Elder Scrolls Races Story

The recall of the Spymaster to the Imperial City leaves you without a patron and

guide. You must thereafter rely on two native Dunmer for guidance: the Dissident

Priest Mehra Milo, a friend and informant of the Spymaster, and Nibani Maesa, an

Ashlander wise woman, seer, and leader of the Cult of the Incarnate. However, after

you rescue Mehra Milo from the Ordinators who have imprisoned her in the Ministry of

Truth, and receive from her the Lost Prophecies, you have everything you need to

prove that you are indeed the prophesied Nerevarine.

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To assume your identity as the prophesied Incarnate, you must provide proof to the

Cult of the Nerevarine. First you deliver the Lost Prophecies recovered from the

Dissident Priests to Nibani Maesa. Then you perform a quest for the Warrior-Protector

of the Cult, Sul-Matuul, retrieving tokens from a subterranean Sixth House base.

A satisfied Sul-Matuul then reveals the secret location of the Cavern of the

Incarnate, where you travel and encounter the Daedra Lord Azura, who confirms your

status as the Incarnate, and gives you a token so that all Dunmer shall recognize you

— the Moon-and-Star Ring of Nerevar, an ancient magical treasure long believed lost,

and known from legend to instantly kill any who wear it but Nerevar himself. Azura

then interprets the Incarnate’s prophecies, foretelling the next stages of the

Incarnate’s quest: to be acknowledged as war leader by each of the three Great Houses

and by all four Ashlander tribes, and to reconcile the warring factions of the

Tribunal Temple.

As described in the Lost Prophecies, the second stage of the Incarnate’s main quest

is to be named war leader of the four Ashlander tribes (the “Nerevarine”) and war

leader of the three Great Houses (the “Hortator”). When you have been named both

Nerevarine and Hortator, you are invited to an interview with the Archcanon of the

Tribunal Temple, Tholer Saryoni, and then with the God-Hero Lord Vivec. Vivec admits

that he and the Tribunal have failed, and asks you to save Morrowind from Dagoth Ur.

The God-Hero Lord Vivec tells you that three great artifacts must be used to unmake

Dagoth Ur and the Sixth House. Vivec gives you the first — Wraithguard — and tells

you that the other two, Sunder and Keening, must be recovered from Sixth House

citadels within Red Mountain’s crater and defended by Dagoth Ur’s lieutenants, the

Ash Vampires. When you have all three artifacts, you must descend into Dagoth Ur’s

own citadel and use the artifacts to destroy the enchantments that give him his

supernatural powers. With the enchantments destroyed, Dagoth Ur and all his minions

are unmade, and the blight removed from Morrowind.

The Elder Scrolls III: Morrowind Storyline

The Emperor sends you to Morrowind to fulfill an ancient prophecy and become the reincarnation of a long-dead hero. The prophecies are incomplete and obscure, so to succeed, you must first find the missing clues. The prophecies also say to beware of a mysterious Morrowind cult called the Sixth House that worships Dagoth Ur, the immortal nemesis of Dunmer religion and an ancient enemy of Nerevar. You are therefore ordered to prepare yourself to face the threat of the Sixth House and Dagoth Ur.
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The Emperor places you under the orders of the head of Imperial Intelligence in Vvardenfell, Caius Cosades, the Spymaster. Following the Emperor’s orders, the Spymaster sends you to investigate the background and activities of the Cult of the Nerevarine and the Sixth House.

You learn that the Cult of the Nerevarine awaits a prophesied hero called the Incarnate, a reincarnation of the ancient Dunmer Hero Nerevar — and evidence confirms the Emperor’s belief that you may be the object of the prophecies. Also, the Sixth House and Dagoth Ur are the source of a supernatural blight that threatens to overwhelm the land of Morrowind and every living thing upon it.

Morrowind’s most powerful religion, the Tribunal Temple, denies the prophecy of the Incarnate, persecuting the Cult of the Nerevarine as heretics. But you learn of a rebellious Temple faction called the Dissident Priests who may have the Lost Prophecies you seek. The Dissident Priests have also discovered that the Temple’s immortal god-heroes — Vivec, Almalexia, and Sotha Sil — employ the same profane magics as Dagoth Ur, and that, grown weaker and weaker in their battles with Dagoth Ur, the Tribunal can no longer defend Morrowind from Dagoth Ur and the Blight. The Temple hierarchy, dominated by the Ordinators (the Temple’s elite guard and inquisitors), will do anything to prevent the Dissident Priests from attacking the authority of the cult. By associating with the Dissident Priests, you becomes the target of Ordinator attacks.

As you dig deeper into the mysteries of the Nerevarine and the Sixth House, you are attacked by dark dreams, demented cultists, and fanatic assassins sent by Dagoth Ur and the Sixth House. When you finally locate and destroy a Sixth House base, you contract the terrible corprus disease, a supernatural weapon of Sixth House cultists. But when, with the help of an ageless Telvanni wizard, you are miraculously cured, that cure ironically fulfills one of the prophecies of the Nerevarine’s reincarnation.

Elder Scrolls Skyrim DLC Dawnguard On Steam For PC

Dawnguard
From Steam:
“Dawnguard™ is the first official game add-on for The Elder Scrolls V: Skyrim® – the 2011 Game of the Year. The Vampire Lord Harkon has returned to power. By using the Elder Scrolls, he seeks to do the unthinkable – to end the sun itself. Will you join the ancient order of the Dawnguard and stop him? Or will you become a Vampire Lord yourself? Featuring an all new faction questline and locations, the ultimate choice will be yours.”
Dawnguard
Regrettably, Dawnguard has not yet come out for Ps3, but I wouldn’t be surprised to see it in the coming months.

“Dawnguard™ is the first official game add-on for The Elder Scrolls V: Skyrim® – the 2011 Game of the Year. The Vampire Lord Harkon has returned to power. By using the Elder Scrolls, he seeks to do the unthinkable – to end the sun itself. Will you join the ancient order of the Dawnguard and stop him? Or will you become a Vampire Lord yourself? Featuring an all new faction questline and locations, the ultimate choice will be yours.”

Regrettably, Dawnguard has not yet come out for Ps3, but I wouldn’t be surprised to see it in the coming months.

Elder Scrolls Across the Inner Seas Rebuilding Tamriel

Morrowind was a game full of such “wow” moments: feelings of discovery that slowly fade before you set back out on the hunt for the next one. For a development team, that “wow” moment is everything. It’s one they, too, are hunting for, while they spend years flipping virtual tables to find it.
PcPowerPlay
‘Those watching on from the docks scream out, “All you’re good for is Slaughterfish food!” while I jump from Tel Mora’s pier. But their cries can’t hold me back.

I swim to the east, while the fog of the Inner Seas roll in, and their doubt begins to gnaw away at the back of my mind. What if they are right?

And then I see it. Muddled at first, but then clearer as it rises from the fog. The harbour bells of Firewatch ring out, and I float atop the water staring in awe.

Morrowind was a game full of such “wow” moments: feelings of discovery that slowly fade before you set back out on the hunt for the next one. For a development team, that “wow” moment is everything. It’s one they, too, are hunting for, while they spend years flipping virtual tables to find it.

The previously described “wow” moment is the one where the citizens of Tamriel wake up, and find that Bethesda’s invisible walls – the never-ending seas that kept you on the island of Vvardenfell over the course of Morrowind’s main game – have been torn down, replaced by new lands to explore. They look out over the seas, and find, against their better knowledge, that the world is no longer flat. For a team of modders creating that world, that moment was a long time in the making…’