Tur Julan

"Tur Julan was a Chapel of House Indoril, until we were forced to abandon it. Its priests performed a grand invocation ritual and turned the fortress over to the Daedra, to prevent it from falling to House Hlaalu. It lies in the mountains directly northwest of the Oran Plantation, but is best approached using the mountain trails to its north or south." -  , a noble resident in  

A remnant of House Indoril's influence on the west side of the Thirr River, this former Indoril chapel was ultimately abandoned in the face of Hlaalu expansionism, and is now overrun by both the Daedra and the ancestor ghosts of those left behind.

A very large and high-level location, intended to provide high-level loot and challenge to the player. It is unusual for a dungeon, in that many of its occupants are not initially hostile.

 
Related Quests



Notable Loot
The Sixteen Tones of Padhome (Hall of Invocation, Bottom Floor)
Scroll of Cautious Beckoning (Hall of Invocation, Bottom Floor)
Ebony Spear (Hall of Invocation, Bottom Floor)
Vintage Brandy (Statesmen's Hall, Top Floor)
Ebony Spear (Spire, Top Floor)
Ebony Right Bracer (Spire, Top Floor)
Glass Cuirass (Spire, Top Floor)
Ebony Bardiche (Dremora Lord, Exterior)

Locations
Outside the Ruins
A Scamp awaits on the high, mountainous road from the south, and will offer to accompany you on your journeys. It will leave you if you go too close to Tur Julan, citing its fear of  .
Scamps roam the courtyard below the buildings of Tur Julan. One, in the westernmost building, will ask that you kill it. Accept, and the Scamp will turn hostile.
A Winged Twilight,  , can be found on the circular platform at the southern end. She will offer aid to the player, if they agree to bring back her Moonshadow Rose. The Scamp Runt in the courtyard has this. Attacking it will bring the other three Scamps into combat. Jiah-Tjulka will reward you with the Tur Julan Invocation Hall Key for the rose’s return. This opens the door to the Tur Julan Invocation Hall, in the tower above the Winged Twilight’s platform.
The platform at the northern end of the complex holds a Dremora Lord, who will challenge the player to single combat on approach.
Choosing ‘Bring it on!’ will initiate a fight.
Choosing ‘I am not worthy.’ will avoid immediate hostilities, but the Dremora Lord will follow you until you find it a suitable champion – such as the Ogrim Behemoth in the Servant’s Hall, or the Dridrea Matriarch in the Warriors’ Hall: Prison.
The Dremora Lord carries an Ebony Bardiche – a valuable weapon that may be looted after the Lord’s demise.
Outside of the Spire Ascent, there is a Winged Twilight willing to repair weapons.

Black Hand Hall
A small tower, with a hostile Dridea on the top and bottom level.

Hall of Invocation
Accessible via levitation, the door to this chamber is at the southern end of the complex. The key can be obtained by killing the Winged Twilight, Jiah-Tjulka, or fulfilling her request for a Moonshadow Rose. A shrine to St Aralor and a highly-literate Scamp,   are present on the top floor. The bottom floor contains considerable loot, including an Ebony Spear and a copy of the Sixteen Tones of Padhome. The emerald here is cursed - a Dremora Lord will be summoned on picking it up.

Crossing of Wings
A small tower, with a hostile Dridea on the top and bottom level.

Hall of Judgment:
Here, the ghosts of Tur Julan’s former Indoril owners can be found. Most become hostile if spoken to. Proceeding down the tunnel opposite the entrance will interrupt a trial of a Scamp. The undead conducting the trial will give you one opportunity to walk away. Continuing to walk into the courtroom will turn all ghosts in the courtroom hostile, making for a challenging fight. The exit will be blocked until the ghosts are defeated.

Waiting Door:
Entering this location will immediately trigger an attack by two ghosts. Half of the room is blocked off by a magical barrier

Servants' Hall

Entry:
Empty, but allows passage to further rooms.

'''Servants' Hall:
The chief feature of this area is an Ogrim Behemoth, surrounded by allied Clannfears. Attacking any one will turn the rest hostile.

Kitchens:
 , a Hunger, is located here. It is the questgiver for Daedric Dinner.

Chambers:'''
A hostile Daedroth and Clannfear can be found in this area. Exiting through the door to Tur Julan will initiate a challenge from a Dremora Lord.

Warriors' Hall

Quarters:
The top floor contains a Dridrea Spawnling.

Prison:
Entering this place will immediately initiate combat with the Dridrea Matriarch within.

Statesmen's Hall
Most Daedra in this place are hostile, including one Daedroth, a Dridrea, three Clannfear, a Vermai, and a Winged Twilight. Another Daedroth stalks the halls, but will be friendly unless attacked - indeed, it currently falls over every few seconds, presumably overwhelmed by the ghosts it claims to see.

A set of ceremonial Punavit apparatus and an extensive potions chest can be found in the main room of the lower floor. The Skill Book Silence (Illusion) can be found on the desk of the lower floor's western room. The southernmost chamber of the upper floor contains Vintage Brandy, needed for the Daedric Dinner quest, with many gems being present in the Winged Twilight's room.

Spire Ascent
Empty, but provides passage to the Spire. Exiting via the bottom door will lead you to a Winged Twilight willing to repair weapons.

Spire
Entering this location will provoke an immediate challenge from Xerhet Hitai, a Daedric Guardian.

The room at the top of the spire contains the treasure of Tur Julan – glass and ebony gear, alongside master-level alchemy equipment. The trapdoor leading to this room is locked, however, the key is on the top shelf of the bookshelf, next to the ladder.

Notes
The trial of the Scamp was originally intended as the starting point of a quest, but this is not currently implemented.
The abandoned ruins represent a high-level challenge in an otherwise low-level area.