The Elder Scrolls III: Bloodmoon

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The Elder Scrolls III: Bloodmoon
Developer(s) Bethesda Softworks
Publisher(s) Bethesda Softworks
Engine Gamebryo
Release date(s) United States June 3, 2003
United Kingdom June 27, 2003
Poland September 4, 2003
Germany October 30, 2003
Genre(s) First/Third person RPG
Mode(s) Single player
Rating(s) ESRB: Teen (T)
Platform(s) Microsoft Windows
Media 1 CD-ROM
Input Keyboard, Mouse

The Elder Scrolls III: Bloodmoon is the second expansion pack for Bethesda Softworks' The Elder Scrolls III: Morrowind. While it was originally released as an expansion set for Microsoft Windows, Bloodmoon is included within the Morrowind: Game of the Year edition for Microsoft Windows and the Xbox.

Unlike the first expansion Tribunal, which added a city separate from the world map consisting of interior cells, Bloodmoon adds a large new island to the original world map, a cold northern territory named Solstheim. Rather than the Dunmer (dark elves) that are the indigenous race in the nearby Vvardenfell, Solstheim is is populated largely by the Nord race. This is largely due to the fact that the island sits more or less astride the border between Morrowind and the Nord homeland of Skyrim.

This expansion adds new enemies, the East Empire Company as a joinable guild, and the possibility to become a werewolf, akin to the inclusion of vampires seen in Morrowind. Bloodmoon also uses larger and more detailed environments, including snowfall, thus raising the computer hardware requirements, though the ash storms of the original game are much harder on computers than the snow of Bloodmoon.

As with Morrowind and Tribunal, Bloodmoon has many side-quests to finish and many caves to explore aside from its main quest. Unlike Tribunal, which is intended to be played after the completion of Morrowind's main-quest, Bloodmoon's main-quest is self-contained within the expansion.

[edit] Storyline

In Bloodmoon, the player starts by doing odd jobs for the Imperials' Fort Frostmoth on Solstheim. When the fort is attacked by werewolves, the player must travel to the Nord village of the Skaal at the north of the island. The player must then perform several rituals to be accepted into the village. The player is informed of the Bloodmoon Prophecy, a ritualistic hunt led by the Daedra Lord Hircine. The Daedric Prince takes the four greatest champions on Solstheim, including the player, to his glacier home. He tells them that they must fight until only one is still living; if the player survives, he/she must fight one of Hircine's aspects- strength, speed, or guile. If the player wins, he/she must then escape from the crumbling glacier, thereby completing the main quest.

[edit] Additions to Morrowind

  • Berserkers
  • Bears
  • Wolves
  • Werewolves
  • Draugrs
  • Rieklings
  • Spriggans
  • Nordic Silver Weapons
  • Stalhrim (Ice) Weapons
  • Huntsman Weapons
  • Wolf Armor
  • Bear Armor
  • Snow Wolf Armor
  • Snow Bear Armor
  • Stahlrim (Ice) Armor
  • Nordic Mail Armor
  • Nordic Alchemical ingredients
    • Wolf Pelt
    • Bear Pelt
    • Snow Wolf Pelt
    • Snow Bear Pelt
    • Ripened Belladonna Berries
    • Unripened Belladonna Berries
    • Holly Berries
    • Heartwood
    • Bristleback Leather
    • Grahl Eyeballs
    • Gravetar
    • Horker Tusk
    • Raw Stahlrim
    • Wolfsbane Petals

[edit] External links

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