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.
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
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.