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* PreCharacterCustomizationGameplay: The game starts with you waking up on a prison ship and being ordered to speak to a sequence of Imperial officials who ask you questions about your background, allowing you to customize your character. You cannot toggle the third-person view until you've picked your appearance. The most noticeable effect is that the camera height in first person will move up or down if you pick one of the taller or shorter races.



* PsychicDreamsForEveryone: Dagoth Ur can manipulate and corrupt people in their dreams; the exact degree varies, resulting in Ascended Sleepers, Sleepers, Dreamers, etc.



* PsychicDreamsForEveryone: Dagoth Ur can manipulate and corrupt people in their dreams; the exact degree varies, resulting in Ascended Sleepers, Sleepers, Dreamers, etc.

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* RiddleForTheAges: The disappearance of the Dwemer is the longest-standing mystery of Morrowind lore. It doesn't help that pretty much every cultural group of the time recorded [[RashomonStyle significantly different accounts]] of what happened during the Battle of Red Mountain, when their disappearance supposedly took place. Even Vivec and Dagoth Ur, who were alive for it, have only theories. Most agree that it had something to do with the Dwemer fiddling around too much with the Heart of Lorkhan, but how or why it happened, or where they disappeared to (if anywhere), may never be definitively answered.

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* RiddleForTheAges: RiddleForTheAges:
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The disappearance of the Dwemer is the longest-standing mystery of Morrowind lore. It doesn't help that pretty much every cultural group of the time recorded [[RashomonStyle significantly different accounts]] of what happened during the Battle of Red Mountain, when their disappearance supposedly took place. Even Vivec and Dagoth Ur, who were alive for it, have only theories. theories; indeed, Dagoth Ur outright admits he has no idea what happened if you ask him. Most agree that it had something to do with the Dwemer fiddling around too much with the Heart of Lorkhan, but how or why it happened, or where they disappeared to (if anywhere), may never be definitively answered.answered.
** How did the Tribunal betray Nerevar? They did do ''something'' that would be considered a betrayal and feel sincerely guilty about it, but what exactly they did is never made clear. At very least, he made them promise to not use the Tools and they broke that promise (which Vivec will outright tell you when you talk to him), but [[RashomonStyle several traditions]] say that they outright murdered Nerevar so he couldn't stop them- and hidden in Vivec's ''36 Lessons'', you can find what seems to be a coded admission that he murdered Nerevar.
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* ObviouslyFakeSignature: : The quest "Catch a Spy" involves helping the Mages Guild root out a House Telvanni spy. The spy in question, [[spoiler:the assistant to idiot Archmage Trebonius,]] got their job by presenting a letter of recommendation that was supposedly from Imperial Battlemage Ocato. The letter's signature reads "Acatto". The fact that this mistake both happened and worked is meant to reflect poorly on both the spy and the one who allowed them into the Mages Guild.
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Crosswicking

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* PuzzleBox: The very first mission of the main quest tasks you with retrieving a special Dwemer puzzle box from the local ruin Arkngthand for an informant in exchange for information. If you revisit the informant later, he will have solved the puzzle box which can now be used as a key to access deeper parts of Arkngthand, which contain better loot and stronger enemies.
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Crosswicking new trope

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* {{Pilgrimage}}: Pilgrimages to various shrines form the core of most of the Tribunal Temple's storyline quests. The very first quest they give requires visiting seven shrines throughout the land where Vivec, one of the {{Physical God}}s worshipped by the church, performed "miracles" in ages past. Later quests require visiting even more sacred locations in far more dangerous places.
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* OrganizedCrimeSidequest: The Camonna Tong is the mafia-esque native Dunmer [[TheSyndicate crime syndicate]] with a hand in Morrowind's smuggling, drug-running, and illegal slave trades. They're the mortal enemy of the ThievesGuild, who they see as encroaching on their territory, and since the PlayerCharacter is an outlander, they do not offer membership. However, you can complete a one-off sidequest for them -- delivering a drug mule slave (you can also take the slave to a group who helps slaves escape back to their home countries).
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Crosswicking new trope

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* RejectedByTheEmpathicWeapon: Mehrunes Razor, a legendary dagger and artifact of the Daedric Prince Mehrunes Dagon, turned rusty and brittle in the hands of an unworthy thief who was killed and laid to rest in a tomb. Dagon's Daedric quest tasks the player to retrieve and have it restored to it's former glory.
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Specifying that Totally Not A Criminal Front is for poorly-veiled fronts.


* MobWar: There is an ongoing conflict between the [[TheSyndicate ruthless, murderous]] [[TheMafia native gangsters]] in the Camonna Tong and the Imperial import ThievesGuild. While all-out war is not something either side can afford, the conflict is still nasty enough that even the usually violence-averse Guild orders Tong operatives to be killed and are in the process of outfitting their [[TotallyNotACriminalFront meeting places]] with deadly traps and guards.

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* MobWar: There is an ongoing conflict between the [[TheSyndicate ruthless, murderous]] [[TheMafia native gangsters]] in the Camonna Tong and the Imperial import ThievesGuild. While all-out war is not something either side can afford, the conflict is still nasty enough that even the usually violence-averse Guild orders Tong operatives to be killed and are in the process of outfitting their [[TotallyNotACriminalFront meeting places]] places with deadly traps and guards.
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Legitimate Businessmens Social Club TRS cleanup, disambiguating when appropriate.


* MobWar: There is an ongoing conflict between the [[TheSyndicate ruthless, murderous]] [[TheMafia native gangsters]] in the Camonna Tong and the Imperial import ThievesGuild. While all-out war is not something either side can afford, the conflict is still nasty enough that even the usually violence-averse Guild orders Tong operatives to be killed and are in the process of outfitting their [[LegitimateBusinessmensSocialClub meeting places]] with deadly traps and guards.

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* MobWar: There is an ongoing conflict between the [[TheSyndicate ruthless, murderous]] [[TheMafia native gangsters]] in the Camonna Tong and the Imperial import ThievesGuild. While all-out war is not something either side can afford, the conflict is still nasty enough that even the usually violence-averse Guild orders Tong operatives to be killed and are in the process of outfitting their [[LegitimateBusinessmensSocialClub [[TotallyNotACriminalFront meeting places]] with deadly traps and guards.
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* NewbieImmunity: After creating your character, until you are released from custody by the Imperial Captain, you will not be charged with any crimes. The guards will chastise you for stealing and confiscate any stolen goods in your inventory, but [[FailedASpotCheck if you set them down on the ground first]], they'll be yours for the taking after exiting dialogue with the guard. Taking advantage of this, you can [[KleptomaniacHero steal everything not nailed down]] in the Census and Excise Office, more than enough to [[DiscOneNuke clean out]] the [[OnlyShopInTown only trader in town]].

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Crosswicking new trope.


* MrExposition: Subverted in the main quest, as the game gives you several Mr. Exposition type characters (Caius, Azura, Vivec, Dagoth Ur, the Temple giving a different account than Vivec...plus you can do your own research with some in-game texts) all of whom [[TheRashomon contradict eachother]]. There are strong hints that Azura, Vivec, and Dagoth Ur have their own motives for lying (or at least not being entirely truthful) and you're [[TheUnreveal never told outright which one was right]]. A lot is left to personal interpretation.

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* MountedMook: The ''Bloodmoon'' expansion takes place on the island of Solstheim, home to primitive goblin-sized Rieklings. In addition to the ones who fight on the ground, there are the Riekling Raiders who've tamed the island's native boars, known as Tusked Bristlebacks, to ride in battle. They tend to attack in groups of three to five, making tough battles for even high level characters.
* MrExposition: Subverted in the main quest, as the game gives you several Mr. Exposition type characters (Caius, Azura, Vivec, Dagoth Ur, the Temple giving a different account than Vivec... plus you can do your own research with some in-game texts) all of whom [[TheRashomon contradict eachother]]. There are strong hints that Azura, Vivec, and Dagoth Ur have their own motives for lying (or at least not being entirely truthful) and you're [[TheUnreveal never told outright which one was right]]. A lot is left to personal interpretation.
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Renamed, cutting ZCEs, low-context potholes and non-examples.


* PteroSoarer: The Cliff Racers resemble pteradactyls.
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* RecruitersAlwaysLie: Troops at Fort Frostmoth in ''Bloodmoon'' will sometimes say a variation of the classic lying recruiter pitch "join the (service), see the world!" as idle banter.
--> "Join the Legion! See the world!" Freeze your arse..."
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*** The [[AlchemyIsMagic Alchemy]] systems allows you to turn raw ingredients into potions. Find a merchant with an unlimited supply of a few ingredients with the same effect, buy them, brew them into a potion, and then sell it for greater than the price of the ingredients. The only thing keeping it from being an unlimited source of money is that merchants only have a set amount of gold to barter with which resets each day, but a few sessions of grinding money in this way will set you up for a long time.
*** Most outdoor crates and urns in cities can be looted without issue. Most contain low end vendor trash, but considering many towns have dozens of these containers (including the second town you are likely to visit, Balmora,) taking the time to dig through every one can really add up for a new player.
*** Filled soul gems regularly sell for 20-30 times the cost of the unfilled gem. One common way of grinding money is to buy up all of the unfilled gems you can find, acquire or craft a weapon with Soul Trap on strike, then travel though the country side killing every creature you come across. This will fill the gems that you can then sell for a huge profit.

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*** ** The [[AlchemyIsMagic Alchemy]] systems allows you to turn raw ingredients into potions. Find a merchant with an unlimited supply of a few ingredients with the same effect, buy them, brew them into a potion, and then sell it for greater than the price of the ingredients. The only thing keeping it from being an unlimited source of money is that merchants only have a set amount of gold to barter with which resets each day, but a few sessions of grinding money in this way will set you up for a long time.
*** ** Most outdoor crates and urns in cities can be looted without issue. Most contain low end vendor trash, but considering many towns have dozens of these containers (including the second town you are likely to visit, Balmora,) taking the time to dig through every one can really add up for a new player.
*** ** Filled soul gems regularly sell for 20-30 times the cost of the unfilled gem. One common way of grinding money is to buy up all of the unfilled gems you can find, acquire or craft a weapon with Soul Trap on strike, then travel though the country side killing every creature you come across. This will fill the gems that you can then sell for a huge profit.



** Played straight with the game's various Daedric helms.

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** Played straight with the game's various Daedric helms. The Daedric Face of Inspiration features a classic angry scowl, with eyes pointed downward and inward. With its wide-open mouth (which also sport fangs) and bulging eyes, the Daedric Face of God looks like it's absolutely howling with rage. The Daedric Face of Terror sports a more subdued snarl and also combines this trope with NightmareFace, with its unsettling, almost spider-like sets of eyes. According to concept art, these helms are also meant to represent various figures: Inspiration is [[BloodKnight Boethiah]], God is [[PhysicalGod Vivec]], and Terror is [[FounderOfTheKingdom Nerevar]].
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Moving to YMMV page.


* ObviousBeta: The game itself was relatively stable at release for a Bethesda title. Bugs and glitches were certainly present, but, in a major step up from ''Daggerfall'', you could at least complete all of the major questlines without significant issue. However, the two major expansion packs, ''Tribunal'' and ''Bloodmoon'', badly conflicted with one another. Installing ''Bloodmoon'' after ''Tribunal'' (as most people did since ''Tribunal'' came out first) caused an "endless loop" dialogue bug with a major ''Tribunal'' character, cutting off the final 80% of the expansion's main quest line. A fan patch was released which largely took care of this until Bethesda released their own, which just created loads of new problems. The GameOfTheYearEdition finally, thankfully, resolved the majority of these issues.

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Expansion, cleanup


* MetaphoricallyTrue: Vivec is a huge fan of statements like this, and uses them liberally in his speech and throughout his writings.
** The first 12 of the 36 Sermons of Vivec are standout examples of this trope, since their literal narrative is almost complete nonsense. However when read metaphorically they can be seen as both an oblique account of Vivec's rise to divine awareness and messages meant for the player/Nerevarine.

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* MetaphoricallyTrue: Vivec is a huge fan of statements like this, and uses them liberally in his speech and throughout his writings.
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writings. The first 12 of the 36 "36 Sermons of Vivec Vivec" are standout examples of this trope, since their literal narrative is almost complete nonsense. However when read metaphorically they can be seen as both an oblique account of Vivec's rise to divine awareness and messages meant for the player/Nerevarine.[[LeaningOnTheFourthWall player]]/Nerevarine.
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* ThePoorlyChosenOne: During part of the main quest, the [[PlayerCharacter Nerevarine]] visits the Cave of the Incarnate and speaks to the spirits of several Dunmer who tried to be the Nerevarine in the past. They all died before they could fulfill the prophecy. (It's implied that there isn't one true [[TheChosenOne Chosen One]] Nerevarine, but that [[MultipleChoiceChosen anyone who fits the initial criteria]] could ''become'' the Nerevarine. These people fit the initial criteria, but died before they could fulfill the prophecy.)

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* ThePoorlyChosenOne: During part of the main quest, the [[PlayerCharacter Nerevarine]] visits the Cave of the Incarnate and speaks to the spirits of several Dunmer who tried to be the Nerevarine in the past. They all died before they could fulfill the prophecy. (It's implied that there isn't one true [[TheChosenOne Chosen One]] Nerevarine, but that [[MultipleChoiceChosen anyone who fits the initial criteria]] could ''become'' the Nerevarine. These people fit the initial criteria, but never died before they could fulfill the prophecy.prophecy. One wasn't even aware of the prophecy, and two others never bothered to pursue it.)
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** The first 12 of the 36 Sermons of Vivec are standout examples of this trope, since their literal narrative is almost complete nonsense. However when read metaphorically they can be seen as both an oblique account of Vivec's rise to divine awareness and messages meant for the player/Nerevarine.
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* OptionalBoss: 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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Crosswicking new trope

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* OutcastRefuge: The Dissident Priests are [[DefectorFromDecadence defectors]] from the [[CorruptChurch Tribunal Temple]] which dominates the country religiously. The Temple openly persecutes the Dissident Prients, considering them heretics (though this appears to have been partly a response to being persecuted for questioning Temple ''policy'', which isn't heresy even if the Temple calls it that) and arresting them on sight. The Dissident Priests have founded a hidden stronghold at Holamayan, a remote monastary with a protective stone hood over the entrance which only lifts during the hours of twilight. The [[PlayerCharacter Nerevarine]] visits during the main quest in order to recover the Lost Prophecies needed to proceed, which have been kept safe by the priests for millennia.
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* RelationshipValues: very NPC has a Disposition toward the player, ranging on a scale from 0 to 100. A high disposition will make [=NPCs=] more likely to share information, give quests, and will make prices better if the NPC is a merchant. It is determined by factors including the player's race, Personality attribute, Speechcraft skill, Reputation stat, and allegiance to any guilds or factions. Disposition can be raised permanently by [[ScrewTheRulesIHaveMoney bribing]] or admiring the NPC, raised temporarily by intimidating the NPC (which is easier to do than admiring), or lowered to the point where the NPC may [[PracticalTaunt attack you by taunting them]]. Success for each is determined by your Speechcraft skill and, in the case of bribes, the amount you offer.

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* RelationshipValues: very Every NPC has a Disposition toward the player, ranging on a scale from 0 to 100. A high disposition will make [=NPCs=] more likely to share information, give quests, and will make prices better if the NPC is a merchant. It is determined by factors including the player's race, Personality attribute, Speechcraft skill, Reputation stat, and allegiance to any guilds or factions. Disposition can be raised permanently by [[ScrewTheRulesIHaveMoney bribing]] or admiring the NPC, raised temporarily by intimidating the NPC (which is easier to do than admiring), or lowered to the point where the NPC may [[PracticalTaunt attack you by taunting them]]. Success for each is determined by your Speechcraft skill and, in the case of bribes, the amount you offer.



* RomanceSidequest: there is an exclusive quest chain available for male characters where you can enter a romance with a Khajiit thief named Ahnassi, doing favours for her and receiving gifts in return. At the end of the chain, she will give you the key to her house and ask you to move in with her. There is no corresponding quest for female characters, the closest equivalent to one for them is the Dunmer gentleman bandit Nels Llendo encountered on the road. Rather than try to rob you as he would a male character, he will instead be quite smitten by a female PC and will let you pass without a fight, and will also politely ask for a kiss which you can choose to accept or not.

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* RomanceSidequest: there There is an exclusive quest chain available for male characters where you can enter a romance with a Khajiit thief named Ahnassi, doing favours for her and receiving gifts in return. At the end of the chain, she will give you the key to her house and ask you to move in with her. There is no corresponding quest for female characters, the closest equivalent to one for them is the Dunmer gentleman bandit Nels Llendo encountered on the road. Rather than try to rob you as he would a male character, he will instead be quite smitten by a female PC and will let you pass without a fight, and will also politely ask for a kiss which you can choose to accept or not.

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