The Elder Scrolls III: Morrowind had two massive expansions: Bloodmoon and Tribunal. Which one reigns supreme today?
Let’s settle a long-standing argument that’s been bouncing around Morrowind forums since 2003. Between Bloodmoon and Tribunal, which expansion really holds up today? They both added something meaningful, but only one redefined what Morrowind could be.
Morrowind DLC Ranking: Expansion Overview
Tribunal hit first in 2002. It added the city of Mournhold, but you couldn’t just walk there. You had to teleport. The area was completely separated from the main map, with flight disabled to prevent players from bypassing its boundaries. Mournhold added a fresh batch of quests and NPCs, with a strong focus on deepening the Tribunal lore. The plot dealt with a string of assassination attempts and political scheming that ultimately exposed Almalexia’s descent into madness. It ended with a showdown involving the mysterious Sotha Sil and mechanical horrors that felt more sci-fi than fantasy.
Bloodmoon arrived in 2003 and did the opposite. Solstheim was bolted right onto the world map. You could walk or boat there, and once you arrived, it felt like a natural continuation of the mainland. The island had a Nordic theme, full of blizzards, bears, and barrows. You dealt with the Bloodmoon Prophecy, faced the Daedric Prince Hircine, and even had the option to become a werewolf. Add in the East Empire Company’s Raven Rock storyline, where your choices shape the town’s growth, and this expansion immediately stood out.
Story & Structure
Tribunal took a more linear, focused approach. You got direct access to major lore figures like Almalexia and Sotha Sil, which was huge if you were into the backstory of the Tribunal. The plot moved in a straight line and had less of the wandering that Morrowind is known for.
Bloodmoon leaned into freedom. The Hircine arc was strong, but the real star was Raven Rock. Your decisions changed the landscape and quest outcomes mattered. Critics saw it as a big step forward in interactive storytelling.
Best Elder Scrolls 3 Expansion: Gameplay Additions
Tribunal focused on cleanup and polish. It introduced followers to help you in combat and a proper quest journal that let you sort and track objectives. That was a massive quality-of-life fix, especially for players trying to finish long questlines.
Bloodmoon brought in the werewolf system. It had pros like enhanced speed and melee damage, and cons like forced nightly transformations and limited actions while transformed. Some players found it repetitive. Others loved the power fantasy. Either way, it was a meaningful addition that players had wanted for years.
World Integration
Mournhold looked sharp, but it felt boxed-in. It played more like a dungeon hub than a real city. Once you wrapped the quests, there wasn’t much reason to go back.
Solstheim felt alive. The environment reacted to you. Forests, caves, and towns all tied into the narrative. You could explore naturally, not teleport in and out. It used the Morrowind engine to its full potential, even if that meant pushing your hardware.
Difficulty Curve
Tribunal was tough. Enemies were clearly tuned for high-level players, and the expansion didn’t offer much handholding. You needed to be ready.
Bloodmoon smoothed this out. It was still challenging but more manageable. You had more flexibility in how you approached quests and exploration.
Long-Term Impact
Tribunal expanded the lore. It gave us closure on the Tribunal gods and patched some rough systems. But because of how it was separated from the main world, it didn’t stick with players in the same way.
Bloodmoon had staying power. Solstheim wasn’t just another location, but it became part of Skyrim years later in the Dragonborn DLC. That says a lot about how impactful this expansion was. Raven Rock went from a side quest to a full settlement with history.
Tribunal vs Bloodmoon: Final Verdict
If you’re into structured stories and lore, Tribunal checks those boxes. But if you want exploration, player-driven choices, and long-term payoff, Bloodmoon wins.
The appeal of Bloodmoon wasn’t limited to the werewolves or frozen landscapes. It felt like Bethesda took what worked, cut what didn’t, and gave players more of what made Morrowind compelling. It fit into the game world without feeling forced, brought in features players actually used, and influenced how later Elder Scrolls entries handled expansion content.
Both expansions are worth playing, especially if you have the Game of the Year Edition. But if you only have time for one, head to Solstheim. It still holds up, even now.