There's no way I can post the entirety of the Middle-Earth Mod.
but the plot was to be as follows.
The timeline was the close of the 2nd Millennium of the third age, starting in 1973,TA.
The main quest was called "The Scion", and roughly speaking, it was as follows.
Background.
First, Morgoth destroyed the two Trees, then in following ages, his actions were followed by his lieutenant, Sauron. He in turn corrupted the Numenoreans, and burnt the White Tree of Numenor. In the Akallabeth, all but the faithful few perished, and they came to Middle-Earth, and founded kingdoms there. Sauron arose once more, and in the closing years of the second age, Minias Ithil was assaulted and ruined. Before it's sacking however Isildur is recorded to have taken seedling of the white tree planted there, and marched to the north, and gathered forces for the Last Alliance of Men and Elves.
But at least one of the seedlings was never clearly accounted for...
The plot was designed for multiple entry points, along the years, for different races. This is the entire plot as it could have been played out by one storyline. There were other branches for starts and midsections of the narrative.
Beginning.
At the beginning of the MeMod, Fornost Erain in Arnor is under threat from the forces of the Witch-King of Angmar, and steadily as time grows, that threat becomes ever-more tangible, before the final siege of Fornost.... through those times, the player was to slowly grow in ability and skill, and become a humble servant of the city, and eventually a trusted servant to the Royal Line of Arnor.
As Fornost fell, the player was one of those who assisted the escape of King Ardevui and his entourage, leading to a long and dangerous escape to the north downs, near the ruins of Annuminas where a guerrilla warfare could hone the player's skills - taught by the royal guard to use a sword, given weapons, and even light armours. as winter grows closer and the dangers grow too great the company moved on, into the foothills of the Blue Mountains, where, sheltered by meeting the dwarves, the player's company slowly regrouped, and the player was instructed to accompany Aranarth, the son of the king, to the Grey Havens, as the King heading north, into the frozen wastes Forochiel.
In such a manner, the player finally reaches the Grey Haven, and in company of the Prince, is messenger to Cirdan, whose foresight sees a little of the importance of the messenger...
A ship is sent to the rescue of the King, but as the days pass in the relative safety of the Grey havens, no news comes, through winter, and into spring... before unexpectedly, a host from Gondor arrives... the army of Earnur, late for the defence of Fornost, and suddenly, all of the Grey Havens stir for war, and the player must prepare for battle to come...
During those days of preparation, the havens are a bustle of activity; armourers ensure that the player gains access to equipment, and the player’s life become son of servitude to the kings in a different fashion than that of a serf.
But before this, the player, as servant to Ardevui and Aranarth is brought into a council…
And there, the player gets to speak with, and learn, from Cirdan of the Havens, the messengers from Gondor, and an old man, dressed in grey...
Many things were lost and left behind in the ruin of Fornost, and before the city falls, the challenge must be to enter the city and retrieve some of the heirlooms of the city… and the player is given such a task, to enter into the city under the cover of dusk, and using their knowledge of the layout of the city, to seize a number of pieces in a sealed vault – including a small casket, that the old man seems to find important…
And so, the player travels with scouts, ahead of the army, toward Fornost – and as the witch-kings forces descend to the plain, the player enters the desolate ruined city, and finally, retrieves the casket, before rendezvousing with other scouts sent on similar tasks throughout the city.
The return is buoyed by the news of the defeat of Earnur, yet all too many have died, the population of Arnor ruined, the city lost, and when the player enters the pavilion of the council of war, on the battlefield, following the victory, they are advised to join the company of Gondor, and to bear the objects recovered to the care of the White City, Minias Anor.
Here, the story takes a pause, with many different options, including travel by the ships of Earnur, or south, through Breelands, to Tharbad, and past the fortresses of Isenguard and Alglarond, and into Gondor.
The story takes up again almost 20 years later… although much takes place in the intervening times - Durn’s Bane awakens in Moria, the Elf-prince, Amroth, flees from Lorien, and Galadriel and Celeborn take the rule, the strength in Dol Guldur grows strong, the Eothed of Frumgar rides north as the Rohorrim develop an identity, Vorondil the Hunter, Steward to the King of Gondor goes hunting the Kine of Arawn to the west, near Dorwinion, and the dwarves found the Lonely Mountain, and many other events as well.
In such time, the player becomes linked to the lines of the kings of gondor, growing more respected as a servant to the houses of gondor in the deadly political climate of Royal Gondor. Arranged marriage raises the player’s standing, and many quests fill the time… In those years, the casket passed into the care of the Kings of Gondor, Stored by Earnur in the vaults of Minias Ithil, seemingly forgotten.
And then, in the year 2000, the forces of Mordor strike. Minias Ithil is besieged by the Nazgul, the ringwraiths, and swiftly falls under the shock of the attack, and the player is again summoned to councils – older, wiser, the player learns of the true importance of the casket from the same old grey man, revealed now to be Mithrandir, Gandalf the grey, wizard. The Casket’s contents are a seedling of the White Tree, linked to the very destiny of the Kings, the scion of Telperion the white of Valinor. Perhaps it is the very tree which Sauron wishes to see destroyed, a survivor of the Trees Morgoth slew in Valinor in an mythical age, and yet which the wizard speaks of, almost like one who was there…
The Scion must be safe, and it is the common servant, whose duty it is to ensure the safety of the line of the kings, the player learns. And so, in an echo of their valiant effort in their youth, the player has to infiltrate the siege of Minias Ithil, and recover the last Scion of Telperion, and return to Minias Anor, where, accompanied by Gandalf, they must climb mount Mindoullin, evade the watch of the guard of the White City, and reach the sheltered hallowed ground where only a king had the right to walk… and there, at the guidance of the wise, the last Scion of Telperion was to be planted, hidden beyond all knowledge of the forces of Sauron, in a place that Gandalf the Grey could eventually bring the rightful king to, and ensure that the Kings of Gondor would never fail, as long as the seedling remained buried, waiting for the right time to germinate…
The same seed that would germinate one thousand years later, to be found by Aragorn II, son of Arathorn, to ensure the Return of the King.
And that, ladies and gentlemen, was the ultra-shortened, simplified (and most direct version – there were many branches and links) of the Scion, the plot for the Middle-Earth Mod for Morrowind. A story where the least powerful, a common servant held the destiny of the kings, and ensured that the events of The Lord of the Rings came to conclusion.
It would have been a good story to tell, and play.