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Tribunal:Tribunal

Tribunal is the first of two expansion packs for Morrowind, taking place in Mournhold, a Temple city inside the capital of the Dunmeri province of Morrowind. Two opposing forces seek to manipulate the Nerevarine to their advantage. The ruthless, newly crowned King Hlaalu Helseth seeks to firmly establish his authority, while the divine Almalexia is desperate to retain her grasp on the people. The machinations and intrigues of both sides draw the Nerevarine deep into the sewers, caves and ruins under Mournhold, and to a place lost to Tamriel itself.

:''In Tribunal, a ruthless new king has taken the throne of Morrowind, while an aging god drifts deeper into madness. Into this chaos you are thrust, with deadly assassins close behind you and Morrowind's uncertain future ahead. Your journey will lead you to Mournhold, capital city of Morrowind, to the Clockwork City of Sotha Sil, and through massive, epic-sized dungeons. The fate of Morrowind is in your hands...again.'' —Official Summary

Quest Information
 

Gameplay Information
 
 
 
 
 

World Information
 
 
 
 

 
 

Technical Information
 

Miscellaneous Information
 
 
 

See Also
Tribunal:Quests

Main Quest
 

Miscellaneous Quests
Tribunal:Main Quest

Quest Map
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Key

 

Notes
You don't need to complete the Hunt the Dark Brotherhood quest to start the Goblin Army quest. After coming to Mournhold you can speak to Fedris Hler to get the Goblin Army quest immediately. You can start the Hunt the Dark Brotherhood quest at any given time by speaking to the people.
Tribunal:Speak to the People

Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room after you kill the Dark Brotherhood leader. 
#Agree to help find out the source of the rumors about the death of King Llethan. 
#Talk to people and Guards in Mournhold until you receive the information related to Helseth's poisonings. 
#Return to Tienius with the information. 
#Retrieve a copy of The Common Tongue (there's one on the ground in the Great Bazaar). 
#Return to Tienius with the paper.

Detailed Walkthrough
Tienius Delitian
Speak with Tienius Delitian in the Royal Palace Throne Room upstairs from the Royal Palace Reception area. He'll ask you to help find out the recent rumors about the death of King Llethan. You are to gain their trust, as he puts it, and see what they speak about (you may need as high as a 100 disposition in order to find out).

Find Some Rumors
Talk to people in Mournhold about ''King Llethan's Death''. Among a number of things you'll hear one related to King Helseth poisoning the former King. You should receive a journal entry telling you to report back to Tienius.

Return to Tienius Delitian
Returning to Tienius, he takes the information you have about the possible poisoning and wants more info. In particular, he wants you to find a copy of The Common Tongue, a publication that recently has been circulating critical articles about the new King.

The Common Tongue
There are several copies of The Common Tongue. You can find one lying on the ground next to a merchant stall in the Great Bazaar, just northwest from the exit from the Plaza. Other two copies can be found at The Winged Guar, the tavern in Godsreach. One is inside, on the counter, the other one is outside, on the second floor balcony. There are also many others in shops and houses throughout Mournhold.
thumb|An issue of The Common Tongue

Tienius Again
Return the paper to Tienius who will thank you and ask you for further assistance. 

Notes
If you try to talk to him before you have finished the Hunt the Dark Brotherhood quest, Tienieus will just laugh at you.
You can skip this series of quests by talking to Fedris Hler in the Temple and performing Almalexia's quests instead. When you complete An Attack on Mournhold any of the quests A Temple Informant, Disloyalty Among the Guards, Evidence of Conspiracy, Muckraking Journalist or Queen Barenziah that you have not already completed will be forever inaccessible, as you will be directed to King Hlaalu Helseth who will start the An Assassination Attempt quest.
The new King is pretty nonchalant about killing the opposition and using poison in particular. See A Game at Dinner for an interesting story.
 

Quest Stages
Tribunal:A Temple Informant

Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find out what the Temple thinks of King Helseth. 
#Speak with Galsa Andrano in the Infirmary about discontent in the Temple. 
#Return to Tienius with the information.

Detailed Walkthrough
Tienius Delitian
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him further. This time he will ask you to find out what the Temple thinks of the new King Helseth. Specifically, Tienius wants to know whether they accept him as the new King or if the Temple is planning to act against him. 

The Temple
Go pay a visit to the temple and ask people about discontent in the Temple. Almost everyone will give you the same, stock answer. Head over to the temple Infirmary in the hall to the right as you enter the Temple and speak to Galsa Andrano. Mention Mehra Milo and the Dissident Priests, and she should be able to speak freely. She expresses definite dislike of Helseth and says that the Temple and Almalexia will attempt to force him out (you receive a journal entry to this effect). Galsa also expresses a certain fear of Almalexia.

Return to Tienius Delitian
Return to Tienius with the information you gathered from Galsa Andrano.

Notes
If you have not progressed far enough in Morrowind Main Quest to be acquainted to Mehra Milo then you will have to boost Galsa Andrano's disposition to above 90 and talk about discontent in the Temple and Ask about the Temple and King Helseth.

 
Quest Stages
Tribunal:Queen Barenziah

Quick Walkthrough
#Speak with Tienius Delitian and be told to see Queen Barenziah. 
#Speak with Queen Barenziah in her chambers opposite the Throne Room. 
#Have an optional chat with Plitinius Mero about Morrowind lore and history. 
#Speak with Fedris Hler in the Temple's Reception area for further quests.

Detailed Walkthrough
This quest is entirely optional. No entry appears in your Journal - you are being nudged towards the next quest-giver.
Queen Barenziah
Following the advice of Tienius Delitian after the last quest, speak with Queen Barenziah in her chambers opposite the Throne Room. She tells you to go and speak with Fedris Hler in the Temple and learn what you can from him. She also suggests you speak with Plitinius Mero in the Royal Palace Courtyard, who often has wisdom to dispense to those looking for it. 

Plitinius Mero
Speak with Mero in the Royal Palace Courtyard to see what he has to say. He is the author of the widespread book, The Real Barenziah. The book caused a great stir; he was almost executed for it, before being saved by the Queen herself. Plitinius Mero possesses a lot of knowledge and lore of the Empire and Morrowind which you might find interesting.

Fedris Hler
Speak with Fedris Hler in the Temple's Reception area for further quests. Note that you may skip all of the initial quests for Tienius and speak directly with Fedris when you first arrive in Mournhold.
Tribunal:An Attack on Mournhold

Quick Walkthrough
#Wait 24 hours after Barilzar's Mazed Band, then speak to anyone in Mournhold to learn the city is under attack.  
#Help the guards defend Plaza Brindisi Dorom from the attack. 
#Option A Talk to any Royal Guard and be directed to Tienius Delitian at the Royal Palace. 
#Option B Talk to any High Ordinator and be directed to Fedris Hler at the Temple 
#Receive instruction from either Fedris Hler or Tienius Delitian to investigate the site of the attack.

Detailed Walkthrough
What Next?
After returning Barilzar's Band to Almalexia, speaking with Fedris Hler or Gavas Drin will reveal that Almalexia does not have any further duties for you at this time. If you wait roughly 24 hours, speaking with any NPC will reveal that Plaza Brindisi Dorom is under attack by strange machines. 

Plaza Brindisi Dorom
After arriving at the Plaza, both the Royal Guards and High Ordinators will ask for your help in battling the strange creatures, which are a mix of Hulking and Verminous Fabricants. Once the battle is over, the surviving Royal Guards will order you to report the attack to Tienius Delitian at the Royal Palace, while the surviving High Ordinators will order you to report the attack to Fedris Hler at the Temple. The choice is up to you. However, it should be noted that the Palace quests are optional, same as before. Therefore, if you choose to side with the Temple at this stage by returning to Fedris Hler but would still like to complete the two remaining Palace quests, you must return to Tienius and King Hlaalu Helseth before speaking with Almalexia and beginning A Show of Power. Aside from Tienius' disappointment and a remark from King Helseth that you should have brought your findings to them directly, the royals are still eager to work with you.     

Tienius Delitian
Tienius can be found in the Royal Palace Throne Room. He will ask you to investigate the disturbance, noting that the attack destroyed the Memorial statue in the Plaza and revealed Dwemer ruins hidden beneath. You are to explore the ruins and find out where the creatures originate from.

Fedris Hler
If you return to Fedris at the Temple, he will comment that the attacks are an affront to the city and its guardian, Almalexia. He will ask you to investigate the Dwemer ruins revealed by the destruction of the Memorial statue, surmising that the attacking creatures may have been of Dwemer origin as they were partly mechanical.

Quest Stages
Tribunal:Item List

This page lists all the items in the expansion of Tribunal, including the items' ID, weight, and value.

In order to add an item to the player's inventory (in the PC version), open the console and enter the command:   where item_ID is one of the IDs listed below and 1 is the number of the item to add (1 to 32768).  Item data was extracted directly from the Tribunal.ESM file under the latest patch.

Note: Morrowind items can be found here, and Bloodmoon items can be found here.
Tribunal:Artifacts

Artifacts are specifically defined as anything with a unique appearance. This is opposed to Unique items, which are defined as those which there is only one of, but which have the same appearance as other generic items.

This is a list of artifacts that were added in the Tribunal expansion pack for Morrowind. See also the Morrowind and Bloodmoon artifact articles.

In addition to the artifacts listed on this page, there are a few other items encountered in-game which are considered artifacts in lore, but do no meet the criteria of having a unique appearance. These items include:

Barilzar's Mazed Band- See its lore page for more details.
Dagger of Symmachus-   See its lore page for more details.

;Notes
''Armor Rating is given for characters with 100 in the appropriate armor skill.
Speed for weapons specifies how fast the weapon swings with higher values indicating a faster weapon. 	
Damage Ratio'' gives the damage per time for the weapon with higher values indicating a more powerful item.  Ratios are given for the base weapon and any magic based damage the weapon may have. This is calculated by multiplying the highest damage value by the weapon's speed. Weapons which do magical damage on strike have an additional value given, which is the average damage of the enchantment.	
''Cost Per Use'' gives the amount of charge required to use the item at an Enchant skill of 1 and 100. 	
Only the most exceptional magical items and artifacts are included here.
 
Weapons
Blunt 1-hand
 
 
Blunt 2-hand
 
 
Long Blade 1-hand
 
 
 
 
 
 
Long Blade 2-hand
 
 
Clothing
Robes
Tribunal:Quick Info

This page provides all the basic preview information about the Tribunal expansion pack at a quick glance as well as giving links to the best sites for more information.

Basic Information
#Title: The Elder Scrolls Chapter III: Tribunal, Morrowind Expansion Pack
#Genre: Role Playing Game (RPG)
#Produced by: Bethesda
#Release Date: November 2002
#Status: RELEASED

Game Information
#Format: 1st & 3rd Person Perspectives (Optional in game)
#Display: 3D, designed for high end T&L 3D cards at end of 2001 (GeForce 3 is typically mentioned)
#System Requirements: Win ME/98 (128 MB RAM), Win XP/2000 (256 MB RAM), Windows Vista (512MB RAM) 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor, 8x CD/DVD-ROM Drive,  1 GB free hard disk space, DirectX 8.1 (included), 32MB Direct3D Compatible video card with 32-bit color mode support and DirectX 8.1 compatible driver, DirectX 8.1 compatible sound card, Keyboard, Mouse 
#Recommended System: 1.0GHz or faster Intel Pentium III or AMD Athlon processor, 512 MB RAM, NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card. Under Windows Vista, 1024MB (1GB) of RAM is recommended, as is a 2.0GHz Pentium 4 or eqivalent. 
#Gameplay: Adds the large city of Mournhold, capital of Morrowind, to the game, in addition to the hidden city of Sotha Sil and a huge dungeon to explore.  Several brand new creatures, armor, weapons and other items to be discovered, not to mention a new quest line involving the other two gods of the Tribunal (you met Vivec in the original game). There are no character requirements for you to start playing in the expansion; you don't have to finish the main quest although the quest line may be different if you do and the expansion is geared towards more advanced characters. The estimated play time is around 50 hours, though this can be greatly increased if you are more thorough in your exploration. As with all expansions, this requires the original Morrowind game to be played.

Links
#Official: www.morrowind.com
Morrowind:Spell Effects

Spell Effects 
The following table lists all of the spells in Morrowind. The Base Cost indicates the minimum amount of Magicka required to successfully cast the spell.

Alteration
Alteration spells involve manipulation of the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, opening locks, and shield barriers against physical damage.
 


Conjuration
Conjuration spells summon magical items and beings from the outer realms to serve the caster. Conjuring effects include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric servants and powers to serve and protect the caster.

Note: Yellow entries appear only in Tribunal, and Blue only in Bloodmoon.



Destruction
Destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards. There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration.



Illusion
Illusion spells affect the perception and mind of living subjects. Illusion effects include blinding, paralyzing, and silencing subjects, calming and enraging subjects, and distracting observers so they do not notice the caster -- the invisibility effect.



Mysticism
Mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.



Restoration
Restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. The primary spells of this type heal wounds, cure disease, and restore lost vitality, but can also augment strength, endurance, intelligence, agility, and other bodily attributes.
Bloodmoon:Bloodmoon

Bloodmoon is the second expansion pack for Morrowind, set on the icy island of Solstheim, northwest of Vvardenfell. As the East Empire Company struggle to establish a new colony on the frozen shores, mysterious occurrences and the arrival of werewolves begin to transform the land. The native Skaal tribe herald the changes as omens of the Bloodmoon Prophecy, and the start of the dreaded Hunt of Hircine. As the Nerevarine is unwittingly drawn into the hunt, there is only one choice to be made: to become the predator, or the prey.

:Bloodmoon takes you to the frozen Island of Solstheim where the Empire is establishing a new mining colony - a venture being threatened by the prophecy of the Bloodmoon and rumors of werewolves. Your journey north from Vvardenfell by ship will bring you to a whole new world, where the ashlands and rainy coasts of Morrowind give way to forests and hills covered with snow and ice. In the huge wilderness of Solstheim you will experience snow, blizzards, and new creatures, including frost trolls, ice minions, and wolves. —Official Summary

Quest Information
 

Gameplay Information
 
 
 
 

World Information
 

 
 
 

 

Technical Information
 
 

Miscellaneous Information
 
 
 

See Also
Bloodmoon:Quests

Quests
Main Quest
Walkthrough for the main quest required to complete the game.
 

East Empire Company Quests
Walkthrough for the intricate but entirely optional East Empire Company plotline.
 

Miscellaneous Quests
Walkthroughs for all other quests.
Bloodmoon:Artifacts

Artifacts are specifically defined as any exceptional item with a unique appearance. This is opposed to Unique items, which are defined as those which there is only one of, but which use the same appearance as other generic items.
This is a list of artifacts that were added in the Bloodmoon expansion pack for Morrowind.

Although not listed here, technically the Hunter's Amulet of Speed and the Hunter's Amulet of Strength are artifacts belonging to Hircine's aspects.
The Totem of Claw and Fang is expanded in future installments of The Elder Scrolls series as being associated with Hircine's Bear aspect Hrokkibeg. Please see the Lore Article for more information.

;Notes
''Armor Rating: given for characters with 100 in the appropriate armor skill.
Speed: (for weapons) specifies how many times per second the weapon swings, with higher values indicating a faster weapon.
Dmg Ratio: gives the maximum damage per second for the weapon, with higher values indicating a more powerful item.  Ratios are given for the base weapon and any magic based damage the weapon may have.
ID:''' shows the internal name for the item. This can also be used as a cheat code to add the item to the player's (or another's) inventory.
Only the most exceptional magical items and artifacts are included here.

Weapons

 
 
 
 
Clothing
Bloodmoon:Miscellaneous Quests

There are many miscellaneous quests in the expansion which can be found just about everywhere, and don't have any particular place within the main or faction quests.
Bloodmoon:Main Quest

Main Quest
Bloodmoon:The Totem of Claw and Fang

Quick Walkthrough
# Speak to the shaman Korst who will tell you to retrieve the Totem of Claw and Fang from the Tombs of Skaalara.
# Find the tombs far southeast from the village along the Eastern shore of Solstheim.
# Explore the tombs and find the totem inside a chest at the Southern end.
# Return the totem to Korst in the village.

Detailed Walkthrough
Korst Wind-Eye
thumb|Return the Totem of Claw and Fang to Korst Wind-eye
Once you've been cured of Lycanthropy after the previous werewolf attack on the Skaal you can return and speak to Korst who will name you Blodskaal. He will further inform you that you are to take part in the Ristaag, an important Skaal ceremony. In order to complete the rare ceremony, you must first find and retrieve the Totem of Claw and Fang, an artifact used to summon powerful beasts during the Ristaag. The totem was stolen some years ago and is rumored to be in the Tombs of Skaalara, to the southeast of the village.

Tombs of Skaalara
The tombs are near the coast, southeast or so from the village. Its entrance is composed of large black stones and is hard to miss. The inside of the tombs is full of werewolves, not surprisingly. The totem you were asked to find is in a chest, with a level 30 lock, at the southern end of the tomb.

Return to Korst Wind-Eye
Return to Skaal Village and Korst with the totem, who will gladly accept it, rewarding you with the new ability to summon wolves to fight by your side (the Call Wolf spell).
 
Bugs
 
 

Notes
While the Skaal believe it to be related to the Spirit Bear, in future installments of The Elder Scrolls series, the Totem of Claw and Fang is specified to be associated with Hircine's Bear aspect Hrokkibeg. Please see the Lore Article for more information.
The Totem of Claw and Fang reappears in ESO.

Quest Stages
Bloodmoon:Siege of Castle Karstaag

Quick Walkthrough
# Wait until Hircine contacts you again to tell you that Castle Karstaag is under attack from within and he wants you to go help. 
# Travel to Castle Karstaag on the western half of the northern shore of the island. 
# Speak to Dulk just inside the castle to find out what has happened. 
# Find the caverns beneath the castle and kill all eight grahls and the riekling in there. 
# Return to Dulk for his thanks. 
# Wait until Hircine contacts you again to receive the Hunter's Wind (Power - restore 1000 HP).

Detailed Walkthrough
The Dream
thumb|right|Defeat the Grahls
Hircine will contact you soon after the last dream (when you next become a werewolf) to tell you about your next task. It seems that Castle Karstaag has been taken over by rebels and Hircine wants you to go in and clear them out. 

Castle Karstaag
The castle is far on west side of the northern shore of the island and is a large ice castle which can be easily missed if you aren't looking for it. You must enter the castle through the main door, and may only do so as a werewolf. As soon as you enter the castle, a riekling named Dulk will tell you about the rebel Krish who has enlisted the help of several grahls in order to take over the castle. They are located in the caverns below the castle. To find the caverns, head down through the Banquet Hall. There are a number of rieklings in the hall that will attack you on sight.

Karstaag Caverns
There are eight grahls and the riekling Krish that you must kill in the caverns. All are well scattered throughout the cave so you should never have to worry about more than one at a time. You'll receive a journal entry once you've killed them all. You can return to Dulk if you wish who will just thank you for helping.

Wait for Hircine
The next time you turn into a werewolf, Hircine should contact you again to offer his congratulations. Your reward this time is the ''Hunter's Wind'' power, which restores your health up to 1000 points each day.
 

Notes
You may wish to transform out of werewolf form in order to loot the castle and obtain the Daedric Right Pauldron in Castle Karstaag, Tower.

Quest Stages