Now, to begin with, this is going to contain spoilers. So if you plan on playing the story in Legends for yourself and don’t want it spoiled, you should skip this thread.
Choices
Each choice gives a different card to one’s collection, but is otherwise without lasting impact in the story.
Companions
Each new companions gives the player access to a new pre-made deck to use.
Prologue
The prelude is set by a campfire, where a man named Kellen tells a woman named Isha the story of the Forgotten Hero in response to Isha telling him that her warchief is dying.
Act I
The Forgotten Hero (player) is a prisoner in the Imperial City and is picked to fight against a fellow prisoner in an arena of sorts under the watch of daedric cultists and a Dremora named Reive. The prisoner is a Nord named Tyr and is a Knight-Brother of the Blades.
Having proven your mettle to Tyr, the two of you join forces in an attempt to escape. First a group of the cultists attack you, then you have to fight Reive, before winning your freedom. As the Hero and Tyr escape, Reive taunts you that you cannot stop the Culling.
After escaping, the Forgotten Hero and Tyr encounter a pair of bandits. They defeat them and the Forgotten Hero has the choice of whether or not to spare the life of the last bandit. With the bandits defeated, the pair continues on their way until they are stopped by a Dominion patrol. Tyr and the Forgotten Hero attacks and defeats the elves. Later the duo are ambushed by a pack of wolves. After the battle the Forgotten Hero has a choice of whether or not they want to adopt a wolf pup that was found nearby.
Tyr brings the Hero to the house of a friend if his, the Dunmer sorceress Laaneth, in the interest of learning what the Culling it. Alas you find more of the cultists from the Imperial City there instead, taunting you that Laaneth is long gone. To catch up to them, Tyr and the Hero boards a smuggling ship. Before the two of you can kill the smugglers, led by the Argonian Swims-at-Night, Dominion soldiers show up and the Hero and Tyr joins forces with the smugglers.
Act II
While sailing after the cultists, the ship is attacked by pirates, then the groups is attacked by spriggans when they find land. After defeating the spriggans, another one that has been watching the fight beckons the group to follow her. The player can here choose to do so, or ignore it.
Tyr, Swims-at-Night and the Hero tracks the cultists to a goblin hideout, where they were slaughtered. Laaneth is now a prisoner of the goblins and the party rescues her. When she is freed, Laaneth tells her rescuers that Lord Naarifin is the cults leader and intend to bring about the Culling by sacrificing the entire population of the Imperial City.
On the way to a settlement to ask for directions to the Emperor’s current location, the group passes through a forest and are ambushed by spiders. After the spiders have been defeated, the Hero is given a choice about whether or not they want to save one of the spiders’ unfortunate victims or take their gold and leave him for dead.
Having survived the spider attack, the party now finds themselves in a Nord tavern. Here a brawl breaks out, after which the group learns of the location of the Emperor’s camp.
While travelling to the Emperor’s camp, the Hero, Tyr, Laaneth and Swims-at-Night meet a group of deserters from the Imperial Legion, who attacks them. After they are defeated, Legate Cassia shows up and brings the group to the Emperor.
Act III
The Emperor do not believe the Legions can stop Lord Naarifin, because the Dominion army is able to predict every move they make. As the Culling draws nearer, however, he sends the Hero and his companions to investigate. To infiltrate the Imperial City, they pose as gladiators in the newly re-opened Arena.
To reach the White-Gold Tower, Swims-at-Night brings the group through crypts going beneath the city. Here the group is ambushed by undead.
The group make their way into White-Gold Tower and Naarifin’s chambers, discovering the Orb of Vaermina. Naarifin and Reive, now armed with Goldbrand, wait in ambush and captures Tyr. The player now have a choice whether or not to give Naarifin the Orb in return for Tyr’s life. After the choice is made, Naarifin runs off to bring reinforcements, leaving Reive to deal with the intruders.
If the player does give the Orb away, Tyr knocks it from Naarifin’s hands and destroys it. He is wounded and tells the party to leave him behind after Reive is defeated. If the player chose the Orb, the Hero will then be able to use it against the Dominion. In either case, the Hero takes Goldbrand from Reive's body.
The Hero, Cassia, Laaneth and Swims-at-Night make their way back to the Emperor’s camp without incident, only to find that Dominion assassins have attacked. After dealing with the assassins, they find that the Emperor will live, but is in no shape to lead his troops into battle. The Hero is given the Emperor’s armor and told to lead the army in the Battle at Red Ring to stop the Culling.
The fight in the Imperial City happens in two stages; first breeching the walls, then confronting Lord Naarifin. The Hero and his companions persevere and ends the Culling before it could begin.
Epilogue
Isha asks what the point of that story was, to which Kellen replies that he saw Isha’s warchief fight that day, wearing a mask, and that it could be anyone wearing it. The two of them then decide to pay a visit to the warchief, who Kellen says will make a miraculous recovery.