a sign of his superiority in combat, and it gives him the arrogance to challenge his cousin Athyn (who by the time of the game is now a councilor of House Redoran) to a duel for an important political position. It ends with Athyn beating Andas to death with a quarterstaff and the result is apparently not pretty:
--> ''"The less said about the end of the battle, the better. Suffice it to say that Athyn, wielding a simple club, battered Andas to death..."''
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* BattleAura: Casting a Barrier or Elemental Shield spell will give you one of these for the spell's duration. It can also be made permanent via a "Constant Effect" enchantment onto a piece of equipment.


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* BeastlyBloodsports: The bandits who have taken over the old Dunmer stronghold of Rotheran have turned the center into a fighting pit. They force slaves and prisoners to battle animals (such as the Nix-Hounds behind a locked door in the pit) and summoned [[OurDemonsAreDifferent lesser Daedra]]. Naturally, you have to rescue one of the prisoners during the Imperial Cult questline.
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* AttackAttackAttack: No matter how much stronger you are, no matter if you're decked out in otherworldly Daedric armor, no matter if you're wielding weapons forged by the gods themselves, every aggro'd enemy will continue attacking until you kill it or you run away.
* AttackReflector: Spell Reflection reflects harmful magic and is based on a percentage. However, the percentage in this case is the effect's chance of reflecting ''all'' magic damage. For example, if one has a 20% Spell Reflect effect active, there is a 20% chance of reflecting the entire spell back at the caster. This makes things extremely challenging late in the game (and especially the expansions) for magic-oriented player characters. The number of high-level enemies with reflect and the power of your own spells combined with your own [[SquishyWizard squishiness]] can make progress impossible.
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* AttackAnimal: The bandits in the caves of Adanumuran and Punsabanit have tamed Nix-Hounds to use in this capacity.
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* AnnoyingArrows: Downplayed. Enemy ranged attackers, be they archers or users of thrown weapons, are typically only dangerous to the player in the early stages of the game as their attacks are particularly likely to "knock down" low Agility starting characters. Once you've gained some levels, it becomes easy to dodge enemy archers due to their PainfullySlowProjectiles and those that do hit you deal ScratchDamage at best since the vast majority of them use weak bows and arrows. Further, there is a chance for the projectiles to show up in the inventory of those hit, implying they are pulled out in CatchAndReturn fashion.

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* AnnoyingArrows: Downplayed. Enemy ranged attackers, be they archers or users of thrown weapons, are typically only dangerous to the player in the early stages of the game as their attacks are particularly likely to "knock down" low Agility starting characters. Once you've gained some levels, it becomes easy to dodge enemy archers due to their PainfullySlowProjectiles {{Painfully Slow Projectile}}s and those that do hit you deal ScratchDamage at best since the vast majority of them use weak bows and arrows. Further, there is a chance for the projectiles to show up in the inventory of those hit, implying they are pulled out in CatchAndReturn fashion.
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* AnnoyingArrows: Downplayed. Enemy ranged attackers, be they archers or users of thrown weapons, are typically only dangerous to the player in the early stages of the game as their attacks are particularly likely to "knock down" low Agility starting characters. Once you've gained some levels, it becomes easy to dodge enemy archers due to their PainfullySlowProjectiles and those that do hit you deal ScratchDamage at best since the vast majority of them use weak bows and arrows. Further, there is a chance for the projectiles to show up in the inventory of those hit, implying they are pulled out in CatchAndReturn fashion.
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Crosswicking

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* ArtifactOfHope: The Moon-And-Star ring, the IconicItem of the legendary Chimeri hero, Lord Nerevar, whose {{reincarnation}} is the game's [[TheChosenOne hero of prophesy]]. The ring was crafted by the [[OurDwarvesAreAllTheSame Dwemer]] (during their EnemyMine phase with the ancient Chimer) and blessed by Nerevar's [[OurGodsAreDifferent Daedric patron]], Azura, to [[OnlyTheChosenMayWield kill anyone else]] who tries to wear it. While simply being able to wear it doesn't make [[PlayerCharacter the Nerevarine]] the Hortator (a Dunmeri war leader, Nerevar's old role) automatically, it does make them the most [[MultipleChoiceChosen legitimate candidate to date]]. It also comes with a nifty enchantment which enhances the wearer's [[CharmPerson persuasive abilities]], which is handy because the first thing you need to do after receiving it is to convince the four [[NobleSavage Ashlander clans]] (who hate the settled Dunmer) and the three Dunmeri [[TheClan Great Houses]] (who hate eachother as well as the Ashlander clans) to unite in defense of Morrowind against [[BigBad Dagoth]] [[PhysicalGod Ur]], a being even the three [[DeityOfHumanOrigin Tribunal gods]] failed to defeat, requiring quite a bit of inspiration and hope.

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