Tribunal is required
TheOtherFelix, based on the original movement script by Grumpy.
During a fearful storm
15 years ago, a ship was wrecked off the coast of Khuul. Among the
victims were Iliam Dren - the rejected firstborn child of the previous
Duke Dren - and his wife and children. However, one of the bodies was
never found: the mortal remains of Iliam's oldest son Artruhn are still
Now, the ageing emperor
Uriel Septim is worried about the violent Morrowind atmosphere and is
concerned for the future for the Vvardenfell people. One night, he has a
very strange dream. In his dream, Mara, the Goddess of Love, whispers to
him, telling him that Artruhn might still be alive, and that he might
have the powers to govern Vvardenfell and bring peace to the area. She
also tells him that help from the Nerevarine is necessary if the search
for Artruhn is to be successful.
The emperor has
therefore now sent Caius Cosades' superior, the Blades' Very Special
Agent Janicia Laboremus, to Balmora, with strict orders to persuade the
Nerevarine to join her in her search for Artruhn. It's a battle against
time - the rumours about the emperor's dream is all over the empire, and
the corrupt relatives of the present Duke Dren have no wish for a new,
righteous, government of the island...
You'll find Janicia
Laboremus in Caius Cosades' Balmora house. As a skilled agent, she will
of course never get stuck or disappear when = travelling across
Vvardenfell. All available companions in this mod use an enhanced
version of the warping script that makes companions an asset instead of
YOU HAVE TO BE
NEREVARINE TO PLAY THIS MOD.
Only as Nerevarine, you
will be able to accompany Janicia and be introduced to the agents at the
Blades' secret hideout. As Nerevarine, this mod should give you approx.
8-12 hours playtime, six new optional companions, all with their own
distinctive personalities and stories, a number of sidequests and some
SAFE FOR PURISTS
I know many players
dislike mods that determine the future of Morrowind and/or messes with
the TES lore. Therefore, this mod has been created with TWO OPTIONAL
ENDINGS, and in the end it's up to you to decide the outcome of the
story. I have also carefully avoided using original Morrowind npc's in
this mission; some of them might have information to give you, but the
main characters are all imported into Morrowind by me.
At the Secret Hideout
of the Blades, you will meet a number of agents that you can use as
optional companions. Many of them will also have side quests for you. (Janicia
is the only one that you actually have to bring with you in order to
complete the main quest).
You will be able to
develope your relationship with the agents as time passes by. This is
mostly triggered by weather conditions, so in order to make things
happen, you'll have to bring the agents along with you. You can keep the
companions forever and ever if you want to. The story will end, but they
will still be there for you.
If you use the topic
"about my skills" and decide to tell the agent what you have
learnt lately, every agent will adapt their skills so that they will fit
the level of your PCcharacter. All of them will do that in different
ways - some are significally weaker than your character, others are more
equal to you. All of them also have their personal "peak
skill/s", which will not be altered by any level script. The
acrobatics skills for the companions are really high, and have been set
like this in order to further improve their following abilities. All of
the companions also have a new kind of Marksman AI, and will
automatically switch from marksman weapon to melee weapon if under melee
Although Janicia will give
you valuable suggestions, it is up to you to fulfil this quest. If you
don't know what to do, you can often ask Janicia if she has "any
suggestions". She will then give you a clue, but her disposition
towards you will drop significantly, as she indeed believed you to be
smart enough to find things out without her help.
are welcome to discuss and ask questions about my mods in my