Many dead temple warriors and great house members are taken from battlefields to the ghostfence for this purpose. The upkeep of family tombs is often discouraged by the temple as most deceased Dunmer are either taken to the necropolis of Necrom or to the Great Ghostfence to maintain the structure. By doing these things, the Tribunal eventually gained the trust of the Dunmer people. The Tribunal saved the Dunmer from numerous disasters, such as when Baar Dau was flung from the sky by Sheogorath and was stopped by Vivec from landing on Vivec City or when Almalexia and Sotha Sil banished Mehrunes Dagon back to Oblivion after he destroyed Mournhold. Some Tribunal Temple cities are Necrom, Almalexia, Clockwork City, Mournhold, and Vivec City. According to Temple doctrine the three tribunes gained their divine power through superhuman discipline and virtue, and supernatural wisdom and insight. Almalexia was a patron of teachers and healers, Vivec was a patron of artists and rogues, and Sotha Sil was a patron of artificers and wizards. Each god was a patron of different things for Dunmer people.
The Tribunal Temple worships the three living gods: Almalexia, Sotha Sil, and Vivec, also known as ALMSIVI.
Each Daedra is an anticipation for each of the Tribune Azura is the anticipation of Sotha Sil, Boethiah is the anticipation of Almalexia, and Mephala is the anticipation of Vivec. These three Daedra are known as the "Anticipations" because they share the same aspects and spheres as each member of the Tribunal. The Anticipations Īccording to the temple the three Daedra that recognized the divinity of the Tribunal were Azura, Boethiah, and Mephala.
Also, are there any other games that perform similar lazy tricks? Off hand, I can only think of Throne of Bhaal's silly assumption that no one would see through a certain character's disguise. So what's the point of this post? I just wondered what other people thought about the way Tribunal's plot is structured. It's barely reasonable to give Almalexia the item the first time around, considering all the warning you get. As a result, I didn't feel able to carry on replaying Tribunal - I assumed that my character put the artifact somewhere safe, leaving Almalexia to Vivec (it's about time he left that palace anyway). I just think this is a terrible design decision. So the game is actually demanding that you are careless enough to give a dangerous artifact to an insane goddess if you want to continue. There you fight Almalexia.īut if you don't give the item to Almalexia, she can't do any of this and the plot stalls. The protagonist now has to jump through various hoops, before eventually travelling to Sotha Sil's derranged platform game of a city. If you give the item to Almalexia, she (behind the scenes) rushes off and murders Sotha Sil, another of the Tribunal, and unleashes an army of monsters on the city. This item is said to be extremely dangerous, and many people you talk to are confused and worried by Almalexia's desire for it. You, the player, are asked to retrieve an artifact for Almalexia. Having grown rather used to being a figure of worship, she is a little upset. She's either losing her divine powers or has already lost them (depending on where you are in the main plot of Morrowind). Now, Tribunal is about Almalexia, one of the three living gods of the Dunmer. Then I came to Tribunal.Įverything was fine until I came to a certain stage of the plot. Recently, i was replaying Morrowind, and rather enjoying myself.