The Player Character and Nerevar
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" of the negative effects.
- Anti-Hero: Depending on play style, the Nerevarine can be the very dark gray in a Black and Gray Morality situation, with Dagoth Ur as the "black." You can become a vampire/werewolf, own slaves, murder indiscriminately, practice necromancy, join factions of Evil Sorcerers/Assassins/Thieves, and even become an Omnicidal Neutral. The situation is such that if Dagoth Ur succeeds, you won't be able to continue those morally questionable ways, so you'll need to stop him. Can cross over into Villain Protagonist territory if you really go out of your way to be malevolent.
- 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 Charge: What this leads to.
- The Chosen One: Arguably played straight or subverted, depending on one's interpretation:
- Played Straight: Chosen by Azura to defeat Dagoth Ur, cast down the "false gods" of the Tribunal, and unbind the Heart of Lorkhan.
- 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.
- Subversion: There is no chosen one at all, which is why you can see multiple failed Nerevarines in the Cavern of the Incarnate. The prophecy is completely fake and Azura is manipulating things for show, as a fulfilled prophecy looks very impressive (thus why there's two backpaths allowing you to skip parts of the prophecy entirely). The Nerevarine is just a random person who vaguely fits the persona and manages to successfully pass the tests with some divine intervention to help out. Anyone could have been the Nerevarine in theory, the player character is just the only one to successfully take up the mantle. Had one of the previous Nerevarines succeeded, they'd be the "chosen one" instead. The Nerevarine is more of a flashy role than a specific person.
- Double Subversion: A related take to the one above is that the Prophecy is less a prophecy, and more an instruction manual, steps that have to be completed to defeat Dagoth Ur. They are packaged in a Prophecy because that lets them be known, and lets people to try an act on them. It's implied that this the course the Emperor took in selecting the player. Of course, the Emperor had the advantage of the Elder Scrolls themselves as impetus for setting the plot in motion.
- Cursed with Awesome: At a certain point in the main quest, you'll be afflicted with the Corprus Disease. The disease leaves sufferers as The Ageless with Ideal Illness Immunity, but also serves them with a nasty case of Body Horror and a severe loss of mental faculties. Eventually, you'll be "cured" of the disease, but only the negative parts.
- Deadpan Snarker: In the Journal, your character will make some pithy comments on occasion. Perhaps the best example is if you are a member of Great House Telvanni and are on the quest to be named Telvanni Hortator. As House Telvanni actively practices Klingon Promotion and believes in Might Makes Right, you can simply kill all of the other Councilors rather than grovel for their votes. The Journal entry for completion of the quest dryly puts it: "As the sole surviving councilor of House Telvanni, I have declared myself Hortator of House Telvanni."
- 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.
- 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.
- 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.
- Going Native: 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) is heavily encouraged. 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?: The Nerevarine, Lord Nerevar reborn. Prophesied hero who will defeat Dagoth Ur and cast down the "False Gods" of the Tribunal. (Or you are, at least, if you don't dig too deeply into Azura's motivations and manipulations...) Crosses over with You Are the Translated Foreign Word.
- The Hero: Exactly which flavor depends on how you choose to play, ranging from a goody-two-shoes All-Loving Hero to a near Villain Protagonist.
- 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.
- Multi-Melee Master: It's a simple matter, in the long run, to significantly level and master multiple weapon classes. Even if you only stick to one weapon skill, every category encompasses multiple types of weapon, each of which scale with the same skill and stats but vary in playstyle. For instance, proficiency in blunt weapons allows you to wield huge warhammers, simple clubs and magical rods with equal skill, while long blades range from common swords to katana to greatswords.
- Long Blade encompasses one-handed swords, sabers and katana, as well as two-handed daikatana and claymores.
- Short Blade covers shortswords, wakizashi, daggers, and tanto.
- The Axe skill concerns both one-handed war axes and two-handed battle axes.
- The Spear skill is for both spears and halberds.
- Blunt Weapon covers the broadest range, with clubs, staves, maces and warhammers.
- 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 a requirement of the Nerevarine prophesy:"On a certain day, to uncertain parents, incarnate moon and star reborn."
- Physical God: 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.
- Protagonist Without a Past: A few details of the Nerevarine's backstory are established in the storyline: 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 state that the Nerevarine would be an outlander.
- 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 do fit the traits laid out in the Nerevarine Prophesy (but so did many others before you), 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 it is strongly implied that you might just be a convenient Unwitting Pawn for Azura to get her revenge on the Tribunal for defying her thousands of years ago. Further, thanks to the Elder Scrolls series' act of "Mantling", you most likely become the Nerevarine by the end of the game. Mantling makes it possible to become one with another person or deity by, essentially, tricking the universe into thinking that you're that being, generally by filling their role closely enough. By undergoing the same trials and tribulations that the Nerevarine is supposed to do, you've filled his role and have become him.
- Really 700 Years Old: 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.
- Semi-Divine: After being afflicted with the Corprus disease, also known as the "Divine Disease," which was created by a Physical God from the Heart of a Dead God.
- The Spymaster: When Caius is recalled to Cyrodil, he officially leaves the Blades of Morrowind in your hands. Unfortunately, you can never reach the actual in-game rank of Spymaster or Grand Spymaster, as you only progress to the rank of Operative before this happens, and despite leaving you in charge there's no gameplay mechanics or story significance to your newfound authority.
- 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, Knight of the Imperial Dragon in the Imperial Legion, 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 (and de-facto Spymaster) 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.
- Archer: The Marksman skill.
- An Axe to Grind: The Axe Skill.
- Blade on a Stick: The Spear Skill.
- Drop the Hammer/Carry a Big Stick/Simple Staff: The Blunt Weapon skill.
- Bare-Fisted Monk: The Unarmed skill.
- Cool Sword/BFS/Knife Nut: The Long and Short Blade skills.
- Elemental Powers: The three main varieties of Destruction magic.
- Luckily, My Shield Will Protect Me: The Block skill.
- You Are in Command Now: Downplayed when Caius is recalled to the Imperial City, leaving you as the highest ranking Blade in Vvardenfell. Of course, since the other Blades agents mostly do their own things and any orders from Cyrodiil to the contrary are liable to come with an actual superior delivering them, Caius basically tells you to ignore the big picture and just keep doing what you're already doing.
Lord Indoril Nerevar (aka Saint Nerevar, Nerevar Moon-And-Star)
The 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: He reportedly had "supernatural powers of persuasion," the source of which has never been elaborated upon. 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, leader of the Dwemer, as they repulsed the Nords.
- 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. Vivec instead tries to claim that he was merely one of many saints to the Dunmer peoplenote .
- 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 Dead Badass: He's been dead for some 4000 years, but the Tribunal still rule in his name and he his held up an ideal for the Dunmer to aspire to be.
- 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.
- Multiple-Choice Past: Very little is known of his early life, and even then, there are conflicting sources. Vivec states that Nerevar was a merchant caravan guard, and Ashlander tradition holds that he was not born in the land that would eventually become Morrowind.
- 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, possibly preventing the Battle of Red Mountain, the Dwemer's disappearance, and Nerevar's death.
- Posthumous Character: Has been dead for around 4000 years by the events of Morrowind. 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.
- Further complicating matters is that, at about the same time and place of Nerevar's death, the Dwemer were using the Heart of Lorkhan to power an artificial god called Numidium, which was known to cause Time Crashes (called Dragon Breaks in-universe). One theory posits that all of the discrepancies in the various accounts of Nerevar's death are due to Numidium.
- Really 700 Years Old: Granted, the races of Mer are Long-Lived compared to the races of Men, but Nerevar was (at least) in his 300s at the time of his death and still serving as a frontline general. (Not counting those who've enhanced their lifespans with magic or divine powers, that is quite old for a Mer.)
- Reasonable Authority Figure: He mostly went around trying to stop people from killing eachother. First he united the disjointed Chimer people, and then united them with the Dwemer in order to repulse the Nords. His time as leader of Resdayn was considered one of the most peaceful and prosperous times in the history of the Chimer/Dunmer people.
- 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 Divine Powers of Morrowind
The Tribunal (ALMSIVI)
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.
For information on the Tribunal outside of the context of Morrowind itself, see their entry on the The Elder Scrolls - Divine Beings page.
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.
- Determinator: By the time of Morrowind, the ALMSIVI are a pitiful shell of what they once had been due to no longer being able to recharge their divinity, and much of Morrowind has suffered as a result. The Tribunal are in a losing battle against Dagoth Ur, and they know this, but they will drag out the inevitable for as long as they can.
- 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, using her powers directly and repeatedly to defend Morrowind from all manner of threats in ages past, but is also prone to the most A God Am I tendencies. Vivec is the ego, being the mostly reasonable leader of the three who has been the most invested in mortal affairs throughout the ages. Once proven to be the real deal Nerevarine of prophesy, he is willing to help the Nerevarine to defeat Dagoth Ur, even at the cost of his own divinity. Sotha Sil is the superego, "Wizard Mystic" of the trio who prefers not to intervene directly in mortal affairs, instead shaping the world from behind the scenes.
- 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 failed 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 supplemental 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.
- The Gods Must Be Lazy: Averted for the first few thousand years of their reign. They, particularly Vivec and Almalexia, regularly lived and worked among their people, offering guidance and protection, and performing miracles. Played straight after they lost two of the Tools of Kagrenac to a reawaked Dagoth Ur.
- Gods Need Prayer Badly: After the Nerevarine severs their connection to 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 intact due to the faith of their followers.
- Immortality Inducer: The Heart of Lorkhan, tapped into using Dwemer-crafted tools.
- Immortality Immorality: Their initial act of obtaining immortality. Depending on the version of the story, they at the very least broke a promise to Nerevar (and his patron, Azura) by using the Tools on the Heart. (Vivec even admits directly to this part.) Other versions of the story make them seem even more immoral, with them outright killing Nerevar so that he could not stop them from tapping into the Heart.
- Mortality Ensues: After the Nerevarine severs their connection to 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.)
- Our Gods Are Different: A trio of Deity of Human Origin Physical Gods who draw their power from the still-beating heart of the Dead Creator God of Mundus, and in doing so, broke time in such a way that brought together timelines where they were mortal advisors ascending to godhood and one where they had somehow always been gods, regardless of the contradictions that act creates.
- 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 Akaviri 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.
- Semi-Divine: After their their ties to the Heart of Lorkhan are severed, Vivec states that they are able to persist with a "trace" of their divinity in tact thanks to the faith of their followers. It's implied to be a much weaker divine state than they were in before, but still a form of godhood of some sort.
- Sufficiently Advanced Alien: From a certain point of view, they're the fantasy equivalent of this, using stolen Dwemer Magitek to tap into a divine power source (the Heart of Lorkhan) to give them divine powers.
- 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.
- Written by the Winners: Because of Nerevar's death, the disappearance of the Dwemer, Dagoth Ur's presumed death, and the fact that Azura is a Daedric Prince who doesn't often openly communicate with mortals, the Tribunal were the only ones present for the events following the Battle of Red Mountain left in a position to declare how the events took place there. As such, the Tribunal Temple's official story about what happened is the most widely accepted version, even though it is clearly the version most full of Blatant Lies and Metaphorical Truths out of those that comprise The Rashomon once you've done a little research. All stories to the contrary are considered heresy, kept alive only by the actions of the Nerevarine Cult and the Dissident Priests.
Vivec (a.k.a. Vehk, V'Vehk, Vehk and Vehk)
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).
For information on Vivec outside of the context of Morrowind itself, see his entry on the The Elder Scrolls - Divine Beings page.
- Ascend to a Higher Plane of Existence: He claims to have achieved CHIM in developer written supplemental works.
- Barrier Maiden: A male example. He's the only member of the Tribunal still channeling 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 its 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 more so 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.
- Brought Down to Badass: He loses his divinity when the Nerevarine severs his connection to the Heart of Lorkhan. He's still a several-millennia-old, incredibly powerful Magic Knight.
- Cool vs. 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.)
- Depraved Bisexual: Known to be quite promiscuous, Vivec had its way with men and women.
- Goes into full-on Extreme Omnisexuality as he implies in his lessons. Vivec was known to change biological genders on some occasions. At some point, Vivec even engaged in an orgy with Molag Bal, the Daedric Prince of Rape and domination. Their subsequent demonic offsprings joined the on-going coitus in the months following. It only gets weirder from here on.
- 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.
- Foreshadowing: If talked to after defeating Dagoth Ur, he calls Almalexia's FaceHeel 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 (sired with Molag Bal) and to have sex with Almalexia, 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.
- Leaning on the Fourth Wall: His 36 Lessons as well as some of his dialogue choices may 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 reloading a saved game: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."
- The Lancer: To Nerevar, as well as his Number Two, during the Chimer's war with the Dwemer in the backstory. The other Tribunes and Dagoth Ur filled out the band.
- Not So Different: He clearly was never a big fan of the Dwemer. As one of Nerevar's councilors, Vivec believed that peace could not be had between the Chimer and Dwemer. He later urged Nerevar to make war on the Dwemer when evidence was brought forth that showed they were in possession of the Heart of Lorkhan and were attempting to tap into its power. However, he would later draw his own divine powers from the Heart and the A God Am I-type response he gives if you question his past actions is very similar to the one he attributes to the Dwemer Architect Kagrenac when Nerevar originally questioned him about the Heart in The Battle of Red Mountain:Vivec: "Can you, mortal, presume to judge the actions and motives of a god?"Kagrenac (per Vivec): "But Kagrenac took great offense, and asked whom Nerevar thought he was, that he might presume to judge the affairs of the Dwemer."
- 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 in his palace floating in a Levitating 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). 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.
- Sacred Scripture: Penned his 36 Lessons to be this and, if taken seriously, they leave no doubt that Vivec is the absolute god of the ES universe. (Which, of course, isn't necessarily the case...)
- 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 unbind 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. In the backstory and throughout the Lessons, he frequently bedevils those (especially the various "bad" Daedric Princes) who would try to bring the Dunmer people harm.
- Unreliable Narrator: As author of the 36 Lessons. He even admits that some of his sermons are false when spoken to, and much of the rest is Metaphorically True at best.
- Voluntary Vassal: Having been cut off from their source of divine power by a resurrected Dagoth Ur, Vivec and the other Tribunes knew that they would not be able to fend off the legions of Tiber Septim, who were threatening to invade. So, Vivec met with Septim and offered Morrowind to join the Empire peacefully. In addition, he threw in the Numidium and in return, got a number of concessions from the Empire that allowed Morrowind to keep its traditional institutions like the Tribunal Temple, Great House rule, and slavery (which was illegal elsewhere in the Empire).
- Warrior Poet: Is called this as part of his title. He lives up to it, having been an active defender of Morrowind in ages past (before being cut off from recharging his divinity) and being a prolific writer.
- What Happened to the Mouse?: He disappears sometime around the Oblivion Crisis. There are conflicting reports saying that he was taken by the Daedra, was killed by the Nerevarine, or 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'' (a.k.a. Ayem)
"Merciful Healing Mother and Goddess of the Dunmer."
She was born into nobility as a member of the Chimeri Great House Indoril, where she 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.
For information on Almalexia outside of the context of Morrowind itself, see her entry on the The Elder Scrolls - Divine Beings page.
- Action Girl: Along with Mama Bear and Lady of War. 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.
- A God Am I: She was the member of the Tribunal most prone to this even prior to losing their divinity. When confronted at the end of Tribunal, she even calls herself the "One! True! God!".
- 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.
- Black and Gray Morality: The Black to Helseth's (dark) Gray in Tribunal.
- Brought Down to Badass: Loses her divinity when the Nerevarine destroys the heart of Lorkhan. She's still a several millennia-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.
- Cool Mask: She dons one when she confronts the Nerevarine in the Clockwork City at the end of the Tribunal main quest. It's known as her "war mask" and is made of the same greenish-bronze material as her Cool Crown. It has two long tusks attached and the face is scowling like a Rage Helm. Most depictions of her, such as the frescoes throughout Tribunal Temple sites (including the one above in the "Tribunal" folder), show her wearing it.
- 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 unbinding of the Heart of Lorkhan. See Brought Down to Badass above.
- FaceHeel 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 think you will scream, mortal, for now you face the One! True! God!"
- Flaming Sword: Her blade, Hopesfire, is the lightning equivalent.
- Go Mad from the Revelation: The loss of her powers sends her off the deep end.
- Hot Goddess: Considered one of the most beautiful people in all of Tamriel, even if the time's polygon graphics don't do her justice.
- Light Is Not Good: She has numerous connections to "light," such as instructing others to "bask in the light of my mercy." Additionally, her home city of Mournhold is known as the "City of Light, City of Magic." The end of the Tribunal main quest demonstrates that she is NOT good, at least anymore.
- 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.
- Not So Different: Her goal (establishing a monotheistic state in Morrowind) and modus operandi (unleashing a blightstorm and horrific creatures on Mournhold) are very similar to Dagoth Ur's.
- Praetorian Guard: "Her Hands" elite Ordinators, decked out in powerfully enchanted high Ordinator armor.
- Springtime for Hitler: She tries this by sending the Nerevarine to Sotha Sil's Clockwork City to die as a martyr for her cause, which is to establish a monotheistic state where only she is worshiped and only she is the savior of the people. This fails, she dies, and this failure leads to the eventual fall of the Tribunal Temple entirely.
- 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. Just look at her picture.
- 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'' (a.k.a. Seht)
"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.
For information on Sotha Sil outside of the context of Morrowind itself, see his entry on the The Elder Scrolls - Divine Beings page.
- 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 permanently severs their ties to the Heart.
- Face Death with Dignity: Per Almalexia's rant at the end of Tribunal:"And Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence!"
- Go Mad from the Revelation: Almalexia implies that this is the case for him. Subverted, as it's Almalexia who has gone mad.
- Last of His Kind: The last member of the ancient minor House Sotha.
- Mecha-Mooks: Created the semi-organic "fabricants" to serve as the guardians of his city.
- Mechanical Monster: Toward the end of the main quest, you'll be forced to face the Imperfect. The Imperfect is a borderline Humongous Mecha, standing easily twice the size of the Player Character, who serves as a Mini-Boss in his Clockwork City. It has some of the strongest physical attacks in the game and can also use powerful Lightning attacks against you. If you are able to kill it quickly, you can claim the Elixir of the Imperfect from its corpse. It's a potion that restores 20 points of Health, Magicka, and Fatigue every second for 15 seconds, essentially giving you god-like abilities for the duration. However, you only get one from the Imperfect, and unless you kill it quickly, it will use the Elixir, making this fight all the more difficult. (Another disabled Imperfect stands next to the entrance to Sotha Sil's chambers. The implication is that it was destroyed where it stood by Almalexia on her way in to kill Sotha Sil previously.)
- The Older Immortal: Stated by Vivec to be of "Nerevar's generation", being older than himself or Almalexia.
- Steam Punk: His Clockwork City, with a dash of Magitek.
- 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.
- The Unfought: Almalexia makes him out to be an unhinged Mad God and dispatches you to eliminate him. You fight your way through his perilous, trap-laden lair, only to find his corpse.
- 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 (a.k.a Voryn Dagoth, Sharmat)
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 millennia 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: When you confront him, he politely explains why his plans to spread blight disease and create a giant magical killer robot are really in the best interests of his people. He answers every question you put to him (whether he's telling the truth, lying or mistaken is up to the player). Finally, he offers you the opportunity to buff yourself up before you start to fight him. Though the last part is largely because he needs Wraithguard (the gauntlet you need to hold the weapons required to thwart him) in order to bring his plan into action. And if you approach him without the items needed, he'll politely point out you have come unprepared and that you can not win as you are, suggesting you return when ready to face him.
- Artifact of Doom: Beyond the Heart and Tools, he has also created the Ash Statues and in some way imbued them with his power. He can spread his influence to anyone who possesses one. In one case, a loyal Temple follower murdered his friend with no memory of the event after being gifted an Ash Statue.
- 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.
- Boss Arena Idiocy: He's virtually unkillable in the Heart of Lorkhan room, but there's a surprisingly easy way to get him off your back. Use melee attacks to knock him into the lava lake, and he won't be able to climb back up.
- Boss Banter: He will speak to you throughout your battle with him, usually taunting you. When you go to strike the Heart, his banter becomes noticeably angrier and more panicked.
- The Clan: He was the titular head of House Dagoth, the sixth Great House of the Chimer. For his (perceived) betrayal, the House was forcibly dissolved. (Its members were either cast out or absorbed into the other Great Houses.)
- Cool Mask: A circular golden one with a third eye slot.
- The Corruption: His Corprus disease. It kills plant life, turns animals into homicidal monsters before killing them, and mutates people into mindless, horrible monstrosities while also turning them into The Ageless, giving them Ideal Illness Immunity, and increasing their physical strength and endurance. He can communicate with those it has infected via subliminal messages in their dreams, turning them into his Mooks.
- 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.
- Eldritch Abomination: Technically. He's using the divine powers he channels from the heart of a dead god to twist his followers into Body Horror abominations and spread a magical disease. Further, very much steeped in dream-imagery as he "sleeps awake" at Red Mountain. "The Dreamer Is Awake" is often found scrawled by the mad cultists in their strongholds. To further get into esoteric "lore speak": The implication is that Dagoth Ur has discovered an unspeakably dangerous middle-ground between CHIM, Amaranth and Zero-Sum where he exists in a godlike state because of his awareness of Anu's Dream but, unlike CHIM where he exists as one with it and maintains his own individuality, Amaranth where he exits the Dream to make his own, or Zero-Sum where he simply fades into the Dream, Dagoth Ur's twisted, traumatized and broken mind is being imprinted on the Dream of Anu. Through Corprus, the manifestation of Dagoth's will, he is turning Anu's Dream into his own.
- 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 its power to anyone. (Power that Dagoth Ur requires to exist.)
- Evil Overlord: He is a complicated case; he tics almost all boxes for the trope like living active volcano surrounded by a blighted wasteland and many twisted mutants serve as his minions and worship him like a god. He is a legitimate supernatural force rather than a mere mortal warlord and plots to take over Tamriel using Akulakhan, a Humongous Mecha created from the blueprints of the Numidium. But as it turns out, he has a somewhat sympathetic backstory and he has shades of being a Well-Intentioned Extremist, since he wants to liberate Morrowind from the Empire's influence.
- Evil Sounds Deep: Speaks with a deep, booming voice.
- FaceHeel 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.
- Fallen Hero: Depending on which version of Nerevar's life and death you choose to believe. He may have been a loyal servant of Nerevar who refused to let the Tribunal use the Tools of Kagrenac after they murdered Nerevar, and then only used the Tools himself in bitterness over their betrayal.
- Famous Last Words: "This is the end. The bitter, bitter end."
- Humongous Mecha: He is constructing Akulakhan from Numidium's blueprints. He plans to use it as the champion of his armies, a spreader of the power of the Heart to his followers, and to be the symbol of his cause of casting down the old gods.
- Just Between You and Me: Gives the Nerevarine an opportunity to ask him questions regarding his plans and motives prior to the final battle. Unusually for the trope, he'll also ask questions, which the player can answer however he or she sees fit.
- 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: Speaks with a deep, booming voice and makes a lot of grand boasts and cryptic statements in his dialogue. He even manages this for his non-voiced lines, such as the dramatic dreams he sends you.
- Load-Bearing Boss: Indirectly. He is a god, and you cannot actually kill him, because he'll just immediately resurrect again. However, when you sever his ties to the Heart of Lorkhan, he will die and, due to the bindings on the Heart being removed, the room you are in will collapse into the lava below. Crosses over with Empathic Environment, as his death will also cause the raging blight storm around Red Mountain to cease for the first time in centuries.
- 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.
- Never Found the Body: His last words certainly seem to indicate that he is dying, but indeed, his body is never found and the chamber he was in collapses into the lava below.
- 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.
- Nice Job Fixing It, Villain!: Some characters in the game have theorized that the Corprus disease's Ideal Illness Immunity side effect might have actually created one of the conditions to help the Player Character mantle the role of Nerevarine.
- No Immortal Inertia: Unlike the Tribunal, who are able to persist after being cut off from 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.
- Occupiers out of Our Country: Kicking the Empire out of Morrowind is an open part of Dagoth Ur's plan. This sentiment is actually shared by quite a few other groups, ranging from the ruthless gangster Camonna Tong to even honorable groups like House Redoran. It's just that those groups lack the resources to actually drive the Empire out, while Dagoth Ur certainly would if he gets his hands on all of the Tools of Kagrenac.
- Oh, Crap!: He's smugly confident throughout his fight until the Nerevarine starts hitting the heart instead of him.Dagoth Ur: What are you doing...? What are you doing?! FOOL! STOP!
- 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."
- Religion of Evil: His Sixth House Cult. In particular, the Tribunal Temple sees them as deranged and mutated heretics who will be killed on sight.
- 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.
- Take Over the World: Part of his plan, using Akulakhan and spreading his "blessing" from the Heart of Lorkhan.
- Teleport Interdiction: Uses it to prevent you from teleporting out of the Heart chamber.
- Villain Has a Point: He is pretty well established as a particularly homicidal Well-Intentioned Extremist once you look past the Tribunal Temple dogma, but it goes even further when you look at his hatred of outlanders. The Tribunal pretty much set themselves as undisputed rulers that freely encourage slavery and look down on the native Ashlanders. And the Imperials are arguably not much better for allowing this all.
- Villainous Breakdown: See Oh, Crap!.
- Walking Shirtless Scene: As seen in the picture.
- 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 Nerevar had told them explicitly not to do, while convincing him that Nerevar had betrayed him in the process.
The Daedric Prince of Dusk and Dawn, Lady of Prophecy, and the magic in between the realms of twilight. The original Nerevar served her as champion, and she commanded, through Nerevar, that the Chimer people were not to use the Tools of Kagrenac on the Heart of Lorkhan. After Nerevar was slain and the Tribunal (and Dagoth Ur) used the Tools on the Heart, she prophesied that Nerevar would be reincarnated, and that this reincarnation would return to cast down these new false gods. Throughout the main quest, she serves as a guide to the Nerevarine.
For information on Azura outside of the context of Morrowind itself, see her entry on the The Elder Scrolls - Daedra page.
- 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.
- Benevolent Boss: To Nerevar in the backstory and toward the Nerevarine. Regardless of the interpretations of her actions, she is nothing but pleasant towards and protective of the Nerevarine.
- The Chessmaster: Maybe. Probably. 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? Either way, she ends up being the only party involved in the main quest to get everything she wants.
- The Chooser of The One: She prophesied the coming of the Nerevarine, Nerevar's reincarnation, and serves as a guide to the Nerevarine.
- 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 (possibly) 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.
- Multiple-Choice Chosen: One possible answer to The Chosen One vs. The Unchosen One debate for the Nerevarine is that she didn't really "choose" an individual for that role at all. Instead, she set forth criteria in her prophesy, and any individual who met those criteria could become the Nerevarine.
- Unwitting Pawn: The Nerevarine, regardless of whether they're a true reincarnation of Nerevar or not.
Daedric Prince of the Hunt and major player in the Bloodmoon expansion.
For information on Hircine outside of the context of Morrowind itself, see his entry on the 'The Elder Scrolls - Daedra page.
- Affably Evil: As the Big Bad of Bloodmoon. He isn't really all that "evil", with his only malevolent act kidnapping Solstheim's greatest warriors for his hunt, and gives them the chance to free themselves by surviving the hunt. He's quite polite in interactions throughout.
- Big Bad: Of the Bloodmoon expansion.
- Blessed with Suck: He considers Lycanthropy to be a great blessing. However, sufferers uncontrollably turn into monsters each night and they must kill a sapient being each night or they're left severely weakened the next day.
- Blood Knight: His whole schtick is being the Daedric Prince of this. He wants to hunt the greatest "prey", and enjoys it when the hunter becomes the hunted.
- Horned Humanoid: His avatar at the end of Bloodmoon has deer antlers.
- The Hunter Becomes the Hunted: Giving the "prey" in his hunts a sporting chance to do this is part of his modus operandi. His werebeasts embody this idea as well, being dangerous hunters at night but the hunted during the day.
- Hunting the Most Dangerous Game: His reason for kidnapping the most powerful warriors on Solstheim. He seeks to have a great hunt where they are the "prey", and hopes that they can turn it into a "hunter becomes the hunted" scenario.
- Our Werewolves Are Different: As the Daedric Lord of the Hunt, the werewolves of the game are his servants. The various other werebeasts mentioned in the game's lore are also his ilk.
- Psychic Dreams for Everyone: How he gives his werewolf servants orders.
- Shapeshifter: At the close of Bloodmoon, you find yourself confronting one of Hircine's three aspects. He gives you a choice of which one to face.
- The Wild Hunt: The Bloodmoon event is a specific occurrence of his never ending "hunt".
- Willfully Weak: Being a Daedric Prince, he would easily destroy any mortal in battle at full strength. Because he wants to give "the hunted" in his game a sporting chance, he allows you to choose one of his "aspects" to fight instead.
King Hlaalu Helseth
King of Morrowind during the events of the game and a major player in the Tribunal expansion.
He is the son of Queen Mother Barenziah (of The Real Barenziah fame). According to the lore, his father was General Symmachus, a common-born soldier of Emperor Tiber Septim who served as his mother's prince-consort for centuries (he was never crowned king). He is also the older brother of Queen Morgiah of Wayrest out Daggerfall way.
- Batman Gambit: How he tricks a spy into poisoning himself in A Game at Dinner.
- Black and Gray Morality: He's the (dark) Gray to Almalexia's Black. Sure, he has his moments of very dark morality, but many of them have Pragmatic (if selfish) reasons behind them and he's certainly better than a Physical God of decreasing sanity who plans to kill her fellow former deities and the Player Character to be martyrs in her new monotheistic religion revolving around her.
- 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.
- The Chessmaster: Along with Manipulative Bastard. Fail to capture the throne of Wayrest during the events of Daggerfall? He returns to his mother's homeland and captures the throne there. The former King Llethan is old and weak? Helseth poisons him and usurps his throne, killing Llethan's chosen heir in the process. Some "Nerevarine" character is making news in Vvardenfell? He sends the Dark Brotherhood to kill the Nerevarine. When that fails, Helseth gets the Nerevarine to work for him. The in-game book A Game at Dinner also provides a great example, in which Helseth roots out a spy.
- Klingon Promotion: He gives one to the Player Character, hiring them as his new catspaw after they obliterate the Dark Brotherhood assassins he'd sent after them.
- 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...
- The Quisling: He (along with House Hlaalu in general) is seen as this by the more conservative Dunmeri Great Houses (particularly the Redorans and Indoril) for his significant ties to the Empire.
- 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.
A very old, very powerful, reclusive wizard who runs the "Corprusarium," a safe haven for those afflicted with the Corprus disease.
For information on Divayth Fyr outside of the context of Morrowind itself, see his entry on the The Elder Scrolls - Recurring Characters page.
- Alphabetical Theme Naming: If you think of it, you'll notice his "daughters" are named after Greek letters: Alfe, Beyte, Delte, and Uupse.
- Berserk Button: Even in self-defense, killing the patients within the Corprusarium will earn you his ire.
- The Collector of the Strange: He has amassed quite the collection of legendary artifacts, and has even set up a Lock and Key Puzzle for those willing to risk their lives (to either his violent Corprus victims or catching the disease themselves) to try to steal them. In particular, he has a number of Dwemer artifacts and items associated with the Imperial Battlespire event.
- Cool Old Guy: Combine him being about 4000 years old with the other tropes listed here, and this is what you get. According to one of his daughter/wives, he's one of the oldest non-divine beings in Tamriel and still a powerful wizard. (According to the construction set files, he's level 65 - the highest of any NPC in the game.) He's also decked out in the only complete suit of Daedric armor in the vanilla game.
- Dark Is Not Evil: Has the dark skin and red eyes typical of the Dunmer, wears a full suit of Red and Black Daedric armor, and is a former-ish member of Great House Telvanni (he has dropped out of House affairs, but this isn't really all that strange for a Telvanni master wizard), but is nothing but cordial to the Nerevarine and greatly aids the Neravarine in the main quest.
- 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: Downplayed toward his Opposite-Sex Clone "daughters/wives." When discussing them, his love for them seems more fatherly than sexual, but it's hard to escape the implications of this arrangement. Perhaps surprisingly, it isn't seen to be all that Squicky, at least within his tower.
- 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 negative effects, while keeping the positive effects in-tact. 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.
- Irony: The only owner of a full set of Daedric armor in the games is a Telvanni wizard.
- There are no technical gameplay-related downsides to wear Heavy Armor as a mage, but even great NPC mages will follow the rule of squishy wizards do not wear armor for the sake of accurate world building.
- Mage Tower: As with the other high-ranking Telvanni, he lives in a magically grown mushroom tower named after himself: Tel Fyr. The Corprusarium is in the basement, referred to as the "Bowels".
- Nightmare Fetishist: Unlike most of Morrowind, he finds the Corprus disease highly fascinating to study despite it being highly contagious and usually lethal.
- Odd Friendship: With his former Argonian slave Vistha-Kai, who refused to leave when Fyr released his other slaves and now serves as the warden of the Corprusarium. According to Fyr, Vistha-Kai isn't much for conversation, but he does his job well and makes a good sparring partner for Fyr and his "daughters". Also with Yagrum Bagarn, the last living Dwemer and one of his earliest patients. Bagarn now spends his time tinkering with and fixing up any Dwemer artifacts that Fyr acquires.
- Opposite-Sex Clone: Has created four of these, who are variously referred to as his "daughters" or "wives".
- Really 700 Years Old: Is said to be about 4,000 years old, one of the oldest non-divine beings on Tamriel.
- 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.
- Wizards Live Longer: A wizard who's one of the oldest non-divine beings in Tamriel in this case. Exactly how he has lived this long isn't made explicitly clear, but it's implied to involve magic.
The Imperial Spymaster, leader of the Blades, in Morrowind. He's the primary quest giver for much of the main quest.
- And Your Reward Is Clothes: He gifts the the Nerevarine a set of enchanted clothes when he is recalled to the Imperial City.
- Berserk Button: Killing a fellow Blade or any of the characters he sends you to gather information from will cause him to fly into an extreme rage, breaking the main quest.
- Get Out!: Part of his reaction should the player break any of the rules of the Blades. He'll be a lot louder about it if the player, having no real reason to do so, murders another Blade, one of his informants, or vital members of the Urshilaku camp.
- Good Old Fisticuffs: He's perpetually shirtless and shoeless, likely playing up his cover identity as a poor skooma addict, and is a trainer for the Hand-to-Hand and Unarmored skills.
- 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.
- Money for Nothing: If the player reports to him prior to reaching level 4, he will gift the player 200 free gold with the instruction to use it to buy better gear or some training.
- Mr. Exposition: He has an extremely high number of dialogue options which will fill in background details about the game's guilds and factions, as well as backstory details about Morrowind itself.
- Playing Drunk: Along with elements of Obfuscating Insanity and Obfuscating Stupidity. He pretends to be just another crazy skooma addict as part of his cover identity. Given that he is: a) the Imperial Spymaster, b) said to hold his "liquor" fairly well, and c) implied to have killed people who have underestimated him, it can be assumed it is all an act.
- Plot Detour: At several points during the main quest, he will instruct the player to go off and do side quests in order to keep up his/her public identity as a freelance adventurer, and also to gain money and experience.
- 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.
- Quest Giver: He is the primary one for the first act of the main quest.
- The Spymaster: It's actually his title within the Blades organization. He is in charge of all their operations in Morrowind, where their role is more about intel-gathering than Emperor-protecting.
- Unstoppable Rage: He will epically lose his cool if you screw up a quest for the Blades by killing someone you need to talk to, or kill a fellow Blade.
- Walking Shirtless Scene: It's one his defining traits. It's likely done to play up his cover identity as a poor skooma addict.
- What the Hell, Player?: If the player does something deliberate to foul up one of his quests, such as killing one of his informants or a fellow Blade, Caius reacts... poorly. He'll give one of these speeches with Sudden SHOUTING and a permanent Get Out!, breaking the standard way of beating the main quest. If it's not murder that breaks the rules, he'll be a lot more cold about it.
- You Are in Command Now: Leaves this instruction for the Nerevarine upon being recalled to the Imperial City. Of course, since the other Blades agents mostly do their own things and any orders from Cyrodiil to the contrary are liable to come with an actual superior, Caius basically tells you to ignore the big picture and just keep doing what you're already doing.
A Councilor of Great House Hlaalu who writes plays in his spare time.
- Affectionate Nickname: Calls the Nerevarine several dessert-based nicknames including "sweetie pie," "dumpling," and "pudding."
- Anything That Moves: Men, women, humans, elves, Cat Folk, Lizard Folk...it makes no difference to him. He will want to see you naked before he'll help you advance in House Hlaalu, and he will want a kiss from you if he likes you in order to gain his support in the main quest.
- Bunny-Ears Lawyer: He's an unapologetic pervert who in later games will become famed for writing "The Lusty Argonian Maid"note , but is by far one of the most competent figures when it comes to political maneuvering within House Hlaalu.
- Camp Gay: His dialogue is written this way, with him calling the Nerevarine things like "dumpling", "pudding", and "sweetie pie" while referring to himself as "Uncle Crassius." Further, he wears extravagant clothing, has written several plays, and wants to start a theater troupe. Though technically, he is a bisexual, as he shows this interest whether the PC is male or female.
- Depraved Bisexual: If the Player Character wants to advance in House Hlaalu, he will 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.
- Her Code Name Was "Mary Sue": The main character of his play, "The Lusty Argonian Maid," is named "Crantius Colto."
- Honest Corporate Executive: Compared to rest of the corrupt House Hlaalu leadership. In particular, when completing quests for Odral Helvi, you can report his orders to Crassius to receive alternate, less morally offensive ways to complete the quests (and eventually even get Helvi arrested).
- Lovable Sex Maniac: Despite his...eccentricities, he is one of only two House Hlaalu councilors who isn't in the pocket of the Cammona Tong and is actively working to free the House of corruption.
- Meaningful Name: You've seen his list of tropes up to this point. "Crass" is a very fitting term for him. His name also evokes Crassus (reportedly the richest citizen of Rome) and Curia (a word that usually refers to an administrative council) — fitting for a councillor of the most commercial, plutocratic of the noble houses governing Morrowind.
- Obfuscating Stupidity: He has no problem letting others believe that he's an easily manipulated fool as he works toward his goals.
- Reasonable Authority Figure: His creepy predilections aside, he's one of the least corrupt characters in-game.
- Take a Third Option: He will offer alternative, less morally questionable means of completing quests for some of his corrupt House Hlaalu counterparts, even leading up to getting those same people arrested for their crimes.
A resident of Divayth Fyr's Corprusarium and the last living Dwemer. He plays only a small part in the game's main quest, but is absolutely essential if completing it via the "Backpath" method.
- The Ageless: As a result of the Corprus Disease.
- But What About the Astronauts?: This is how he survived the calamity which wiped out his people. He was in an undescribed "outer realm" at the time of the event and returned to Nirn to find them gone.
- Dimensional Traveler: In his past. He was in an undescribed "outer realm" when the calamity occurred that caused his people to vanish.
- Last of His Kind: He's the last living Dwemer. He was in an undescribed "outer realm" when the calamity that wiped out his people occurred, and he returned to find them gone. He caught the Corprus Disease soon after and ended up in the Corprusarium.
- Legendary Weapon: The hammer Volendrung is in his possession. Additionally, he is the author of the book Famed Artifacts of Tamriel which details many other legendary items in Tamriellic lore.
- Nerdy Nasalness: Unused voice files for Yagrum can be found in the Construction Set. He speaks with a nasal, nerdy voice of all things.
- Really 700 Years Old: Over 4000 thanks to the agelessness granted by the Corprus Disease.
- Retired Badass: He was a Master Crafter in service to Lord Kagrenac who spent time traveling to "outer realms." When he returned to find his people gone, he traveled all across Tamriel searching for any other Dwemer. He caught the Corprus Disease and was forcibly retired. He is still in possession of a full set of Dwemer armor, a stash of Dwemer coins, and the legendary hammer Volendrung.
- Super Wheelchair: The Corprus disease has left him bloated and unable to use his legs, so he gets around on a throne with spider legs that's steam powered.
- Take a Third Option: His aid is absolutely crucial in the "Backpath" method to completing the game's main quest.
- These Are Things Man Was Not Meant to Know: If you bring him The Egg of Time and Divine Metaphysics during the "Mystery of the Dwarves" quest for the Archmage Trebonius, he'll give you a report detailing what Kagrenac was trying to achieve and why it failed so spectacularly, but redacts a lot of the details of Kagrenac's experiments so no one will try to replicate them.
- Ultimate Blacksmith: He is a Dwemer Master Crafter and was in service to Lord Kagrenac prior, who was also one of these. He is the only person capable of "jury-rigging" the Wraithguard in the "Backpath" method to beating the main quest.
- Vocal Dissonance: You'd expect a Dwemer to have a deep commanding voice but no; instead, he sounds like your average stereotypical Nerd with a bad case of the sniffles. Justified as he actually is sick, and it may as well be another example of how badly Corprus can affect its victims.
M'aiq the Liar
M'aiq the Liar is a Khajiit who can be found on a remote island with a slew of unique dialogue options, most of which offer entirely false information.
For more information on M'aiq outside of the context of Morrowind itself, see his entry on the Elder Scrolls Recurring Characters page.
- Author Avatar: He voices the opinions of the game's creators toward a variety of topics, which is thinly veiled in his dialogue.
- Blatant Lies: All but two of his dialogue choices (Boethiah's Shrine and the Mudcrab Merchant) are completely false. Even with Boethiah's shrine, the directions he gives are quite bad.
- Cloud Cuckoolander: His nature justifiably makes him come off as very detached from the setting. Even beyond that, he is found fishing alone on a remote island wearing extravagant cltohing and a stylish-but-impractical hat.
- The Cuckoolander Was Right: Though the vast majority of his topics offer false information, he is correct about the sunken Shrine of Boethiah and the existence of the Mudcrab Merchant.
- Deadpan Snarker: Many of his comments are ripe with sarcasm.
- Easter Egg: He is a Fourth-Wall Observer Author Avatar found alone a remote island.
- Straw Fan: Crossing over with Take That, Audience!, many of his comments are responses to features that the ES fandom wanted in Morrowind, but did not get (such as multi-player, moving corpses, nudity) or are responses to complaints of features from Daggerfall which were removed (such as horses and climbing).
A Nord and the current Master of the Imperial Fighters Guild in Vvardenfell. He is in the pocket of the Camonna Tong, implied to be due to gambling debts, and they are using him (and the Fighters Guild through him) to wipe out their rivals, the Thieves Guild.
- Cain and Abel: The Cain to his brother's (Radd Hard-Heart) Abel. Radd is an honorable officer in the Imperial Legion.
- Challenging the Chief: He will need to be killed one way or another for you to take over as Master of the Fighter's Guild.
- Drop the Hammer: He wields a Steel Warhammer of Smiting.
- Kill 'Em All: His final quest involves killing the Master Thief of the Thieves Guild and his three Guild Hall Steward lieutenants.
- Klingon Promotion: Becoming Master of the Fighters Guild requires killing him.
- The Mole: He is deep in the pocket of the Camonna Tong who are using him (and the Fighters Guild) to wage war on their rivals, the Thieves Guild.
- You Have Outlived Your Usefulness: He will pull this on you if you complete his quest to wipe out the leadership of the Thieves Guild.
An Imperial and the former Master of the Fighters Guild in Vvardenfell who now serves as the Guild Steward in Ald-Ruhn. He seeks to rid the Guild of Sjoring's corruption, but needs help to do it.
- Bounty Hunter: The majority of his lower-level quests involve collecting bounties on murderers and bandits.
- The Creon: He is perfectly happy to let the Nerevarine take over as Guild Master once Sjoring has been dealt with and will aid in any way he can.
- Heroes Prefer Swords: Is actively fighting the corruption within the Fighters Guild and wields a sword. His corrupt counterparts instead wield hammers, axes, or maces.
- Reasonable Authority Figure: He's one of the few honorable Fighters Guild Stewards remaining. If any of his more-corrupt counterparts give morally questionable orders, you can report to him for more reasonable alternatives.
- Retired Badass: He administrates the guild chapter in the somewhat remote city of Ald Ruhn, but at some point before the evens of the game he presided over the entire Fighters Guild of Vvardenfell. He stepped down voluntarily, referring to his relocation as a retirement, but he still has a very sharp sense of what's going on within the guild.
- Take a Third Option: He will offer alternative, less morally questionable means of completing quests for some of his corrupt Guild counterparts.
A Nord and the Guild Steward of the Balmora Guild Hall and likely the first person the player will receive Fighters Guild orders from.
- An Axe to Grind: She is the second most skilled Axe trainer in the game, behind only the Master Trainer. Despite this, she is equipped with a Blunt Weapon (Mace).
- Bounty Hunter: Several of her quests involve hunting down known criminals.
- Bribe Backfire: As part of the Thieves Guild questline, she can be bribed into dropping her support for Sjoring with the Bitter Cup. However, if one also wants to complete the Fighters Guild quest line, she will still attack once the player receives the quest to eliminate Sjoring's minions even though she had been bribed previously.
- Deal with the Devil: She is a noted worshiper of Clavicus Vile, the Daedric Prince of Bargains and Wishes.
- HeelFace Revolving Door: She is initially sided with Sjoring, but she can be bribed via the Thieves Guild quest line to switch sides. However, if you then continue the Fighters Guild quest line, she will still attack you when you reach the quest to eliminate Sjoring's minions.
- Multi-Melee Master: Her Class is "Master-at-Arms" and she offers high-level training to Guild members of the Protector rank and higher. She can train in Axe (up to 72), Blunt Weapon (up to 72), and Long Blade (up to 67).
- Quest Giver: She is the primary Fighters Guild quest giver for entry-level quests.
A Nord and the Guild Steward of the Wolverine Hall (Sadrith Mora) Guild Hall and former second-in-command to Percius.
- Big Damn Heroes: Several of his quests require rescuing people who are trapped in hostile places in such a manner.
- Blackmail: He can be blackmailed for his support as part of the Thieves Guild quest line.
- Bounty Hunter: Offers a couple of these quests.
- Collection Sidequest: His final (optional) quest is to retrieve the Seven Eggs of Gold from the Pudai Egg mine. Luckily, they're all in the same area, but they combine to weigh 210 lbs, which can make carrying them rather challenging.
- Hypercompetent Sidekick: One of his quests has you be this for an Imperial Legionnaire who is seeking revenge on a certain Daedroth.
- Interspecies Romance: He has taken a Dunmer woman as a lover. In order to gain his support as part of the Thieves Guild quest line, you'll need to blackmail him with this information. The "interspecies" part itself isn't the reason for the blackmail, rather, it's because this information puts his lover in danger should Sjoring and/or the Camonna Tong find out about her.
- Number Two: Formerly served as Percius' second-in-command before Sjoring took over.
An Imperial and the current Arch-Mage of the Vvardenfells branch of the Imperial Mages Guild. While not lacking in magical power, he isnt 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: His title as leader of the Vvardenfell branch of the Mages Guild.
- Beware the Silly Ones: He may be an incompetent fool, but hes still a powerful Battlemage.
- Disproportionate Retribution: While drunk, a member of Vivec's Office of the Watch insulted Trebonius. Trebonius responded by giving the guy a magical rash that will not go away.
- Energy Absorption: Wears the Necromancers Amulet, which gives him the ability to absorb incoming magic spells.
- General Ripper: Decides that the best way of dealing with the Telvanni, native rivals to the Mages Guild, is to kill all of their councilors.
- Graceful Loser: If you end up becoming Guildmaster peacefully, he accepts the councils decision with surprising dignity.
- Impossible Task: Crossing over with Snipe Hunt, he has a habit of giving guild members duties they couldnt possibly perform. Notably, he asks the player to find out about the disappearance of the Dwemer and is shocked when the player actually manages to find an answer. Other tasks he has assigned to guild members include taking inventory of all the silverware in Vvardenfell and digging a tunnel to the mainland.
- Kicked Upstairs: He was promoted to Arch-Mage of Vvardenfell in order to get him out of Cyrodiil, where his superiors were weary of his incompetence.
- 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 his underlings see him.
- Reassigned to Antarctica: As part of being Kicked Upstairs, he was put in charge of the Guild branch in the most backwater district in the Empire.
- Suicide Mission: His mission to kill all of the Telvanni councilors, a group of ancient, powerful, somewhat insane and morally questionable wizards. May cross over with Treacherous Quest Giver if one believes he was trying to get rid of the Player Character before he/she could become a threat to his position.
- Wizard Duel: Challenges the player to one when your rank is high enough to threaten him. Despite his other flaws, he still is a very talented Battlemage.
A Dunmer and the 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 wont give quests to members below the Conjurer rank in the guild, pointing you first to Ajira for Apprentice-level quests.
- Dark Chick: While not outright "evil," she does fit. She is a red-eyed, dark-skinned Dunmer and she is a Nightblade, a class that supplements stealth with magical abilities. She is also rather aggressive in convincing independent mages to join the Guild.
- Freudian Excuse: Her hatred of the Telvanni is explained by other characters who mention that the Telvanni killed her parents.
- Gameplay and Story Segregation: Despite her grudge against House Telvanni, Ranis wont interact any differently with you if you belong to House Telvanni yourself, other than the standard faction disposition adjustment.
- Join or Die: As far as Ranis is concerned, any mage who doesnt join the Guild should be killed. Many of her quests involving outsider mages can be successfully completed if you simply kill the mage.
- Laser-Guided Karma: Given her callous disregard for mages who aren't part of the Mages Guild and her Join or Die mentality, when the Telvanni spy quest comes up, you can choose to lie to the Archmage and say that she's the spy, getting her kicked out of the guild.
- My Parents Are Dead: Other characters mention that her parents were killed by the Telvanni. If you lie and say that she is a Telvanni spy during that particular quest, other characters are quite surprised due to this fact.
- Properly Paranoid: Despite her other flaws, she is correct that the Telvanni have spies within in the Guild.
- Sheltered Aristocrat: Some fellow members note that Ranis came from an upper class family and thus doesnt 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 is a Khajiit and the resident alchemist of the Balmora Mages Guild. Ajira will likely 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 merchants 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 early quests send you off to collect things like flowers and mushrooms.
- 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, youll 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). Note that the game does have the functionality to raise or lower an NPC's rank, it just never uses it.
- Master Poisoner: She doesnt 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: Isnt afraid to stoop to less than honest means to win her bet.
- Sabotage to Discredit: One of her quests involves you sabotaging Galbedir's soul gem experiment.
- Stealing the Credit: If you read her reports toward the end of her quest line, she claims to have worked hard to gather the ingredients needed for her experiments. In reality, she sent you to do this work for her.
- The Rival: To Galbedir, the Balmora Guild Hall's resident enchanter. They have a bet over who will be promoted to Journeyman first.
- 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 advance higher in the Mages Guild.
A Breton and the Guild Stewardess of the Ald-Ruhn Guild Hall and giver of some of the Guild's more advanced quests. Edwinnas research focuses on studying the Dwemer specifically, shes 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: Not her personally, but 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 restoring Dwemer technology than 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 Dwemer centurion spiders maintained by Estoril from the Thieves Guild. Heck, Louis Beauchamp, who stands right outside the Ald-Ruhn Mages Guild doorwaynote 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 dont care about sharing their findings outside their private circles, so Edwinnas discoveries seem more current than they actually are.
- Glory Seeker: Implied if you show her "Secrets of Dwemer Animunculi". The reason she wants to build centurions because she thinks it will make her famous.
- Gotta Have It, Gonna Steal It: She really wants Sirilonwes book, so she sends you to borrow it without the owners permission.
- Hot Scientist: Has a fairly young looking facial sprite and is a prominent Dwemer researcher.
- Inside Job: How she expects you to steal Chimeramvidium.
- Our Dwarves Are Different: Researches the extinct Dwemer, particularly their robotic centurions.
- Robot Master: What she aspires to be, with Dwemer Mecha-Mooks.
An Argonian sorcerer who serves as Master Wizard at the Guild branch in Wolverine Hall (Sadrith Mora). Skink offers quests to find information on various magical and cultural phenomenon on Vvardenfell, including vampires, ash creatures, and the rituals of Ashlander wise women. Hes also the Master Trainer for Speechcraft.
- Admiring the Abomination: He 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. While not necessarily a Nightmare Fetishist, he does have a healthy respect for these creatures.
- 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 with a greater capacity for enchantment.
- Bookworm: He sends you on a few quests to find rare books and has a bookselling service.
- The Charmer: As the Master Trainer for Speechcraft.
- Dude, Where's My Reward?:
- He offers you a direct reward on only a few of his quests. Luckily, for those that involve working with others (such as the scholar he asks you to escort and the Ashlander Wise Woman), they offer their own rewards.
- Also Averted in a sense. Completing all of this quests opens up the "peaceful" option to become the new Arch-Mage of the Mages Guild.
- Gameplay and Story Segregation: Even after delivering to him Galur Ritharis Papers (a forbidden text about a man who was cured from vampirism), he still acts wary of you if you are a vampire and doesnt give you any advice about how to find a cure.
- Guile Hero: While other mages are known for their magical 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, after all.
- 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 (the Enchant Master Trainer) 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: Hes more level-headed and respected than most of the other guild heads. When orders come from the mainland that Trebonius is to step down and the Player Character is to be promoted to Arch-Mage, they are delivered to Skink.
- Things Man Was Not Meant to Know: Hes interested in learning about 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 theres 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 rival 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.
- Worthy Opponent: The Telvanni consider him such:"...almost as sage and learned as Telvanni aspirants five times his age."
Gentleman Jim Stacey
Redguard Master Thief of the Guild in Vvardenfell. He hides out in a bookstore in Vivec city (the rival Camonna Tong have a huge bounty on his head) 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: Is the Master Thief of the Thieves Guild and wears a full suit of "extravagant" clothing.
- Do Unto Others Before They Do Unto Us: While he and the Thieves Guild are normally violence averse, he sends the player on some quests to kill members of other factions that are planning to kill him or other members of the Guild.
- The Don: As the head of the Thieves Guild.
- Gentleman Thief: Its in the name. In general, he also speaks tactfully and dresses the part.
- Just Like Robin Hood: His Bal Molagmer quests are in this vein. Named after an ancient order of thieves who stole from the rich and gave to the poor, the quests involve stealing items from the wealthy and corrupt, then giving them to the rightful owners and/or people more deserving.
- Karmic Thief: Invokes this in his Bal Molagmer quests, where the targets are always wealthy and corrupt. For example, he has you steal a forged land deed that would give a widow's land to a wealthy plantation owner. In another, he has you steal the ring of a wealthy slaver and then give it to the leader of the Twin Lamps, an illegal slave 'freeing'' organization.
- No One Sees the Boss: You won't get to see him until you reach a high rank in the Thieves Guild. Justified, since he is a high priority target for the Camonna Tong and you need to prove yourself trustworthy before his location is revealed to you.
- Proud Warrior Race Guy: Subverted. Though he is a Redguard, he is typically violence averse and will try non-violent means to resolve problems first.
- Put on a Bus: Once youre promoted to Master Thief, he decides to take a long vacation to Hammerfell to be with his family.
- 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.
- Violence Is the Only Option: He (and the Thieves Guild in general) are normally violence averse, with murder only as an absolute last option. When it comes to high ranking enforcers for the Camonna Tong, all else (bribes, blackmail, etc.) have failed, so he sends you to kill them.
- Wide-Eyed Idealist: His belief in the Bal Molagmer Robin Hood type thief is mostly personal, and the other guild leaders dont 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.
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: As a 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.
- Five-Finger Discount: Her very first quest is to shoplift a diamond from a store.
- Great Escape: One of her quests is to break a fellow thief out of jail.
- Lockdown: Recruits a Master of Security and is prepared to do this to protect the South Wall Cornerclub from the Camonna Tong.
- Master of Unlocking: 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 in this fashion, as is typical of the Khajiit.
Aengoth the Jeweler
The Bosmeri Thieves Guild boss in Aldruhn, 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 doesnt seem to be personal (he gets his jobs via clients).
- Badass Beard: Is a Thieves Guild boss and sports a large beard.
- Blackmail: The intention of stealing Gandosas naughty book.
- Cool Sword: Along with Luckily, My Shield Will Protect Me. Despite being an expert thief, he offers moderately high level (58) training in the Long Blade, Block, and Medium Armor skills.
- Kleptomaniac Hero: His very first quest is to steal a specific tanto from the Ald-Ruhn Mages Guild Hall. The place is completely abandoned (save for one inept guard who you can kill without consequence) until you turn in the tanto, so you can steal everything that is not nailed down. Make multiple trips if you need to.
- Mecha-Mooks: Tasks you with collecting Dwemer scrap metal so one of his agents can repair Dwemer spider centurions to defend the Rat in the Pot from the Camonna Tong.
- 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.
Runs the Thieves Guild Branch in Sadrith Mora at Dirty Muriels Cornerclub next to Wolverine Hall. Despite being an Altmer, she isnt much of a mage herself, though many of her quests are magic related in some way, perhaps due to her proximity to Telvanni territory.
- Alchemy Is Magic: Most of her quests involve stealing alchemical ingredients, alchemical equipment, or potion recipes.
- Hired Guns: Tasks you to hire some mages from Wolverine Hall to defend Dirty Muriel's from the Camonna Tong.
- The Immune: Is highly resistant to disease, being a High Elf. Shes not so lucky against the other elements.
- Master of Unlocking: Sells high quality lockpicks once you reach a high enough rank in the guild.
- Suicide Mission: How she sees the job to steal Felen Maryons staff. Shes so surprised to see you return with it that she gives you the option to just keep the staff for yourself.