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Characters / The Elder Scrolls III: Morrowind

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


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The Player Character and Nerevar

    The Nerevarine 

The Nerevarine

"Some Dunmer believe that an orphan and outcast, a youth born on a certain day to uncertain parents, will one day unite all the tribes of the Dunmer, drive out the invaders of Morrowind, and reestablish the ancient laws and customs of the Dark Elven nations. They call this orphan and outcast the "Nerevarine," and say the Nerevarine will be a reincarnation of the long-dead Dunmer General and First Councilor, Lord Indoril Nerevar."
Caius Cosades

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: Zig-zagged. The game presents multiple conflicting interpretations of the protagonist's relationship to The Prophecy, and leaves it deliberately ambiguous whether this trope is in effect or not:
    • The simplest explanation is that it's played straight — you are the divine reincarnation of the Hero-King Nerevar, fulfilling your prophesied destiny by destroying Dagoth Ur and avenging yourself upon the false gods of the Tribunal who betrayed you in your past life. This is supported by the fact that the Emperor's prophetic dreams singled you out as the one who would fulfill the prophecy.
    • The second possibility is that it's subverted — you're just an extraordinarily lucky / determined mortal of no real importance who, by sheer coincidence, winds up perfectly fitting the prophesied description of Nerevar's reincarnation through comparatively mundane means. This is supported by the presence of numerous "failed Nerevarines" in the Cavern of the Incarnate, and the fact that secret paths allow you to skip certain parts of the prophecy (albeit with great difficulty).
    • The third interpretation is a mix of the two — that the prophecy is more of a guide to becoming the Nerevarine, rather than a proper foretelling of future events, and by successfully meeting its requirements you become Nerevar's reincarnation. This fits with the concept of "mantling" established in other games, whereby a mortal can in essence "become" a pre-existing divine entity by thoroughly emulating them.For example... 
  • 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.
  • Fungus Humongous: Playing as a member of House Telvanni will eventually allow the Nerevarine to construct their own mushroom tower, Tel Uvirith, in the heart of Vvardenfell. Non-Telvanni players are sent there to kill a Telvanni councilor, and the player can claim it for themselves if they want.
  • 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.
  • 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.
  • 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 

Lord Indoril Nerevar (aka Saint Nerevar, Nerevar Moon-And-Star)
Tribunal Temple Shrine to Saint Nerevar

"The Chimeri king of Resdayn, the Golden Age of old Veloth. Slain during the Battle of Red Mountain, Nerevar was the Herald of the Triune Way, and is the foremost of the saints of Dunmeri faith."
Varieties of Faith in the Empire

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: According to the symbolism-heavy Lessons of Vivec, 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.
  • Delinquent Hair: Traditionally depicted with a tall mohawk. The sacred Indoril armor worn by the Ordinators is said to be in his image, with the helmet featuring his distinctive mohawk.
  • Enemy Mine: Arranged this with the rival Dwemer in order to drive the invading Nords out of Morrowind.
  • Et Tu, Brute?: According to one of the conflicting accounts of his final days, he was betrayed and murdered by the Tribunal, who then go against his (and Azura's) wishes by tapping into the Heart of Lorkhan to become gods. In-game, in conflict with the Tribunal Temple's official story, Vivec will openly admit to the betrayal. In one of his writings, hidden in metaphor, he goes on state that he (as Vehk the mortal) murdered Nerevar.
  • 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 in General 

The Tribunal (ALMSIVI)
A fresco depicting the Tribunal found in Vivec city. From left to right: Vivec, Almalexia, Sotha Sil

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

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.
  • Masculine, Feminine, Androgyne Trio: In Tribunal iconography Sotha Sil (a wise and mysterious wizard) is masculine, Almalexia (a brave and compassionate queen) is feminine, and Vivec portrays himself as a hermaphrodite as a symbol of duality (although he seems to identify as male)
  • 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)

"Love is under my will only."


"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.


"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: Claims this, dripping in metaphor, in his works. Outright stated to have achieved CHIM in later developer written supplemental works, though he failed at the next level, Amaranth.
  • 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 his way with men and women alike. 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.
    36 Lessons of Vivec: Sermon 14: Vivec lay with Molag Bal for eighty days and eight, though headless. In that time, the Prince placed the warrior-poet's feet back and filled them with the blood of Daedra. In this way Vivec's giant-form remained forever harmless to good earth.
  • 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.
  • Et Tu, Brute?: In conflict with the Tribunal Temple's official story regarding the death of Lord Nerevar, Vivec will openly admit to the betrayal. In one of his writings, hidden in metaphor, he goes on state that he (as Vehk the mortal) murdered Nerevar.
  • Fate Worse than Death: Possibly, depending on the player's actions. Since he has the second strongest soul in the game for enchanting equipment, should the player Soul Trap and kill him, he is doomed to spend an eternity in the Soul Cairn with Almalexia (who has the strongest soul in the game).
  • Foreshadowing: If talked to after defeating Dagoth Ur, he calls Almalexia's Face–Heel Turn in Tribunal.
    Vivec: We don't communicate. Without the Heart, our divine powers must diminish. She takes her divinity very seriously, and the loss weighs heavily on her. She tends to brood, and I fear she will do herself and others harm.
  • Flaming Hair: In-game books and depictions (like the fresco further up this page) state and depict Vivec as being "bald except for flame." However, this is not the case when you meet him in the game, possibly because of his declining powers.
  • God Needs Prayer Badly: He claims that Baar Dau (aka the Ministry of Truth) is held up by the power of his peoples' love for him, and if they should stop loving him, he would allow it to fall. This eventually happens several years after the events of the game, destroying Vivec city and triggering an eruption of Red Mountain that destroys most of Vvardenfell.
  • 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 "Mister 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" Remark: 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.
  • Trickster God: 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)

Come, and bask in the light of mercy.

"Merciful Healing Mother and Goddess of the Dunmer."

She was born into nobility as a member of the Chimeri Great House Indoril, where she 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.
  • The Dreaded: She was this to Sotha Sil, as she was one of only three things that he was afraid of; the other two being the Numidium and the concept of erasure.
  • Face–Heel Turn: The loss of her divine powers drives her to insanity. She kills Sotha Sil, tries to kill the Nerevarine, and plans to kill Vivec.
  • Fate Worse than Death: Possibly, depending on the player's actions. Since she has the strongest soul in the game for enchanting equipment, should the player Soul Trap her before killing her, she is doomed to an eternity in the Soul Cairn.
  • 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. The quest right before has her reward you with one of three constant if fairly weak abilities, of which two help in the battle against Almalexia.
  • 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.
  • Token Evil Teammate: By the events of Tribunal, she's the only member of the Tribunal who's outright evil. Vivec may be a backstabbing pervert but comes across as a Reasonable Authority Figure who really does care about his followers, whereas Sotha Sil secludes himself in his Clockwork City (though continues to influence Mundus from behind the scenes via the "hidden world" he studies/manipulates). Notably, Almalexia didn't start this way, being a protective Mama Bear to the Dunmer people and only undergoing a Face–Heel Turn following the waning/loss of her divinity.
  • 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 

Sotha Sil'' (a.k.a. Seht)

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

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

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

For information on Sotha Sil outside of the context of Morrowind itself, see his entry on the The Elder Scrolls - Divine Beings page.

  • Clockworks Area: His Clockwork City, which combines Steampunk and Magitek technology, with plenty of giant moving gears, cogs, and domes.
  • 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.
  • Steampunk: 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 

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


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.
  • Creepy Long Fingers: He almost looks like a normal dunmer, at a glance. Except for his hands, which sport eerily long, thin fingers with pointed tips.
  • 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" via some interpretations of the 36 Lessons: 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.
  • Face–Heel Turn: Originally one of Nerevar's trusted advisers along with the Tribunal. He was corrupted by the tools of Kagrenac when he was tasked to guard them.
  • 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.
  • Foil: He seems to be one to the Underking. They were both formerly mortals who became incredibly powerful, God-like beings, who died originally and became what they are now after being betrayed by someone they trusted, and act as the primary antagonist of their game. However, while Dagoth-Ur presents himself as an Affably Evil, Well-Intentioned Extremist, he is actually a power-mad despot who only wants to secure his own power forever, and wants his game's MacGuffin (the Tools of Kagrenac) to tap into the power of the Heart of Lorkhan and activate Akulakhan (built from Numidium's blueprints). Meanwhile, the Underking appears to be an evil, demonic lich, but is actually the most reasonable character in his game, who only wants to die, and he wants his game's MacGuffin (the Mantella) to prevent anyone from using the Numidium for war. Fittingly, the Hero of Daggerfall is able to join the Underking, but the Nerevarine is unable to join Dagoth-Ur. (Though this wasn't always the plan.)
  • 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.
  • Punny Name: Given that Morrowind Great House Naming Conventions place the Great House name before the given name (such as "Indoril Nerevar" or "Hlaalu Helseth"), and given that all living individuals that identify as being of House Dagoth were either descended from him or converted by his Mind Control, that basically makes him "House Dagoth: Ur-Example".
  • 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.
  • Semi-Divine: Thanks to the Heart of Lorkhan.
  • 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!.
  • Visionary Villain: He seeks to cast down the "false" gods of the Tribunal, drive all outlanders from Morrowind, and use Akulakhan to spread divinity from the Heart of Lorkhan throughout reality. Unfortunately, his unrestrained consumption of power from the Heart has left him with a rather traumatized and broken mind, meaning he either doesn't understand or doesn't care about what this plan actually means for the collective inhabitants of reality.
  • 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.


Azura's avatar

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.
  • Anti-Villain: He's not really evil, just an extreme Blood Knight and Competition Freak who's looking for a Worthy Opponent to hunt/fight. Notably, if you succeed at defeating his aspect he just leaves without seeking revenge, even though his true form could crush you.
  • 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.

Important Figures

     King Hlaalu Helseth 

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.

     Divayth Fyr 

Divayth Fyr

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 vanilla game 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.
  • The Older Immortal: He is this to the Telvanni councilors and Baladas Demnevanni, who, aside from Aryon, are all Really 700 Years Old themselves.
  • 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.

     Caius Cosades 

Caius Cosades

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

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.
  • Bare-Fisted Monk: He fights unarmed and unarmored, and can train you to do so. He's also a literal monk by class.
  • 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.
  • Bullying a Dragon: If you ask around the South Wall Cornerclub, you'll learn that people who make the mistake of underestimating Caius tend to disappear.
  • Deadpan Snarker: And how.
    "So. You say Hasphat Antabolis gave you notes to give to me? But you don't actuallly HAVE the notes? Perhaps... I hesitate to suggest it... you might go get the notes and bring them to me?"
  • 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.
  • Off the Grid: He uses this as part of his cover identity. He lives in a small one-room hovel at the edge of Balmora, is Obfuscating Stupidity and Playing Drunk as a Skooma addict, and is perpetually shirtless and wearing only common pants. Until you present him with the coded orders you received, he'll dismiss you and describe himself as "an old Skooma addict".
  • Old Master: He's definitely along in his years, but his stats and skills are better than most. He even fits the martial arts cliche of the trope, being one of the highest level trainers of the Hand to Hand skill.
  • 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: His mechanical rank in the Blades faction is Grand Spymasternote , and one of the first documents he hands you refers to him as Director of Imperial Intelligence in Vvardenfell District. He is in charge of the Blades' operations in Vvardenfell, 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.

     Yagrum Bagarn 

Yagrum Bagarn

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

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).

    Orvas Dren 

Orvas Dren

The kingpin of the notorious Cammona Tong, a native crime syndicate engaging in smuggling, extortion, slavery and all other kinds of unsavory activities and the nemesis of the non-native Thieves guild. Although not technically a member himself, he is closely associated with Great House Hlaalu as the younger brother of Duke Vedam and several of the House's higher-ups are his political pawns. He deeply resents the Imperial occupation of Morrowind.

  • Arch-Enemy: To the Thieves guild.
  • Benevolent Boss: Surprisingly enough. In a letter to his two most loyal enforcers, he warns them he plans to orchestrate his brother's demise and seize House Hlaalu for himself, and that if they don't want that kind of heat they can step out now and he won't hold it against them.
  • Cain and Abel: You can actually find a note of his where he confirms that he is fully willing to have his brother killed.
  • Dysfunctional Family: He leads a nationalistic crime syndicate, his brother is the Duke of Vvardenfell under the Empire, not to mention the head of a legitimate political faction with a firm pro-Imperial stance, and his niece runs with an underground abolitionist group. Needless to say they don't get along very well.
  • Evil Uncle: His brother's daughter Ilmeni is one of the most prominent abolitionists in the game, whereas he himself is one of the most prominent slavers.
  • Fantastic Racism: Unlike the thieves guild, the Cammona Tong doesn't accept foreigners into their ranks. As a result it is one of the very few factions in the game you cannot join.
  • Hate Sink: About as close as you can get in this game. He is the leader of a brutal and xenophobic criminal organisation, the greatest source of corruption in House Hlaalu, and, as if to drive the point home, the only faction leader in the game actually allied with Dagoth Ur. You don't actually have to kill him (or even deal with him at all, if you can amass enough reputation to skip the fourth and fifth trial), but aside from maybe his brother, few tears will be shed if you do.
  • Smug Snake
  • The Syndicate: He leads one.

Faction Associated Characters

    Fighters Guild 

For details on the Guild in general, please see the series' Factions page.

Sjoring Hard-Heart

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.

Percius Mercius

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.

Eydis Fire-Eye

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.
  • Heel–Face 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.

Hasphat Antabolis

An Imperial drillmaster found in Balmora, Hasphat is well acquainted with both Edwinna Elbert and Caius Cosades, and is a primary point of contact for the player in numerous quests.

  • Genius Bruiser: He's a fighter first and foremost, he is in the Fighter's Guild. However, he's also an impressive archaeologist and theorist on the Dwemer. He's also an author, and has written several well known books that still exist centuries later in Skyrim.
  • Gentleman and a Scholar: Incredibly polite, incredibly learned, and is a well-written author.
  • Going Native: Downplayed. He's still an Imperial and writes about the establishment of the Nine. However, he is very comfortable with the notoriously icy natives of Morrowind, having worked alongside many mercenaries.
  • Mr. Exposition: As Caius's contact in the region, he is the guy who gives the Nerevarine his first taste of Vvardenfell's lore. Namely, he discusses the Sixth House, the Great Houses, and the Nerevarine prophecy.

     Mages Guild 

For details on the Guild in general, please see the series' Factions page.

Trebonius Artorius

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

  • The Archmage: His title as leader of the Vvardenfell branch of the Mages Guild.
  • Beware the Silly Ones: He may be an incompetent fool, but he’s 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 Necromancer’s 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 council’s decision with surprising dignity.
  • The Horseshoe Effect: Despite his hostility toward the Telvanni, his eccentric demands and power without common sense actually make him very ideologically 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.
  • Impossible Task: Crossing over with Snipe Hunt, he has a habit of giving guild members duties they couldn’t possibly perform. Notably, he asks the player to find out about the disappearance of the 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.
  • 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.

Ranis Athrys

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 won’t 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 won’t 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 doesn’t 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 doesn’t relate well to Dunmer who grew up outside a wealthy imperialist town like Balmora.
  • Stealth Expert: As a Nightblade, her magic focuses on using magic to stay hidden. One of her quests also involves outing a spy.
  • With Us or Against Us: Has this attitude toward mages outside the Guild due to her grudge against the Telvanni.
  • You Killed My Father: The old Archmagister of House Telvanni killed her parents.


Ajira 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, you’ll see that she stays an Associate the entire game. Conversely, Galbedir is already a Journeyman when the game starts (even though the plot treats her like an Apprentice). Note that the game does have the functionality to raise or lower an NPC's rank, it just never uses it.
  • Master Poisoner: She doesn’t specialize in it, but in her reports, she knows all about which ingedients have poisonous properties and how to make poisons out of them.
  • Not Cheating Unless You Get Caught: Isn’t afraid to stoop to less than honest means to win her bet.
  • Sabotage to Discredit: One of her quests involves you 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.

Edwinna Elbert

A Breton and the Guild Stewardess of the Ald-Ruhn Guild Hall and giver of some of the Guild's more advanced quests. Edwinna’s research focuses on studying the Dwemer — specifically, she’s mostly interested in learning how to build her own Dwemer centurions. Many of her duties involve delving into ancient Dwemer ruins and recovering Dwemer machines and schematics.

  • Adventurer Archaeologist: 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 don’t care about sharing their findings outside their private circles, so Edwinna’s “discoveries” seem more current than they actually are.
  • Glory Seeker: Implied if you show her "Secrets of Dwemer Animunculi". The reason she wants to build centurions because she thinks it will make her famous.
  • Gotta Have It, Gonna Steal It: She really wants Sirilonwe’s book, so she sends you to “borrow” it without the owner’s 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. He’s 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 Rithari’s Papers (a forbidden text about a man who was cured from vampirism), he still acts wary of you if you are a vampire and doesn’t give you any advice about how to find a cure.
  • Guile Hero: While other mages are known for their 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: He’s 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: He’s 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 there’s little in the game that points you to this. He also sends the player on a mission to meet with an Ashlander wise woman so he can learn more about their culture. Furthermore, his branch of the Guild is in the heart of 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."

     Thieves Guild 

For details on the Guild in general, please see the series' Factions page.

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: It’s in the name. In general, he also speaks tactfully and dresses the part.
  • I Know You Know I Know: "She's [Eydis Fire-Eye] likely to betray us, too, but only if she thinks we think she won't."
  • 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 you’re 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 don’t participate in it. Depending on how you play the game, he may also end up getting killed by the other local crime group, the Camonna Tong.

Sugar-Lips Habasi

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

  • Cat Folk: 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 Ald’ruhn, located in The Rat in the Pot near the Fighters and Mage Guilds. Many of his quests target the local Redoran nobility, though the focus doesn’t seem to be personal (he gets his jobs via clients).

  • Badass Beard: Is a Thieves Guild boss and sports a large beard.
  • Blackmail: The intention of stealing Gandosa’s 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.

Big Helende

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

  • 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. She’s 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 Maryon’s staff. She’s so surprised to see you return with it that she gives you the option to just keep the staff for yourself.

     Great House Hlaalu 

For details on the Great House in general, please see the series' Factions page.

Duke Vedam Dren

The Duke of Vvardenfell under imperial law and the Grandmaster of Great House Hlaalu. Rules the island from his palace in Ebonheart. He has a wayward younger brother and daughter.

  • Big, Screwed-Up Family: He has a Cain and Abel situation going on with his crime boss brother, Orvas, who leads the Camonna Tong, a native Dunmer mafia-style gang of slavers, drug peddlers, and thugs who are extremely xenophobic. A late game quest (which also features into several faction quests) has you uncover evidence that Orvas is planning to assassinate Vedam. The Camonna Tong has bribed and extorted their way into the highest levels of leadership within House Hlaalu and the Fighters Guild, giving them massive influence and resources. Finally, there is Ilmeni, the daughter of Vedam who lives as a pauper in a lower-class area of Vivec. She's active in the Twin Lamps, an illegal slave freeing operation, which is directly opposed to her uncle Orvas on ideological grounds, and cannot be officially supported by her father because slavery is technically legal and protected in Morrowind.
  • The Good King: As Duke, he exercises the Empire's authority over Vvardenfell. He seems genuinely interested in protecting his people, he even says as much when asking him for a construction contract for your stronghold. If the player is in House Hlaalu, the two quests he gives involve getting some overzealous Ordinators to back down and getting his crime boss brother, Orvas, to grant the player control over the Camonna Tong.
  • Klingon Promotion: Averted. While achieving this via a Duel to the Death is required to become the leader of the other Great Houses, Dren agrees to step down voluntarily if you tidy a few affairs for him beforehand. He figures leaving you with the headaches of being Grandmaster will give him more time to dedicate to his responsibilities as Imperial Duke of Vvardenfell.
  • Knight in Shining Armor: His class is a Knight, he wears a full suit of high-quality Ebony armor, and he is quite honorable despite being the head of they notoriously corrupt House Hlaalu.

Crassius Curio
It's so nice to see you, dumpling.

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 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.
  • Eccentric Mentor: Should you choose to join House Hlaalu, he will be your sponsor. "Eccentric" doesn't even begin to cover it...
  • 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 Camonna 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 councilor 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.
    • Depending on how you look at it, his entire Dirty Old Man persona might be this, given how House Hlaalu usually works. Forcing potential visitors to undress - while certainly creepy - helps stopping assassins, and why would anyone want to spy on some bumbling fool writing erotica all day? If you compare him to other uncorrupted member of the House, Dram Bero, who had to stage "Scooby-Doo" Hoax in order to keep himself safe, he might not be that stupid at all.
  • 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.

Dram Bero

A Dunmer noble and very reclusive Councilor of Great House Hlaalu.

  • Abandoned Mine: If you give him the location of the lost Vassir-Didanat Ebony Mine, he will reward you with your choice in Daedric weaponry. This can be accomplished by a character straight off the boat.
  • Character Death: He is one of the Morag Tong "Grandmaster Writs".
  • Gladiator Subquest: You'll need to battle his champion in the Vivec Arena in order to gain his support in Houes Hlaalu. Unlike the other such battles which are all a Duel to the Death, he prefers that you do not kill his champion (who will yield once his health is low enough).
  • Properly Paranoid: Hides out in an allegedly haunted manor to avoid being found. If you join the Morag Tong, you'll find out this is totally justified, as one of the game's final contracts will be on his head.
  • "Scooby-Doo" Hoax: He takes up residence behind a locked door in the back of the otherwise abandoned "Haunted Manor" in order to stay hidden.

Yngling Half-Troll

A highly corrupt Nord Councilor of Great House Hlaalu.

  • Character Death: He will either need to be bribed or killed in order to rise to the top of House Hlaalu. Given that he's a highly corrupt jerkass, most players don't think twice about killing him. Several other councilors actually endorse the idea.
  • Corrupt Church: While the mortal-led Tribunal Temple is very corrupt, Yngling is embezzling money from them under the guise of restoring the decrepit Hlaalu Canton Temple. You'll need to steal his ledger to prove his corruption as part of the Thieves' Guild "Bal Malogmer" quests.
  • Rat Stomp: He raises prized "game rats" for use in the Vivec Arena. A rival has released a few diseased rats in with them, putting them all at risk. He gives a quest to kill all of the diseased rats.

Nevena Ules and Velanda Omani

A pair of corrupt Hlaalu Councilors deep in the pocket of the Camonna Tong.

  • Abandoned Mine: Along with Dram Bero, each wants to know the location of the mine once you find it. Both give inferior rewards compared to Bero (and Nevena, in fact, will give you nothing).
  • Dude, Where's My Reward?: Nevena will pay you nothing if you reveal the location of the Vassir-Didanat Ebony Mine to her.
  • Never a Self-Made Woman: Both owe their positions as councilors to Orvas Dren and the Camonna Tong, to whom they are merely pawns. You'll need to bribe, blackmail, or kill Orvas in order to get their votes for Hlaalu Hortator.
  • Token Evil Teammate: Nevena Ules. One of the very few things the other councilors agree upon is that she is the least trustworthy one among them.

     Great House Redoran 

For details on the Great House in general, please see the series' Factions page.

Bolvyn Venim

Archmaster of Great House Redoran.

  • Anti-Villain: Not actually evil, but every single quest involving him in some way includes antagonizing him somehow, whether it's stealing a poor man's heirloom he confiscated as taxes for the Thieves guild, rescuing a political prisoner he took hostage or killing him in a duel for either the title of Archmaster or Hortator. Even a minor quest for House Telvanni where you have to convince some Redoran councilors to support to change a law can have you convince every member of the council except him.
  • Concealing Canvas: Has a hidden cell in his manor behind a tapestry for keeping political prisoners.
  • Duel to the Death: Whether you're seeking to rise to the top ranks of House Redoran or be named Redoran Hortator as part of the main quest, you will have to kill him in the Vivec Arena.
  • Jerkass: He is hyper-xenophobic, even by traditionalist Redoran standards, and what little he will say to the player if pressed is outright vicious and hateful. He refuses to accept your promotions in House Redoran or your appointment as Hortator on the grounds that you're an outlander. He kidnaps another councilman's son on false murder charges, seemingly to punish the councilman for political differences, and is carrying on an almost public affair with another councilman's wife, despite being married himself, knowing fully well the cuckold can't do a thing about it. Whether you join House Redoran or just want to progress through the main quest, you will ultimately have to kill him because he simply can't be reasoned with.
  • Jerkass Has a Point: Despite his plethora of negative traits, he is credited with basically saving Great House Redoran. He personally secured the House's now-holdings when Vvardenfell was opened for settlement and oversaw the move of Redoran's council to Ald-Ruhn.
  • The Paladin: He is a crusader, the Dunmeri equivalent, and wears a full set of high-quality Ebony armor while wielding a Daedric dai-katana. He is also the Archmaster of Great House Redoran, one of the most pious Great Houses along with Indoril. Subverted, however, given his extreme jerkass tendencies and xenophobia.

Athyn Sarethi

Councilor of Great House Redoran and chief supporter of the Nerevarine is any Redoran dealings.

  • No Man of Woman Born: Is the subject of the in-game book The Hope of the Redoran which follows this. It tells the story of a Dunmeri noble named Andas, of whom it was prophesied that "his blood shall never be spilled", and that he cannot be killed by magic, illness, or poison. Indeed, the prophecy seems to come true, leading people to call Andas "The Hope Of The Redoran," in accordance with the wording of the prophecy. When he grows up, he lords this over his friends and peers as a sign of his superiority in combat, and it gives him the arrogance to challenge his cousin Athyn to a duel for an important political position. It ends with Athyn beating Andas to death with a quarterstaff, after Athyn's combat instructor gave him the idea. (Up until then, Athyn had been despairing.)
  • Number Two: If completing the House Redoran questline, he will settle into this role after the Nerevarine becomes Archmaster.
  • Reasonable Authority Figure: Is the first Redoran Councilor to support the outlander Nerevarine for a high-ranking position in the House as well as for Redoran Hortator.

Brara Morvayn

Councilor of House Redoran succeeding her husband.

  • Determined Widow: Has taken over her deceased husband's council seat and wishes to see her home, Morvayn Manor, reclaimed after being overrun with Corprus monsters. After the events of the game, she leads House Redoran to Solstheim following the Red Year and becomes the governess of Raven Rock.
  • Good Parents: Her son seems to think so, and tries to live up to her example.
  • Never a Self-Made Woman: Downplayed. She assumed her position after her husband's death, but does well enough that no one had a problem with it.
  • Reasonable Authority Figure: She accepts the need of a Hortator for the troubles ahead in Morrowind, and readily accepts the Nerevarine. She also led House Redoran to Solstheim following the Red Year and helped keep the colony together.
  • Silk Hiding Steel: She wears "extravagent" clothing, including a skirt, and wields a silver dagger for defense.

Garisa Llethri

Councilor of House Redoran.

  • BFS: Wields a Dwarven Claymore.
  • Corporate Warfare: Both of his House Redoran quests involve the Caldera Ebony Mine. Despite being in Redoran territory, the mining contract was granted to House Hlaalu through unscrupulous means. He first has you steal the mine's ledger to prove corruption and then has you shut the mine down by sparking a slave revolt.
  • Flat-Earth Atheist: He doesn't actually believe in the Nerevarine prophecy, or just prophecies in general. He'll still endorse you as Hortator because he respects your skills and accomplishments.
  • Reasonable Authority Figure: In general, his position on the Nerevarine becoming Hortator is: "Yeah, I've heard good things about you. And you're the only one willing to do anything about Dagoth Ur, so you've got my vote, sure."

Hlaren Ramoran

Councilor of House Redoran.

  • An Axe to Grind: He wields a massive Dwarven Battle Axe.
  • Knight in Shining Armor: His class is a Knight, he wears a full suit of Dwemer armor, and he belongs to the honorable House Redoran.
  • The Lost Lenore: He pines for an old crush. He can be convinced to give her up for a woman close at hand, or the Nerevarine can convince this woman to return to him.

Miner Arobar

Councilor of House Redoran.

  • BFS: Wields a Dwarven Claymore.
  • Grumpy Old Man: Unlike the other chattier councilors, he's not really fond of small talk.
  • I Have Your Wife: One of his daughters has been kidnapped by Telvanni Councilor Neloth. You'll have to rescue her in order to get his support in House Redoran or to become Redoran Hortator.
  • The Paladin: He is a crusader, the Dunmeri equivalent, and wears a set of Bonemold armor under (or over, in the case of the massive pauldrons) his robe while wielding a Dwarven Claymore. He is also a Councilor of Great House Redoran, one of the most pious Great Houses along with Indoril.
  • Porn Stash: His daughter has a copy of Boethiah's Pillow Book, a pornographic book, in her room. You'll need to steal it as part of a Thieves' Guild quest, with the quest giver implying that it will be used for blackmail purposes.

     Great House Telvanni 

For details on the Great House in general, please see the series' Factions page.

Archmagister Gothren

The head of House Telvanni and based in Tel Aruhn near Sadrith Mora.

  • The Archmage: As Archmagister of House Telvanni.
  • The Ditherer: According to Aryon, Gothren deals with requests he doesn't like by simply never giving an official response, stalling indefinitely until the requester just gives up and moves on. Indeed, when asking him to be named Hortator, he'll only pretend to consider it until you leave him alone. It takes a lot of persuasion to get him to even outright admit that, no, he really doesn't have any intention of supporting your claim, for entirely petty reasons, leaving you no choice but to kill him (though since this is House Telvanni, that solves the problem anyway).
  • Duel to the Death: How he must be dealt with. This is in order to become Hortator or to become Archmagister of House Telvanni.
  • Flunky Boss: Has two Dremora bodyguards who are about as dangerous as he himself is.
  • Morton's Fork: If you try and get his endorsement to be named Hortator while not of House Telvanni, he'll reject you because he doesn't trust an outsider with such a prestigious role. If you are a Telvanni, he'll still reject you, because you're obviously trying to use the post to make a power grab for yourself. Either way, it makes peacefully persuading him to name you Hortator impossible.
  • "No. Just... No" Reaction: His response to being asked to give one of his daughter's hand in marriage to the Zaniab Ashkan.
  • Obstructive Bureaucrat: His response to the Nerevarine asking to be named Telvanni Hortator is to constantly stall and prevaricate. Eventually, he will simply have to be killed.
  • Praetorian Guard: He is flanked by two permanently summoned Dremora who will fight to defend him if attacked.

Master Aryon

Master of Tel Vos, Master Aryon is described as half-Imperial and half-Telvanni and is the primary ally of the Nerevarine within the house.

  • Benevolent Mage Ruler: Downplayed. While Great House Telvanni is a Magocracy through and through, their accepted practice of Klingon Promotion and belief that Might Makes Right turns the majority of their rulers in Evil Sorcerers. Aryon is much more benevolent in comparison, though this benevolence is purely out of self-interest.
  • Fungus Humongous: Emphasizing his nature, his mushroom tower is growing out of an Imperial-style castle.
  • Nice Guy: As far as the Telvanni go. One of his quests involve sneaking into a mine and curing a Kwama Queen of her blight disease.
  • Number Two: A Telvanni-based character will almost inevitably have him as their right hand.
  • Only Sane Man: The rest of the council consists, as he puts it in his letter to Divayth Fyr, of traditionalists and crazies, which leaves him politically isolated. Some of his quests involve finding him some allies.
  • Pragmatic Villainy: He seems to be the Reasonable Authority Figure of House Telvanni. However, he's actually being 'flexible' because the stubbornness of the other Telvanni councilors leaves the House at a disadvantage to its numerous powerful enemies; his motives are entirely self-interested.
  • So Unfunny, It's Funny: His response to being asked for a bride for the Zainab Ashkan. The concept is so offensive it actually makes him laugh.

Mistress Dratha

Mistress of Tel Mora, Mistress Dratha is the oldest Councilor.

  • Amazon Brigade: All of the guards and retainers in Tel Mora are female. There is one lone male Telvanni guard patrolling the grounds, but this is likely a case of Gameplay and Story Segregation, as there needs to be at least one guard in the town capable of arresting the player if he/she commits a crime there. (The female guards are named and thus, not standard town guards.)
  • Does Not Like Men: Around women, she's actually quite civil. Around men, the only time she will be is if he is Archmagister of the House. And even then, she's curt. Completing the main quest as a male Nerevarine requires you to either beg at her feet for her support, kill her, or make her vote irrelevant by becoming Archmagister. She'll support a female Nerevarine with no questions asked and even gives her several powerful summoning scrolls.
  • Enemy Mine: The Temple treats her as one, trying to get healers posted in her area to help the people living in her town.
  • Lady Land: Her town of Tel Mora. All of the guards, retainers, shopkeepers, and other service providers in Tel Mora are female.
  • Straw Feminist: She's misandric and belittling. It takes a lot of effort, bribes, and speechcraft to get her pleasant enough to listen, and even then, grovelling is involved. Of course, given that she's a member of the cutthroat House Telvanni, simply killing her is an option. Aryon seems to suggest this to a male Nerevarine. Later, The Elder Scrolls Online reveals that the reason is because she traded her soul for immortality to a Dremora in order to help the Nerevarine and banned all men since the Dremora stated that he will return disguised as a mortal man.

Mistress Therana

Mistress of Tel Branora, Mistress Therana is a Councilor who is not quite right in the head.

  • Axe-Crazy: She is sustained by powerful necromancy even as her mind becomes progressively more psychotic, sometimes violently so.
  • Beware the Silly Ones: Level 44. The things higher than that in the vanilla game can be literally counted on three fingers (specifically; Vivec, Divayth Fyr and Wulf).
  • Catch-22 Dilemma: Some of her orders are contradictory, as you'll find out. If you are in House Telvanni, you will be asked to deliver her a dress, which she will refuse to wear, unless somebody else (i.e. you) first wears them to prove they aren't dangerous. But she'll immediately attack (and usually kill) anybody shameless enough to wear her clothes. You can circumvent this by convincing a hapless Khajiit slave to wear the clothes and killed for it instead. She also has her Argonian slaves keep digging for Kwama eggs in a basically empty mine and has ordered her captain of the guard to simultaneously kill some challengers in front of the tower and not leave her side (he hires you to kill them instead).
  • Character Death: She's the final writ the player can receive for the Morag Tong.
  • Cloud Cuckoolander: She can charitably be described as "utterly nuts."
  • Really 700 Years Old: Implied that she is extending her life with necromantic magic.
  • Sugar-and-Ice Personality: Her insanity gives her frequent mood swings. At one point, the player is asked to give her a skirt. She'll claim it's cursed and ask the player to wear it. If so, however, she'll attack the player for wearing her skirt.
  • Sure, Let's Go with That: The other Telvanni councilors note that "she hasn't aged well," and getting anything out of her requires you to play along with whatever insane story she is telling at the moment.

Master Neloth

Master of Sadrith Mora and based in Tel Naga, Master Neloth is a very old, very cranky wizard.

For information on Neloth outside the context of Morrowind itself, see his entry on the series' Recurring Characters page.

  • Dude, Where's My Reward?: He gives you a quest to retrieve the Robe of Drake's Pride from the servant of another Telvanni councilor. Killing the servant is the only way to get the robe, and you'll need to taunt her into attacking you first to prevent being expelled from House Telvanni. She turns out to be a moderately powerful spell caster, and the robe gives her several advantages when fighting magic users, which your character likely is if you've advanced far enough in House Telvanni to receive the quest. After you take the robe back to Neloth, he'll reward you with... ten septims. The robe itself is worth 205, and has several enchantments a magic-using character would enjoy.
  • Dummied Out: There are dummied out quests for both the Morag Tong and House Telvanni to assassinate Neloth. (Perhaps the developers already knew they wanted to bring him back later?)
  • Fungus Humongous: The massive mushroom tower of Tel Naga in Sadrith Mora belongs to him.
  • Grumpy Old Man: The majority of his dialogue options are grumpy complaints.
  • I Have Your Wife: He has kidnapped the daughter of a Redoran noble and is using her to influence him. A House Redoran quest sees you setting her free.
  • Really 700 Years Old: Like most of the other Telvanni Councilors, it is implied that he is extending his life through magic.
  • This Is Wrong on So Many Levels: His response to being asked for a bride for the Zainab Ashkan. He repeatedly calls you stupid for even asking.

Baladas Demnevanni

A Dunmer living on the outskirts of Gnisis, he can become a Councilor of House Telvanni.

  • Badass Bookworm: He's a scholar, speaks fluent Aldmeris, and has extensive theories on the disappearance of the Dwemer from the Mundus. He's also a high level sorcerer with lots of magical power.
  • Cunning Linguist: Proves to be one. During the Mages Guild questline, you'll come upon several books which contain clues about the disappearance of the Dwemer, including one that is written in both Aldmeris (the extinct ancestor language to many modern languages) and Dwemeri (which, to date, has not been able to be translated). Baladas can read Aldmeris and will be able to use it to translate the Dwemeri it for you.
  • Grumpy Old Man: Downplayed in contrast to Neloth, but he's fairly annoyed with visitors, and he's lived in Morrowind since before the Empire came.
  • Hidden Depths: Despite his age and his disposition, he's progressive enough that Divayth Fyr personally recommends that Master Aryon recruit him to the Telvanni council in order to fight back against the more isolationist members.
  • Really 700 Years Old: He refuses to pay taxes on the grounds that he was living there before there was an empire. (The first empire out of Cyrodiil, the Alessian, was founded over 3000 years prior. If the Merethic Era empire of the Nords qualifies, he's even older still.)
  • These Questions Three...: Inverted in a House Telvanni quest to ask Baladas three questions about the Dwemer. You can complete the quest regardless of how much Baladas likes you (which determines how specific his answers will be), but you get better rewards for warming up to him first, and getting more specific answers from him.

Edd "Fast Eddie" Theman

A Dunmer sorcerer living in Balmora, Eddie can become the Nerevarine's Mouth in Sadrith Mora once a high enough rank in House Telvanni is achieved.

  • Iconic Item: He requires the Silver Staff of Peace to become the player's Mouth. This is the traditional gift a Councilor gives a Mouth: The player is gifted the same staff when they work for Master Aryon.
  • Punny Name: "Theman" isn't particularly subtle.
  • A Quest Giver Is You: Unlike most other quests in the game, the player is the one giving Fast Eddie the quests, providing him with the resources to...procure...valuable artifacts.

    The Tribunal Temple 

The official religion of Morrowind as decreed by the armistice with the Empire, centered around the worship of the ALMSIVI (Almalexia, Sotha Sil and Vivec), who ascended to godhood following Indoril Nerevar's death. Aside from the priest caste, the Temple consists of a multitude of military orders, among others the Ordinators and the Buoyant Armiger, to defend the Temple's interests through force of arms. They ardently preserve the Dunmer's ancient traditions such as ancestor worship, and perform services ranging from organizing pilgrimages and charity to the poor to combatting the Blight creatures descending from Red Mountain and hunting down people deemed heretics by the Temple hierarchy. The Temple's rigid and sometimes inconsistent actions mask deep insecurity over the right doctrine and infighting within their own ranks, as a splinter group calling themselves the Dissident priests have seceded to reexamine the Nerevarine prophecy deemed heretical by the organization's senior ranks. Most of the Temple's hierarchy is dominated by House Indoril, the most religious of the great Houses, which Nerevar himself belonged to.

The Tribunal Temple in general:

  • Badass Preacher: As mentioned, they have several military orders whose members are better equipped and more aggressive than your standard guards.
  • Church Militant
  • Berserk Button: Wearing the Ordinators' very own Indoril armor or masks (even if you obtained them legally) while talking to them will make them try to kill you on sight for the rest of the game.
  • Crisis of Faith: The entire game is essentially one big crisis of faith for the Temple and all of their followers, seeing all their beliefs getting uprooted by a foreigner who came out of nowhere.
  • Good Shepherd: Many of their priests fit.
  • Knight Templar: Particularly the Ordinators.
  • The Rival: To the Imperial cult whom they compete for followers with, though they have a huge head start in their native province. That said, said rivalry isn't touched much upon in the game itself, and it is perfectly possible for a player to be part of both factions.
  • Turbulent Priest: The Dissident Priests.

Archcanon Tholer Saryoni

The High priest of the Tribunal temple on Vvardenfell and Vivec's chancellor.

  • Cool Old Guy: Very friendly and surprisingly open-minded about the prophecy, especially considering the temple is mostly known as a Knight Templar organisation.
  • Nice Guy
  • Small Role, Big Impact: Not terribly prominent for the most part, but once you have been endorsed as Hortator and Nerevarine by the Great Houses and the Ashlander tribes, he will arrange for you an audience with Vivec to fulfil the prophecy.
  • You Are in Command Now: If you complete all the Tribunal Temple's quests he steps down to write some sermons and puts you in charge of the organization on Vvardenfell.

Berel Sala

The leader of the Ordinators, the Temple's official military enforcers.

  • Knight Templar: This guy is the reason why half the island is weary of the Temple's retaliation.
  • Small Role, Big Impact: Even more so than Saryoni. He is the reason why half the province turns against you in the second act, but it is actually completely optional to talk to him at any point in the game.

Mehra Milo

A priestess working in the Library of Vivec, secretly a member of the Dissident priests and also a close friend of Caius Cosades, who directs the Nerevarine to her for some information early on. Later, she is imprisoned as a heretic by the Ordinators, and, after being rescued, introduces the Nerevarine to the group's secret base in Holamayan.

    The Ashlanders 

Ashlander is the term for a number of native Dunmer tribes from Vvardenfell. After Nerevar's death, they refused to acknowledge the Almsivi's ascension to divinity and rejected the Tribunal Temple's doctrines. Instead, they continued to believe in the Nerevarine prophecy and isolated themselves from the rest of Morrowind. Over time, they decayed into nomadic tribes on Vvardenfell's periphery, living in uneasy coexistence with the many settlers that have migrated there. Only one major tribe still holds the Nerevarine prophecy sacred. Ashlander tribes are traditionally led by a military champion, the ashkhan, who is advised by a spiritual leader, the wise-woman. The four (major) Ashlander tribes are the Urshilaku, Zainab, Ahemmusa, and Erabenimsun.

Ashlanders in general:

  • Blue-and-Orange Morality: Some of their customs are rather alien. In particular, they can try to kill you just for speaking to their chieftain without having received a formal carte blanche from their second-in-command.
  • Fantastic Racism: They are amongst the most xenophobic factions in the game, if not the most xenophobic. This is somewhat understandable though, because they have suffered probably the worst at the hands of foreign settlers.
  • Hates Everyone Equally: They regard the Empire as foreign invaders and the settled Dunmer as treacherous apostates. They seek to drive both of them out of their native lands.
  • Magical Native American: They give off this vibe, particularly in the way they dress.
  • Never Learned to Read: They are implied to not have any native script. They pass down their traditions and stories purely orally. This is a problem when it turns out that some parts of the Nerevarine prophecy were lost to history and the place where the dissident priests come in, who collected the prophecies in their hidden monastery of Holamayan.
  • Noble Savage: The Urshilaku in particular, the most traditionalist of the tribes, are readily willing to extend clan membership to a complete outlander when the time comes to reinterpret the prophecies and, from then on, become important supporters and guides of the Nerevarine on their journey.
  • Occupiers Out of Our Country: None of their tribes are stupid enough to openly rebel against the Empire, but it is stated they would do so without hesitation if there were a decent chance of success.
  • Proud Merchant Race Guy: The Zainab are more wealthy and open to interaction with the settled people than the other tribes and have recently even started participating in the ebony trade. They also like expensive clothes and seek to establish permanent liaisons with the other factions on the island, and the Master Trainer of Mercantile is a Zainab.
  • Proud Warrior Race Guy: Ashlanders in general are this, though the Erabenimsun are especially warlike even by their standards.
  • Rape, Pillage, and Burn: How the "rogue" Ashlanders, not part of any of the four major tribes, make their living.


The Ashkhan of the Urshilaku tribe, the most traditionalist of the Ashlander tribes, and the only one that still earnestly believes in the prophecy. As the Nerevarine discovers their destiny, they are directed to him for answers.

  • Good Is Not Nice: He isn't particularly friendly, even by Ashlander standards. However, he ultimately proves by far the most helpful of the various Ashkhans.
  • Mr. Exposition: He will essentially provide the most answers to the prophecy short of Vivec himself. Meeting him is the point where the plot switches from investigation on Caius Cosades' behalf to a more personal stake.


The Ashkhan of the Zainab, an Ashlander tribe aiming to establish trade and diplomatic relationships with the settled people.

Archmagister Gothren: A Telvanni noble wed an Ashlander? If this is the beginning of a joke, I am not amused.
Galos Mathendis: That's a very original idea. I don't believe it has ever existed before. It is an idea that ought to go out of existence. Immediately.
Master Aryon: Hmm. Well. No one can say you are too conventional. No. On careful reflection, I believe that a marriage of a Telvanni noble to an Ashlander ashkhan is impossible for all known definitions of possible. [Chuckle.] Sorry. Didn't mean to... [Chuckle.] Well.... You must admit, it does sound a rather silly idea, doesn't it?
Felisa Ulessen: I don't think so. Not even as a joke. No. Definitely. Not funny.
Mistress Therana: That's lovely, dear, but I don't think so. I have so much to do around here. Besides, I'm already married. I'm fairly sure. Avos. Or Aven. I think. Little fellow. He's around here somewhere. Some sort of magic thing. Quite funny, actually. Did I tell you? About how easy it is to get those caretellian coordinates mixed up? Oh, dear... really quite a laugh. Quite funny. Yes, indeed. Ehr.... What were we talking about?
Raven Omayn: I have some advice for you. Do not even think of bringing this subject up with Mistress Dratha. I don't believe I can put this strongly enough. Do. Not.
Mistress Dratha: Thank you. I don't think I realized that, after a long life like mine, I might ever hear something as stupid and offensive as that. If I had, I would have prepared more carefully — perhaps by burning you to a crisp before you could speak. I believe you will leave now. [Player suffers disposition loss]

Sinnammu Mirpal

The wise-woman of the Ahemmusa who leads the tribe in the absence of a proper Ashkhan.

  • The Migration: The Ahemmusa have suffered quite a bit from the blight and are currently trying to migrate to Ald Daedroth, an ancient sanctuary of their people located on a small island.
  • She Is the King: Other Ashlanders refer to her as the Ashkhan of the Ahemmusa, and she functions de facto as such in all game-related matters, while also acting as their wise-woman.


The ashkhan of the Erabenimsun, an especially warlike and haughty Ashlander clan.

  • The Friend Nobody Likes: Even the other Ashlander tribes don't like him and won't have any hard feelings over you killing him.
  • Jerkass: Unlike the other Ashkhans, he won't even consider naming you Nerevarine. Your only option is to kill him and replace him with somebody else who is willing to do so. He is also exceptionally unpleasant in general.

    The Morag Tong 

The officially sanctioned Assassin's guild of Morrowind. They worship the Daedric Prince Mephala and are the mortal enemy of the Dark Brotherhood.

For more details on the Guild in general, please see the series' Factions page.

Eno Hlaalu

The Grandmaster of the Morag Tong. He is looking to retire.

  • Affably Evil: He is rather friendly, particularly once you progress a little through the Morag Tong quest line.
  • High-Class Gloves: He wears a unique set of simple black gloves.
  • Hypocrite: He asks you in defiance of Morag Tong laws to not kill him and simply let him retire in peace. This is after you likely killed dozens of other people on his orders in accordance with the guild's laws. However, you can simply subvert it and kill him after all, if you want. You'll also get all the Threads of the Webspinner back that you gave him. Then again, breaking tradition here may also be good for your own health...
  • Klingon Promotion: The traditional way of becoming Grandmaster of the Morag Tong involves killing your predecessor. However, he offers to simply hand you the position in defiance of tradition instead, which you can accept if you don't want to fight him.
  • Professional Killer
  • Royal Blood: The Hlaalu family supply the official Royal family of Morrowind under Imperial authority, although it is unknown how closely he is related to Helseth and Barenziah.
  • True Neutral: The Morag Tong has literally no disposition modifiers with any other faction in the game. Their targets include members of all three Great Houses and a significant number of other factions besides and none of their writs appear to be a personal matter for the guild.


An Argonian assassin working for the Morag Tong found in Vivec. In his spare time, he likes to read books.

  • Bookworm: Why Caius Cosades wants information from him. He has read an impressive number of books on the subject.
  • Escort Mission: When you meet him, he is being harassed by a couple of local thugs. He wants you to escort him to Jobasha's bookstore before he talks with you. This is easier than it sounds, because you don't even need to leave Vivec.
  • Going Native: Though he was born and raised in Morrowind, so it is probably closer to Immigrant Patriotism.
  • Now What?: If you return to him after finishing the main quest, he'll ask you if you now also plan to fulfill the other half of the Nerevarine prophecy; Driving all foreigners out of Morrowind and restoring the land to the traditional ways of the Ashlanders.
  • Technical Pacifist: As a member of the Morag Tong, killing is his profession, but he refuses to harm the racist Dunmer harassing him. He could easily dispatch them himself, but he doesn't take killing lightly and would rather not make a scene or inconvenience the bartender with a brawl.

    The Legion 

Captain Falx Carius

Falx Carius is a captain in the Imperial Legion stationed at Fort Frostmoth. He holds the position as Knight Protector of Imperial Legion on the island of Solstheim, giving him the command over local Legion forces on the island. In effect though, he is merely a somewhat frustraded officer, stationed at an unpopular post at a farflung corner of the Empire and given command over what is essentially a Legion penal unit, and most of his job is tied up in trying to deal with his men's serious discipline problems.
  • Doomed by Canon: A weird twist on this trope, as he is also Saved by Canon. As Carius have no scripted protection as an NPC, he can be killed during the climax of the Bloodmoon main quest, either by being betrayed by the Nerevarine or by fighting alongside them in combat. Canonically, however, Carius survives the ordeal as he fights alongside the Nerevarine and is later promoted to the rank of general by the Legion. His canonical death first happens during the Red Year, when Fort Frostmoth is buried in ash during the erruption of Red Mountain. The poor guy is later unfortunate enough to get resurrected into undeath by a necromancer, and appears as a minor boss faced by the Dragonborn.
  • Hunting the Most Dangerous Game: Identified by Hircine as one of the greatest warriors on Solstheim, he is kidnapped to take part in the Bloodmoon hunt.
  • Reasonable Authority Figure: Despite his stationing, he genuinely wants what is best for his men and the Empire. He gladly brings the Nerevarine into his employ, sends one of his best officers to aid in disrupting a smuggling operation, and states that he would have reassigned Antonius Nuncius if he had just asked.
  • Reassigned to Antarctica: What he (and everyone else stationed there) see Fort Frostmoth as. For him personally, it also serves as being Kicked Upstairs. He is the highest ranking Imperial officer on the island... in perhaps the worst station in the Empire.

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