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The Fantasy Art of Elder Scrolls III: Morrowind - and the Tribunal and BloodMoon expansions

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The Fantasy Art of Elder Scrolls IV: Oblivion

Buy Morrowind Now

From the official website: The Elder Scrolls III: Morrowind is an epic, open-ended single-player game where you create and play any kind of character you can imagine. Be the noble hero embarking on an epic quest, or an insidious thief rising to leadership of his guild. Be a malevolent sorcerer developing the ultimate spell of destruction, or a reverent healer searching for the cure to a plague. Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead. No two sagas are the same in the world of Morrowind.

Players can choose to follow the intriguing main storyline, or set off to explore the huge province of Morrowind and the many interesting people and exotic locations it contains. Vast cities and remote villages dot the landscape, each with its own unique look and feel. Hundreds of quests and adventures await as you interact with characters and learn more. Regardless of whether you play a murdering assassin or a noble knight, the game holds endless possibilities and allows you to revisit the main storyline at any time.

Elder Scrolls III: Morrowind is a first-person perspective fantasy computer role-playing game set in a vast 3D world with an open-ended storyline that allows the player the freedom to pursue the main quest, side quests, or simply explore the world. The fantasy game art deviates significantly from "classic" swords-and-sorcery fantasy, staying away from many stereotypes and fantasy mainstays. It conforms enough to societal norms to let a player adapt quickly, but visually it is fantastical and some areas are almost alien.

Years after a graphically improved Elder Scrolls IV: Oblivion was released, Morrowind continued to be modded extensively, with improvements in all graphical areas.

Early mods included better faces and bodies, and later arms, armour, clothing, and many areas and quests. Even without the use of mods that often demanded more processing power, Morrowind needed a powerful machine to run smoothly, and very early on, a fan-written utility was created to dynamically adjust viewing distance, and reduce processing when necessary to try to maintain a framerate of 20. Now, with much more powerful machines, mods have been written "deep mods" to substantially increase the view distance and improve graphics in all areas--as the YouTubes in the playlist on this page illustrate.

Like Dungeon Siege II, Morrowind features the soul-stirring musical compositions of Jeremy Soule and the soundtrack is available without having to purchase the game.

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