After I began to play the game Morrowind, I noticed a problem. The problem was not with the fun of playing the game itself, it's an amazing fantasy game with a lot of lore and a lot of great entertainment. The problem was related to the motivation of my character. Several questions came to mind about my main character's motivation, the most predominate was why would my character want to continue serving within the "Blades" after learning the goals of the main quest?
The story itself claims the main character is born of uncertain parents, in other words the main character is a "nobody." After a short time as a spy in the Blades, this nobody is given the herculean task of taking on the most powerful evil being in all of Morrwoind - Dagoth Ur. An evil being so powerful that even the so-called living gods of Morrowind can't defeat him. But my character, a nobody, is expected by the Emperor to take on and defeat the most powerful evil being within the country.
To make the matter worse that same evil super powerful being is beckoning my character to join his team, against an Empire that is so authoritarian that it is willing to label my character a traitor, if my character does not deliver a package to a man who would appear to be a drug addict, in Balmora.
A person would need some serious exposition, and personal motivation to even care about seeing the main story line through to the end. A person would need to be at some level a kind of fanatic or view the mission as a crusade to continue to pursue such an impossible task. Especially, when given orders by the drug addict spy master to go adventuring with no real instruction of when to return from adventuring.
Of my character, I asked the questions ... Why did the Empire imprison my character in the first place? What would drive and motivate my character to continue to work with the Empire? Especially, after discovering the main quest and the Emperor's aspirations for my character? Why would my character return after being told to go adventuring with no return time specified? Why wouldn't my character immediately freak out over assassination attempts? Why wouldn't my character seek protection with Dagoth Ur from the Empire and Dark Brotherhood? Why would my character want to die trying to defeat Dagoth Ur? Especially, when the so-called living gods of Morrowind would be better suited to fight against Dagoth Ur, and even they can't defeat him. Why wouldn't my character use the Kagrenac tools to become another living god in Morrowind?
It was clear my character would have to be chosen by the Emperor because my character fulfills all the condition of the prophecy and was of a particular kind of fanatic needed for such a mission. A person would have had to already be on a crusade of a sorts, and would want to add the death of Dagoth Ur to that crusade, or die trying, and would never desire any worship for themself.
My solution was to create the back story for my character as a member of a highly unpopular crusader class faction known as the Knights of Elijah. At least for myself this character development fulfilled the requirements of that needful exposition. Using this custom Crusader class faction answered (at least for me) many of the open ended questions the Morrowind scenario poses. Here is how ...
Custom Crusader Class Description : The Knights of Elijah faction are an order of knights on a crusade to disprove the worthiness of any being who solicits worship within Tamriel. (D)aedra and other beings of worship both hate and admire them throughout Tamriel.
Knights of Elijah will often take on nearly any quest or mission offered by (d)aedra or other beings who solicits worship - as they are motivated by their anti-worship ideology to prove that the (d)aedra or any other worshiped beings, "could not get the job done themselves - it took a mortal to get the job done"; a mortal who does not solicit worship from others; proving the worshiped being is unworthy of being worshiped.
Despite their attitude towards (d)aedra, most worshiped beings find the Knights of Elijah an extremely useful asset, as they will almost always take on any quest or mission (d)aedra ask of them, or die trying. Provided the quest or mission does not require the crusader to violate the golden-rule, "Do unto mortals what you would have mortals do unto you."
The Knights of Elijah are fueled by their desire to prove that it took a mortal to get the job done. In effect proving the (d)aedra could not get the job done themself and required the aid of a mortal. The knights will often declare that upon success of a quest or mission any prize that the (d)aedra promised to them is the proof that the (d)aedra are not worthy of a mortal's worship.
The Knights of Elijah do their best to live by a moral code of honor, mercy, and redemption towards others. The moral and ethical code they strive to live by defines what actions and behaviors are good and evil. The Knights of Elijah often see the (d)aedra and other beings who solicit worship as no better than that of a slave owner.
From the (d)aedra's perspective, if the Knight of Elijah dies while on a quest for them, the (d)aedra loses an anti-worshiper not a worshiper, so (d)aedra have no problem employing the Knights of Elijah to accomplish a task or quest. (D)aedra see it as a win - win scenario, either they get their mission or quest successfully accomplished or they lose an antagonist, either way they win at the cost of some minor mortal antagonism, if the crusader succeeds.
Lower level Knights of Elijah throughout Tamriel are often arrested in the act of defiling shrines and temples of so-called gods and beings of worship. When arrested they are often given quests or missions to accomplish, as their means of restitution towards the (d)aedra and institutions and the empire for their acts of defilement under the law.
Likewise, Knights of Elijah are often targeted for assassination by the fanatic acolytes and followers of (d)aedra or other beings of worship within Tamriel. Assassination attempts are considered a sign to a Knight of Elijah that they are successfully fulfilling their crusade mission, and have become a threat to the beliefs of those fanatic worshipers of so-called gods.
Some scholars believe the Knights of Elijah owe its origins to the mongrel race of Dwemers and Bretons. They believe the Dwemers saw the manmer mongrel Bretons, and some Dwemers interbred with those Bretons with an almost scientific curiosity.
After the disappearance of the pure Dwemer race and over the millennia, some scholars believe that the Dwemer's Breton offspring came to share some similar views of Mundus as their Dwemer ancestors and as a result eventually those views developed into the custom crusader class faction known as the Knights of Elijah - to prove the unworthiness of any beings who solicits worship within Tamriel.
Other scholars believe the Knights of Elijah can only be other world in origin. As some Knights of Elijah will often pose a kind of unexplainable sixth sense concerning their quests and missions, which will often work in the crusader's favor, even when they go up against (d)aedra and other god-like beings. The two explanations for the factions origins are highly debated.
While the faction itself predates the name the Knights of Elijah the modern title for the faction came about because a member of the faction Jeremiah of Wayrest, while still an apprentice wrote and published an interview he gave of one of his old-aged teachers Sir Elijah Proel of Anticlere about the faction.
The book became mildly popular among battle mages, warriors, and legionaries, but was heavily frowned upon by many aristocrats and clergy throughout Tamriel, so the book was band. Many Knights of Elijah don't go publicly publishing their affiliation with the faction due to it's unpopularity - it's less popular then being a member of the Blades.
Levels and Quests : During lower level quests a Knight of Elijah will often be tasked with stealthfully defiling the shrines and temples of (d)aedra and other beings of worship. This is often accomplished by placing ingredients like muck, rat meat, or ectoplasm on the heads of shrine status and on alters at temples, and avoid being caught and charged with vandalism by the authorities. When caught they are often given quests, tasks, and missions by the shrines or temples to pay for their acts of vandalism.
After becoming a little more experienced the Knights of Elijah will take on shrine missions from (d)aedra to obtain the rewards they offer, as a symbol that a mortal being had to accomplish the task and that the (d)aedra could not accomplish it themselves, proving that the (d)aedra are not worthy of being worshiped.
At higher levels the Knights of Elijah go on quests to trap the souls of the highest leveled beings they can find, who are associated with (d)aedra and beings of worship. Within the country of Morrowind this typically includes the mission of trapping the souls of all the Dagoths and Ash Vampires they can find. The ideal is that, if a Knight of Elijah can trap the souls of a so-called god's highest honored priests and/or servants, then they can't possibly be worthy of worship can they?
Coat-Of-Arms : A Honey Badger Biting The Head Off A Snake. The symbolism of their coat of arms is that the honey badger are mortals and the head of the snake represents the worthiness of the so-called gods as a beings to be worshiped.
If I knew how to create a mod for this class faction I would - and I admire those who have learned and do know how to create such mods within the game Morrowind and OpenMW. However, a part from learning how to mod such a class faction - I play the game as though the class faction exists within Tamriel and my character is a member of the faction.