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* TheGoomba:
** [[RodentsOfUnusualSize Skeevers]] are essentially nonthreats at any level and the only thing making them even remotely annoying to deal with is that they carry a disease that makes it slightly harder to pickpocket and lockpick. Wolves are also effortless to deal with, but the disease they carry is slightly more debilitating (unless you're a pure mage build).
** Basic bandits don't pose much of a threat at any level, and unlike the abovementioned animals, they can't even inflict a disease on the player as compensation.
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Does Not Like Shoes has been renamed and redefined to focus on characters that explicitly or implicitly state a preference for going barefoot. Removing misuse


* DoesNotLikeShoes: Unlike most humanoid enemies, the Falmer rarely wear boots or shoes, despite being capable of crafting armor.
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* DramaticChoirNumber: The soundtrack consists of the "barbarian choir" on many songs, particularly the theme song [[https://www.youtube.com/watch?v=UsnRQJxanVM "Dragonborn"]] which is sung in the game's [[{{conlang}} dragon language]].
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the "Find the Cure" entry didn't actually say what was being cured. "Of vampirism" was added to attempt to make it clearer.


* FindTheCure: Getting cured requires working with a Conjurer who will cure you in exchange for a filled Black Soul Gem. "Black" souls are those of sapient beings, and the ''Dawnguard'' DLC reveals that sapient beings who have been soul trapped are doomed to spend eternity in the bleak Soul Cairn. Essentially, you are dooming someone to a FateWorseThanDeath to cure yourself of the disease. Alternatively, if you are a member of the [[AdventureGuild Companions]], you can choose to [[spoiler:become infected with Lycanthropy, which clears the Vampirism]]. That may or may not be considered better depending on the circumstances.

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* FindTheCure: Getting cured of vampirism requires working with a Conjurer who will cure you in exchange for a filled Black Soul Gem. "Black" souls are those of sapient beings, and the ''Dawnguard'' DLC reveals that sapient beings who have been soul trapped are doomed to spend eternity in the bleak Soul Cairn. Essentially, you are dooming someone to a FateWorseThanDeath to cure yourself of the disease. Alternatively, if you are a member of the [[AdventureGuild Companions]], you can choose to [[spoiler:become infected with Lycanthropy, which clears the Vampirism]]. That may or may not be considered better depending on the circumstances.
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* DestroyTheAbusiveHome: Aventus Aretino eventually calls the Dark Brotherhood against the abusive matron, Grelod the Kind. When the player character goes to seek out information on her, she's so utterly unlikable that [[KickTheSonOfABitch the only question is how to kill her in the most horrific way]]. The player may decide to kill her even without ever running into Aventus, because she's so awful!

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* DestroyTheAbusiveHome: Aventus Aretino eventually calls the Dark Brotherhood against the abusive matron, Grelod the Kind. When the player character goes to seek out information on her, she's so utterly unlikable that [[KickTheSonOfABitch [[AssholeVictim the only question is how to kill her in the most horrific way]]. The player may decide to kill her even without ever running into Aventus, because she's so awful!
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* ADateWithRosiePalms: In the ''Dragonborn'' DLC, in the Benkongerike dungeon in Solstheim, there is a Riekling hut filled with copies of ''The Lusty Argonian Maid'' and a couple of rolls of linen...
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* DecapitatedArmy: Downplayed and justified. Alduin is more than just the leader of the dragons; he's summoning them, as shown in the pre-Sahlokniir scene. Dragons are firm believers of AsskickingEqualsAuthority and MightMakesRight, so [[spoiler:Alduin fleeing his battle against the Dragonborn and Paathurnax atop the Throat of the World]] instead of acknowledging [[spoiler:the Dragonborn]] as both superior and morally right shakes some dragons' faith in his leadership. Most non-named dragons will still go after the Dragonborn as if nothing happened, though.

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* DecapitatedArmy: Downplayed and justified. Alduin is more than just the leader of the dragons; he's summoning them, as shown in the pre-Sahlokniir scene. Dragons are firm believers of AsskickingEqualsAuthority AsskickingLeadsToLeadership and MightMakesRight, so [[spoiler:Alduin fleeing his battle against the Dragonborn and Paathurnax atop the Throat of the World]] instead of acknowledging [[spoiler:the Dragonborn]] as both superior and morally right shakes some dragons' faith in his leadership. Most non-named dragons will still go after the Dragonborn as if nothing happened, though.



** Balgruuf the Greater, Jarl of Whiterun. He’s well loved and respected by his people and is always courteous and grateful to the [[PlayerCharacter Dragonborn]], regardless of their race. He’s also the only Jarl who desperately tries to remain neutral during the Civil War, not wanting the war to destroy his hold or his people. [[spoiler: When Whiterun is attacked by the Stormcloaks during the Civil War quest line, regardless of which side you've joined, Balgruuf himself leads the defense of the city. [[AuthorityEqualsAsskicking He won't go down without a fight.]]]]

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** Balgruuf the Greater, Jarl of Whiterun. He’s well loved and respected by his people and is always courteous and grateful to the [[PlayerCharacter Dragonborn]], regardless of their race. He’s also the only Jarl who desperately tries to remain neutral during the Civil War, not wanting the war to destroy his hold or his people. [[spoiler: When Whiterun is attacked by the Stormcloaks during the Civil War quest line, regardless of which side you've joined, Balgruuf himself leads the defense of the city. [[AuthorityEqualsAsskicking [[RankScalesWithAsskicking He won't go down without a fight.]]]]
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* DecapitatedArmy: Justified. Alduin is more than just the leader of the dragons; he's summoning them, as shown in the pre-Sahlokniir scene. It demonstrates that he's not quite as almighty as he claims, which shakes some dragons' faith in his leadership.

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* DecapitatedArmy: Justified.Downplayed and justified. Alduin is more than just the leader of the dragons; he's summoning them, as shown in the pre-Sahlokniir scene. It demonstrates that he's not quite Dragons are firm believers of AsskickingEqualsAuthority and MightMakesRight, so [[spoiler:Alduin fleeing his battle against the Dragonborn and Paathurnax atop the Throat of the World]] instead of acknowledging [[spoiler:the Dragonborn]] as almighty as he claims, which both superior and morally right shakes some dragons' faith in his leadership.leadership. Most non-named dragons will still go after the Dragonborn as if nothing happened, though.
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** The '''only''' way to gain all fifteen Daedric artifacts for the "Oblivion Walker" achievement involves [[ChronicBackstabbingDisorder stabbing your ally]] [[KickTheDog in the back]] in most of their associated quests, or else [[PermanentlyMissableContent losing the chance]] to gain the artifact involved. Understandable, since the [[OurGodsAreDifferent Daedric Princes]] are, for the most part, a collection of JerkassGods. The most brutal decision is probably the one in the quest for Vaermina, the Daedric Prince of [[YourWorstNightmare Nightmares]]. If you want her artifact and the achievement, you must [[spoiler:kill Erandur, an incredibly NiceGuy who is also one of the few followers in the game to actually level up with you]]. By saving this as the last Daedric quest you do, you can, through SaveScumming, get the achievement ''and'' keep [[spoiler:Erandur]] alive, but you lose out on the artifact.

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** The '''only''' way to gain all fifteen Daedric artifacts for the "Oblivion Walker" achievement involves [[ChronicBackstabbingDisorder stabbing your ally]] [[KickTheDog in the back]] in most of their associated quests, or else [[PermanentlyMissableContent losing the chance]] to gain the artifact involved. Understandable, since the [[OurGodsAreDifferent Daedric Princes]] are, for the most part, a collection of JerkassGods. The most brutal decision is probably the one in the quest for Vaermina, the Daedric Prince of [[YourWorstNightmare Nightmares]].Nightmares. If you want her artifact and the achievement, you must [[spoiler:kill Erandur, an incredibly NiceGuy who is also one of the few followers in the game to actually level up with you]]. By saving this as the last Daedric quest you do, you can, through SaveScumming, get the achievement ''and'' keep [[spoiler:Erandur]] alive, but you lose out on the artifact.
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** When the Dragonborn absorbs a defeated dragons soul, it's supposed to be permantly killing them. Doesn't stop most dragons from eventually respawning like other creatures.

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** The Imperial Legion and the Stormcloaks, though the latter's FantasticRacism admittedly paints them as a darker shade of grey in comparison to the Legion. The Legion's trying to hold the Empire together in the face of a great evil and treat non-human races with far more respect than their Stormcloak counterparts on average, but they're willing to kill unlucky bystanders (i.e. ''you''), oppress several Nord customs including their primary religion[[note]]which is given further weight in that according to the developers, Talos worship is actually a CosmicKeystone and if Talos goes without worship for too long, ''[[TheEndOfTheWorldAsWeKnowIt reality will cease to exist]]''[[/note]] , justify their occupation of Skyrim with a range of controversial excuses including [[UsefulNotes/LogicalFallacies Appeal to Fear]] ("The Empire is the ''only'' thing keeping the Dominion out of Skyrim!") and straight-up CulturalPosturing ("Without the guiding light of the Empire, the people of Tamriel will fall into barbarism and anarchy, including Skyrim! ''Especially'' Skyrim!"). Some of their members also engage in war crimes, according to more than one testimony. The Stormcloaks want to be independent and restore their native customs without fear of persecution, but their leader killed a young and innocent king to begin the war (although he claims this was a lawful challenge according to Nord custom, which not everyone agrees on), and have a disturbingly reactionary and exclusionary attitude against any non-Nord races, with the Stormcloak capital of Windhelm being by far the worst offender. This racism also spreads with them -- if Whiterun is taken by the Stormcloaks, the Cyrodiilic blacksmith there bitterly notes that she'd probably be out of business if she wasn't already married to a Nord.

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** The Imperial Legion and the Stormcloaks, though the latter's FantasticRacism admittedly paints them as a darker shade of grey in comparison to the Legion. Legion.
***
The Legion's trying to hold the Empire together in the face of a great evil and treat non-human races with far more respect than their Stormcloak counterparts on average, but they're willing to kill unlucky bystanders (i.e. ''you''), oppress several Nord customs including their primary religion[[note]]which is given further weight in that according to the developers, Talos worship is actually a CosmicKeystone and if Talos goes without worship for too long, ''[[TheEndOfTheWorldAsWeKnowIt reality will cease to exist]]''[[/note]] , justify their occupation of Skyrim with a range of controversial excuses including [[UsefulNotes/LogicalFallacies Appeal to Fear]] ("The Empire is the ''only'' thing keeping the Dominion out of Skyrim!") and straight-up CulturalPosturing ("Without the guiding light of the Empire, the people of Tamriel will fall into barbarism and anarchy, including Skyrim! ''Especially'' Skyrim!"). Some of their members also engage in war crimes, according to more than one testimony. The Stormcloaks want to be independent and restore their native customs without fear of persecution, but their leader killed a young and innocent king to begin the war (although he claims this was a lawful challenge according to Nord custom, which not everyone agrees on), and have a disturbingly reactionary and exclusionary attitude against any non-Nord races, with the Stormcloak capital of Windhelm being by far the worst offender. This racism also spreads with them -- if Whiterun is taken by the Stormcloaks, the Cyrodiilic blacksmith there bitterly notes that she'd probably be out of business if she wasn't already married to a Nord.

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** The final story mission of the Companions has the Dragonborn set out with the rest of the Circle to [[spoiler: posthumously]] cure Kodlak Whitemane of his lycanthropy at the Tomb of Ysgramor. But as soon as you get there, Vilkas explains that he cannot actually enter the tomb with you because he is too ashamed of the actions he took at Driftshade [[spoiler: when the two of you exterminated the Silver Hand as vengeance for Kodlak's death]], but wishes you well. Then, after a few fights against the spirits of the original Companions further into the Tomb, Farkas decides he can go no further thanks to the way being blocked by giant spiders, of which he has a phobia, and he turns back, leaving only you and Aela the Huntress to finish.
** During the College of Winterhold questline, as you journey through Labyrinthian, you see the ghosts of the former arch-mage, Savos Aren, and his group of friends reliving their exploration of the tomb. The farther you go, the smaller their party gets, as they get picked off one by one by the dangers of the place. In the end, [[spoiler:only Savos and two companions are left, and he sacrifices them by enthralling them to seal Morokei in the tomb.]]
** In Avanchnzel and the associated quest "Unfathomable Depths," you can witness the ghosts of the explorer party going in there to loot the "treasure" at the end, which turns out to be a lexicon containing ancient Dwarven knowledge. Like the Labyrinthian quest, you slowly encounter the corpses of the explorers, usually being killed off by whatever is in the next room (although one died of a clumsy accident). Unlike the Labyrinthian one, though, not all of them are ghosts, as you get the quest from the one explorer who actually did escape. Unfortunately, she's been driven mad by the lexicon, which is why you have to return it.

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** The final story mission of the Companions has the Dragonborn set out with the rest of the Circle to [[spoiler: posthumously]] cure Kodlak Whitemane of his lycanthropy at the Tomb of Ysgramor. But as soon as you get there, Vilkas explains that he cannot actually enter the tomb with you because he is too ashamed of the actions he took at Driftshade [[spoiler: when the two of you exterminated the Silver Hand as vengeance for Kodlak's death]], but wishes you well. Then, after a few fights against the spirits of the original Companions further into the Tomb, Farkas decides he can go no further thanks to the way being blocked by giant spiders, Frostbite Spiders, of which he has a phobia, and he turns back, leaving only you and Aela the Huntress to finish.
** During the College of Winterhold questline, as you journey through Labyrinthian, you see the ghosts of the former arch-mage, Savos Aren, and his group of friends reliving their exploration of the tomb.tomb from when they were young apprentices. The farther you go, the smaller their party gets, as they get picked off one by one by the dangers of the place. In the end, [[spoiler:only Savos and two companions are left, and he sacrifices them by enthralling them to seal Morokei in the tomb.]]
** In Avanchnzel and the associated quest "Unfathomable Depths," you can witness the ghosts of the explorer party going in there to loot the "treasure" at the end, which turns out to be a lexicon containing ancient Dwarven knowledge. Like the Labyrinthian quest, you slowly encounter the corpses of the explorers, usually being killed off by whatever is in the next room (although one died of a clumsy accident). Unlike the Labyrinthian one, though, not all of them are ghosts, as you get the quest from the one explorer who actually did escape.escape (with it being implied that you are seeing her poltergeist more than anything else). Unfortunately, she's been driven mad by the lexicon, which is why you have to return it.



** Winterhold was once a grand, vibrant city that rivaled Solitude and Whiterun in sheer glamor and splendor. Then an earthquake sent 99.9% of the city (and indeed, the Hold itself) into the ocean. No one knows what exactly caused what became known as the Great Collapse, but many people, including the current Winterhold Jarl, believes that the Mage College is connected somehow. Ironically, the College itself is now the only reason anyone still cares about Winterhold. The replacement Jarl (if the Imperials win the Civil War) recognizes the reality of the situation and wants to foster good relations with the College.
** Ivarstead. One man is reluctant to allow his daughter to go to Riften with her new paramour partly because Ivarstead will have no future if more of the younger generation leaves. The main attraction of Ivarstead is that it is the closest settlement to the mountain where the legendary Gray-beards reside.

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** Winterhold was once a grand, vibrant city that rivaled Solitude and Whiterun in sheer glamor and splendor. Then an earthquake sent 99.9% of the city (and indeed, the Hold itself) into the ocean. Sea of Ghosts. No one knows what exactly caused what became known as the Great Collapse, but many people, including the current Winterhold Jarl, Jarl of Winterhold, believes that the Mage [[WizardingSchool College of Winterhold]] is connected somehow. Ironically, the College itself is now the only reason anyone still cares about Winterhold. The replacement Jarl (if the Imperials win the Civil War) recognizes the reality of the situation and wants to foster good relations with the College.
** Ivarstead. The only real industries offer in the town are the lumber mill (which is mentioned as doing terrible business lately thanks to Skyrim's [[BearsAreBadNews bear population]]), some small farms, and the local inn, and even then the whispers of the local barrow being haunted have only scared more people away from visiting the little hamlet. One man is reluctant to allow his daughter to go to Riften with her new paramour partly because Ivarstead will have no future if more of the younger generation leaves. The main attraction of Ivarstead is that it is the closest settlement to the Throat of the World, the mountain where the legendary Gray-beards reside.Graybeards reside.
** The town of Raven Rock on Solstheim also falls into this category. Previously a trading post set up by the East Empire Company during the Third Era, when the island of Solstheim was handed over by Skyrim to Morrowind to help with the latter's refugee crisis following the Red Year it became a boom town ruled by [[ProudWarriorRaceGuy House Redoran]] based around its lucrative ebony mine. Unfortunately, as the ebony mine dried up, so did any real business, and what is now left of Raven Rock is a depressing shell of its former self. Even worse, the previously mighty Bulwark -- a massive defensive wall constructed to protect the town from the ash covering the southern half of Solstheim -- is breaking down from disrepair, slowly flooding the town with ash and choking out the town's attempt to switch to fishing for income. Oh, and there's also the slowly escalating attacks by the [[OurZombiesAreDifferent Ash Spawn]] and Miraak infiltrating the minds of the town's residents while they sleep to help him escape Apocrypha. However, the Last Dragonborn can help reverse the town's decline through investigating the town's mine (uncovering more ebony deposits), [[spoiler:slaying the Dragon Priest infesting the bottom of the mine]], and killing [[spoiler:the resurrected Falx Carius in Fort Frostmoth, preventing the Ash Spawn from being organized into a legitimate fighting force]].



** Anyone who played the ''Bloodmoon'' expansion for ''Morrowind'' two games ago will be in familiar territory. Solstheim, the island where that expansion took place, was basically a mini-Skyrim, full of Nords and mead with werewolves and deadly spriggans running about. The actual Solstheim returns as the setting for the ''Dragonborn'' DLC, and its southern half is now a mini-Morrowind, with ash fall, netches, and Redoran and Telvanni settlements with their associated architecture.

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** Anyone who played the ''Bloodmoon'' expansion for ''Morrowind'' two games ago will be in familiar territory. Solstheim, the island where that expansion took place, was basically a mini-Skyrim, full of Nords and mead with werewolves and deadly spriggans Spriggans running about. The actual Solstheim returns as the setting for the ''Dragonborn'' DLC, and its southern half is now a mini-Morrowind, with ash fall, netches, and Redoran and Telvanni settlements with their associated architecture.



** The Dwemer ruins return in full force with plenty of great examples, many of which have been taken over by their former SlaveRace, the Falmer. The Falmer are also shown to be capable of constructing elaborate networks of suspended bridges and platforms. Blackreach used to be an entire city, spanning ''three'' surface holds, but it fell into disuse when the Dwemer disappeared. Traversing them can take the better part of four hours even if you're trying to pass as quickly as possible, and you have to fight your way through a small army of Falmer, Automatons, and other nasties on the way. Easily five times as big as any of the regular barrows you'll see, they're positively packed with items, and have THREE different access elevators plus three more through various Dwemer ruins. There's a reason why [[spoiler:Blackreach might have been the Dwemer capital.]]

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** The Dwemer ruins return in full force with plenty of great examples, many of which have been taken over by their former SlaveRace, the Falmer. The Falmer are also shown to be capable of constructing elaborate networks of suspended bridges and platforms. Blackreach used to be an entire city, spanning ''three'' surface holds, but it fell into disuse when the Dwemer disappeared. Traversing them can take the better part of four hours even if you're trying to pass as quickly as possible, and you have to fight your way through a small army of Falmer, Automatons, and other nasties on the way. Easily five times as big as any of the regular barrows you'll see, they're positively packed with items, and have THREE ''three'' different access elevators plus three more through various Dwemer ruins. There's a reason why [[spoiler:Blackreach might have been the Dwemer capital.]]



** In the DLC ''Dragonborn'', we've got Hermaeus Mora's realm of Apocrypha. Aside from the AlienSky filled with enormous tentacles (which may or may not belong to Mora himself), it's flooded with acidic green water, all the structures are either made of a vaguely organic-looking webbing or gigantic stacks of books, and, thanks to several tunnels and rooms that can move/contract/rotate, [[AlienGeometries it can get really disorienting]].

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** In the DLC ''Dragonborn'', we've got Hermaeus Mora's realm of Apocrypha. Aside from the AlienSky filled with enormous tentacles (which may or may not belong to Mora himself), it's flooded with acidic green water, all the structures are either made of a vaguely organic-looking webbing or gigantic stacks of books, books so old that they seem to have ''petrified'', and, thanks to several tunnels and rooms that can move/contract/rotate, [[AlienGeometries it can get really disorienting]].disorienting]]. Additionally, the shadows found throughout Apocrypha will '''kill you''' if you stray into them for too long without a light source.



** Various enemies have resistances to one type of elemental spell damage, but are also weaker to another. Dragons that use Fire Breath and Flame Atronachs, for example, have a resistance to fire spells, but are also weak to frost spells, while the opposite is true Dragons that use Frost Breath and Frost Atronachs.
** A more specific version of destruction magic is it each element is designed to overwhelm a certain class, Archers can be easily dispatched by fire due to the fact they like to get into shooting matches and is thus ripe for being burned alive for additional damage. Warriors should be kept away with Frost Spells which reduce their movement and stamina while Shock spells excel at killing mages with mana burn and the off chance to hit nearby enemies in the rear.

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** Various enemies have resistances to one type of elemental spell damage, but are also weaker to another. Flame Atronachs and Dragons that use Fire Breath and Flame Atronachs, Breath, for example, have a resistance to fire spells, but are also weak to frost spells, while the opposite is true for Frost Atronachs and Dragons that use Frost Breath and Frost Atronachs.
Breath.
** A more specific version of destruction magic is it each element is designed to overwhelm a certain class, Archers and thieves can be easily dispatched by fire due to the fact they like to get into shooting matches and is are thus ripe for being burned alive for additional damage. Warriors should be kept away with Frost Spells frost spells which reduce their movement and stamina while Shock shock spells excel at killing mages with mana burn and the off chance to hit nearby enemies in the rear.

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** And two more from ''Dragonborn'': the Dremora Butler and Merchant. The Butler in particular snarks about you asking him to carry things for you.
---> "I always dreamt of being a pack mule."

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** And two more from ''Dragonborn'': the Dremora Butler and Merchant. The Butler in particular snarks about you asking him to carry things for you.
--->
you, drily commenting "I always ''always'' dreamt of being a pack mule."



*** The Bretons of High Rock are an eclectic mix of medieval England and France, though their home province actually being a loose collection of feuding city-states is more reminiscent of Renaissance Italy than anything else. Meanwhile, the Reachmen are firmly Celtic in terms of animistic beliefs and clashing with the "civilized" invaders of their ancestral lands, though their naming conventions oddly seem to predominantly be Native American in inspiration (i.e., the King Arthur figure for the Reachmen was named "Red Eagle").
*** The Redguards of Hammerfell are a mix of Persio-Arabic and North African influences in overall design, to the point where the wandering Redguard soldiers met during "In My Time of Need" look like they've been essentially lifted straight out of ''Literature/ArabianNights''. However, their famous curved swords are actually based after the famed curved scimitars used by the Islamic peoples of Central Asia.

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*** The Bretons of High Rock are an eclectic mix of medieval England and France, though their home province actually being a loose collection of feuding city-states is more reminiscent of Renaissance Italy than anything else. Meanwhile, the Reachmen are firmly Celtic in terms of animistic beliefs and clashing with the "civilized" invaders of their ancestral lands, though their naming conventions oddly seem to predominantly be Native pseudo-Native American in inspiration (i.e., the King Arthur figure for the Reachmen was named "Red Eagle").
*** The Redguards of Hammerfell are a mix of Persio-Arabic and North African influences in overall design, to the point where the wandering Redguard soldiers met during "In My Time of Need" look like they've been essentially lifted straight out of ''Literature/ArabianNights''. However, their famous oft-mentioned curved swords are actually based after the famed curved scimitars used by the Islamic peoples of Central Asia.



*** In ''Dragonborn'', the Skaal are like standard Nords mixed with the Inuit peoples.

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*** In ''Dragonborn'', the Skaal are like standard Nords mixed with the Inuit peoples.peoples, though interestingly their faith in the "[=All-Maker=]" makes them one of the exceptionally few ''monotheistic'' cultures on Tamriel.



*** The Altmer are based on Nazi Germany; the Thalmor treat anyone not Altmer as inferior beings, and are mentioned as ruthlessly practicing eugenics in their home provinces. They hunt those that worship Talos, and the dissidents either are being hunted by them in their homeland, help the persecuted secretly, or immigrate to other provinces to help stop the Thalmor.
*** The Dunmer have some similarities to the Jewish people in that, having lost their homeland, they are now scattered throughout Tamriel with some areas making them forced to live in ghettos.
*** The Orcs, weirdly enough, have more than a little in common with Native Americans this time around. They had their land of Orsinium stolen from them under the threat of violence by more advanced neighbors, and now live in rather limited communal dwellings, resembling something similar to reservations.
** The Khajiit are pretty clearly based on the Romani people, as further emphasized with their similar vocal patterns and trade caravans.

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*** The Altmer are based on Nazi Germany; the Thalmor treat anyone not Altmer as inferior beings, and are mentioned as ruthlessly practicing eugenics in their home provinces. They hunt those that worship Talos, and the dissidents either are being hunted by them in their homeland, help the persecuted secretly, or immigrate to other provinces to help stop the Thalmor.
Thalmor. The Thalmor Justiciars -- a SecretPolice found wandering Skyrim hunting down and capturing Talos worshippers -- is also evocative of the Spanish Inquisition, particularly with the very clear religious overtones given to their persecution of Talos worshippers (i.e., Ondolemar, their leader in Skyrim, will outright refer to their presence in the province as a "religious matter") and the hideous forms of ColdBloodedTorture they subject their "heretical" prisoners to.
*** The Dunmer have some broad similarities to the Jewish people peoples in that, having lost their homeland, they are now scattered throughout Tamriel with some areas making them forced to live in ghettos.
ghettos where they are brutally oppressed and treated as second-class citizens.
*** The Orcs, weirdly enough, have more than a little in common with Native Americans and the First Nations this time around. They had their land of Orsinium stolen from them under the threat of violence by more technologically advanced neighbors, and now live in rather limited and often barren communal dwellings, resembling dwellings in the form of "strongholds" -- all of which resemble something more than a little similar to reservations.
the reservation system practiced in the United States and Canada. The internal politics of their strongholds, meanwhile, are a weird mix of ancient Slavic clans (with their non-nomadic strongholds being inhabited by patrilineal clans) and ''lion prides'', of all things (both Orc strongholds and lion prides consist of one male, arguably in charge of the pride, a number of mates, and all of their offspring; the male must fend off rivals, often meaning that he won't live very long past his prime, the females do much of the hunting, and any males who don't wish to compete for mates must leave the pride and establish their own life elsewhere).
** The Khajiit are pretty clearly based on medieval views of the Romani people, as further emphasized with their similar vocal patterns and trade caravans.caravans. Their cultural ties to the "Moon Sugar" drug (which can be refined into the infamous FantasticDrug of skooma) also has some parallels to the culture that sprang up around opium in China during the height of European imperialism.



** "No Stone Unturned" is considered by many to be the [[ThatOneSidequest most infamous]] of all Skyrim fetch quests, if not all quests in general. The stones are [[CollectionSidequest numerous]], quite small, and almost always hidden away in some nondescript dungeon or sitting on a desk in some random NPC's house amongst various bits of junk. And once you pick up a stone it can't be removed from your inventory until you've found all 24 of them and completed the associated quest, which is a problem since the stones each have a 0.5 weight value (most other quest items are weightless). Worse still, one of the stones was placed in a spot that becomes completely inaccessible after a certain point, rendering it {{Permanently Missable|Content}}. Until the stone was moved by the 1.4 patch, it wasn't uncommon for players to reach the end of the game with up to 11.5 pounds of dead weight taking up space in their inventory. And unlike most quests in the game. You don't get map markers for them, so you have to travel the entire country completely blind searching every single nook&cranny in the ENTIRE game. Unless you use a walk-through or a map marker mod. [[note]] the map marker mod for the stones is one of the highest-rated Skyrim mods on the Steam Workshop [[/note]]

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** "No Stone Unturned" is considered by many to be the [[ThatOneSidequest most infamous]] of all Skyrim fetch quests, if not all quests in general. The stones are [[CollectionSidequest numerous]], quite small, and almost always hidden away in some nondescript dungeon or sitting on a desk in some random NPC's house amongst various bits of junk. And once you pick up a stone it can't be removed from your inventory until you've found all 24 of them and completed the associated quest, which is a problem since the stones each have a 0.5 weight value (most other quest items are weightless). Worse still, one of the stones was placed in a spot that becomes completely inaccessible after a certain point, rendering it {{Permanently Missable|Content}}. Until the stone was moved by the 1.4 patch, it wasn't uncommon for players to reach the end of the game with up to 11.5 pounds of dead weight taking up space in their inventory. And unlike most quests in the game. You don't get map markers for them, so you have to travel the entire country completely blind searching every single nook&cranny nook & cranny in the ENTIRE game. Unless ''entire'' game... Well, unless you just use a walk-through or a map marker mod. [[note]] [[note]]It's worth noting that the map marker mod for the stones is one of the highest-rated Skyrim mods on the Steam Workshop [[/note]]Workshop[[/note]]



** The three archetypal builds are present even without classes, as each skill is one of six in each purview. In the astrological lore of the series, these three are the names of three "Guardian" constellations in the zodiac which "watch over" lesser constellations devoted to these three builds. The new skill tree system's visible appearance is a direct callback to this, with the three "Guardians" as huge nebulae over the warrior, mage and thief skill trees that appear as constellations in the sky. (The old constellations like "The Atronach" and "The Shadow" have been moved to the standing stones dotting Skyrim.)
** Many of the Jarls have one of each archetype (though "thief" may be a bit of a stretch, that is the constellation that includes Speech) for advisors: The Housecarl for the more strength-at-arms-tinted advice, the Steward for the voice of discretion, and the Court Mage for advice on any arcane matters.
** The three heroes of ancient Skyrim also fit into this trichotomy.

to:

** The three archetypal builds are present even without classes, as each skill is one of six in each purview. In the astrological lore of the series, these three are the names of three "Guardian" constellations in the zodiac which "watch over" lesser constellations devoted to these three builds. The new skill tree system's visible appearance and overall set-up is a direct callback CallBack to this, with the three "Guardians" as huge nebulae over the warrior, mage and thief skill trees that appear as constellations in the night sky. (The The old constellations like "The Atronach" and "The Shadow" have been moved to the standing stones dotting Skyrim.)
Skyrim. As such, each of the three nebulae represent one of the three aforementioned archetypes, with the respective skill trees branching off from "beneath" them.
** The four main guilds of Skyrim that are not involved in the CivilWar also broadly fall into this [=set-up=], with the Companions as the Fighters, the College of Winterhold as the Mages, and both the Thieves' Guild and Dark Brotherhood as the Thieves.
** Many of the Jarls have one of each archetype (though "thief" may be a bit of a stretch, that as it is here just the constellation that includes Speech) nebula containing the Speech skill tree constellation) for advisors: The Housecarl for the more strength-at-arms-tinted advice, the Steward for the voice of discretion, and the Court Mage for advice on any arcane matters.
** The three heroes of ancient Skyrim also fit into this trichotomy.trichotomy, with the BarbarianHero Hakon [=One-Eye=] as the Fighter, the wily DualWielding BloodKnight Gormlaith [=Golden-Hilt=] as the Thief, and the powerful wizard Felldir the Old as the Mage.



** The '''only''' way to gain all fifteen Daedric artifacts for the "Oblivion Walker" achievement involves [[ChronicBackstabbingDisorder stabbing your ally]] [[KickTheDog in the back]] in most of their associated quests, or else [[PermanentlyMissableContent losing the chance]] to gain the artifact involved. Understandable, since the [[OurGodsAreDifferent Daedric Princes]] are, for the most part, a collection of JerkassGods. The most brutal decision is probably the one in the quest for Vaermina, the Daedric Prince of [[YourWorstNightmare Nightmares]]. If you want her artifact and the achievement, you must [[spoiler:kill Erandur, a companion and one of the few followers in the game to actually level up with you]]. By saving this as the last Daedric quest you do, you can, through SaveScumming, get the achievement ''and'' keep [[spoiler:Erandur]] alive, but you lose out on the artifact.
** The quest for [[JackassGenie Clavicus Vile]] is a particularly dark example of the trope, because Vile ''himself'' tells you to use the Rueful Axe and kill Barbas, the talking BigFriendlyDog who has accompanied you on the quest. [[spoiler:Doing this is the ''wrong move'', because the Rueful Axe is not his true artifact. Instead, you have to replace the Rueful Axe in the statue, enabling Barbas to return to his rightful place as Vile's conscience. You are then rewarded with the true artifact, the Masque of Clavicus Vile.]]

to:

** The '''only''' way to gain all fifteen Daedric artifacts for the "Oblivion Walker" achievement involves [[ChronicBackstabbingDisorder stabbing your ally]] [[KickTheDog in the back]] in most of their associated quests, or else [[PermanentlyMissableContent losing the chance]] to gain the artifact involved. Understandable, since the [[OurGodsAreDifferent Daedric Princes]] are, for the most part, a collection of JerkassGods. The most brutal decision is probably the one in the quest for Vaermina, the Daedric Prince of [[YourWorstNightmare Nightmares]]. If you want her artifact and the achievement, you must [[spoiler:kill Erandur, a companion and an incredibly NiceGuy who is also one of the few followers in the game to actually level up with you]]. By saving this as the last Daedric quest you do, you can, through SaveScumming, get the achievement ''and'' keep [[spoiler:Erandur]] alive, but you lose out on the artifact.
** The quest for [[JackassGenie Clavicus Vile]] is a particularly dark example of the trope, because Vile ''himself'' tells you to use the Rueful Axe and kill Barbas, the talking BigFriendlyDog who has accompanied you on the quest. [[spoiler:Doing [[spoiler:In a clever twist befitting a quest involving the Daedric Prince of Bargains, doing this is actually the ''wrong move'', because the Rueful Axe is not ''not'' his true artifact. Instead, you have to replace the Rueful Axe in the statue, enabling Barbas to return to his rightful place as Vile's conscience. You are then rewarded with the true ''true'' artifact, the Masque of Clavicus Vile.]]



* GreatGazoo: Sanguine, the Daedric Prince of [[FunPersonified Debauchery]] and [[TheHedonist Hedonism]]. He mostly plays with and, at worst, annoys mortals while attempting to drag them into sin with various vices. He is definitely one of the less serious Daedric Princes. His "[[EldritchLocation Myriad Realms of Oblivion]]" constantly reform to become the [[HappyPlace pleasure paradise]] of whoever is visiting. In ''Skyrim'', his idea of fun time is going out on a pub crawl with some mortal he just met and getting them in more and more stupid scenarios until they wake up with a splitting headache, a brand new wife, and their old wife lying dead with her skull split open like a watermelon. The Dragonborn got off lightly in "A Night To Remember", having stolen a goat to sell to a giant to pay for a ring to marry a ''hagraven'' in Markarth, and wreck a temple to Dibella.

to:

* GreatGazoo: Sanguine, the Daedric Prince of [[FunPersonified Debauchery]] and [[TheHedonist Hedonism]]. He mostly plays with and, at worst, annoys mortals while attempting to drag them into sin with various vices. He is definitely one of the less serious Daedric Princes. His "[[EldritchLocation Myriad Realms of Oblivion]]" constantly reform to become the [[HappyPlace pleasure paradise]] of whoever is visiting. In ''Skyrim'', this game, his idea of having a fun time is going out on a pub crawl with some mortal he just met and getting them stuck in more and more stupid scenarios until they wake up with a splitting headache, a brand new wife, [[BreadEggsMilkSquick and their old wife lying dead with her skull split open like a watermelon.watermelon]]. The Dragonborn got off lightly in "A Night To Remember", having stolen a goat to sell to a giant to pay for a ring to marry a ''hagraven'' in Markarth, and wreck a temple to Dibella.



** The Imperial Legion and the Stormcloaks, though the latter's FantasticRacism admittedly paints them as a darker shade of grey in comparison to the Legion. The Legion's trying to hold the Empire together in the face of a great evil and treat non-human races with far more respect than their Stormcloak counterparts on average, but they're willing to kill unlucky bystanders (i.e. ''you''), oppress several Nord customs including their primary religion[[note]]which is given further weight in that according to the developers, Talos worship is actually a CosmicKeystone and if Talos goes without worship for too long, ''[[TheEndOfTheWorldAsWeKnowIt reality will cease to exist]]''[[/note]] , justify their occupation of Skyrim with a range of controversial excuses including [[UsefulNotes/LogicalFallacies Appeal to Fear]] ("The Empire is the ''only'' thing keeping the Dominion out of Skyrim!") and straight-up CulturalPosturing ("Without the guiding light of the Empire, the people of Tamriel will fall into barbarism and anarchy, including Skyrim! ''Especially'' Skyrim!"). Some of their members also engage in war crimes, according to more than one testimony. The Stormcloaks want to be independent and restore their native customs without fear of persecution, but their leader killed a young and innocent king to begin the war (although he claims this was a lawful challenge according to Nord custom, which not everyone agrees on), and have a disturbingly reactionary and exclusionary attitude against any non-Nord races, with the Stormcloak capital of Windhelm being by far the worst offender. This racism also spreads with them - if Whiterun is taken by the Stormcloaks, a Cyrodiilic blacksmith there bitterly notes that she'd probably be out of business if she wasn't already married to a Nord.
** There's an added element of importance to the civil war that goes beyond simply whose beliefs will dominate in Skyrim. If the Empire wins, the political situation re-stabilizes and the Empire can resume rebuilding to face the inevitable Thalmor aggression more effectively, and ''possibly'' repel a second assault and ultimately reestablish the old pantheon. But if the Stormcloaks win, free and open worship of Talos can resume ''immediately'' in Skyrim. The Stormcloaks then ''might'' be able to reunite fractured elements of the Empire like Hammerfell and Morrowind, and reforge the Tamrielic Empire under Skyrim's leadership into a stronger force than the current Empire. Regardless, however, Ulfric does make it a point to take immediate steps to ensuring Skyrim is self-sufficient by increasing the power of its army if he wins.
** Both sides also have a relatively even amount of "corrupt Jarls" (Siddgeir and Maven Black-Briar for the Empire, Skald the Elder and Thongvor Silver-Blood for the Stormcloaks) and "good Jarls" (Brunwulf Free-Winter, Balgruuf the Elder, Kraldar, and Brina Merilis for the Empire, Dengeir of Stuhn, Vignar Gray-Mane, Korir, and Sorli the Builder for the Stormcloaks). Most of the Jarls for either side have their merits and flaws, however, driving this trope even further.
** On another front, there's [[TheRevolutionWillNotBeCivilized the Forsworn]] and [[CorruptCorporateExecutive the Silver-Bloods]] (and the rest of the inhabitants of the Reach by extension). The Forsworn are [[BloodKnight bloodthirsty]] and [[ImAHumanitarian cannibalistic]] Breton guerrillas who esteem Hagravens, make pacts with and worship [[JerkassGods the Daedric Princes]], practice HumanSacrifice, and murder anyone unlucky enough to run into their patrols... and they've also been enslaved and persecuted by the rulers of Markarth and the Silver-Bloods for at least the last few generations, with many Forsworn being pushed into their current extremism by the actions of their oppressors (who in turn see the Forsworn's enslavement as the best option possible for civilizing the region). As one Forsworn says, "There are no innocents in the Reach - just the guilty and the dead."

to:

** The Imperial Legion and the Stormcloaks, though the latter's FantasticRacism admittedly paints them as a darker shade of grey in comparison to the Legion. The Legion's trying to hold the Empire together in the face of a great evil and treat non-human races with far more respect than their Stormcloak counterparts on average, but they're willing to kill unlucky bystanders (i.e. ''you''), oppress several Nord customs including their primary religion[[note]]which is given further weight in that according to the developers, Talos worship is actually a CosmicKeystone and if Talos goes without worship for too long, ''[[TheEndOfTheWorldAsWeKnowIt reality will cease to exist]]''[[/note]] , justify their occupation of Skyrim with a range of controversial excuses including [[UsefulNotes/LogicalFallacies Appeal to Fear]] ("The Empire is the ''only'' thing keeping the Dominion out of Skyrim!") and straight-up CulturalPosturing ("Without the guiding light of the Empire, the people of Tamriel will fall into barbarism and anarchy, including Skyrim! ''Especially'' Skyrim!"). Some of their members also engage in war crimes, according to more than one testimony. The Stormcloaks want to be independent and restore their native customs without fear of persecution, but their leader killed a young and innocent king to begin the war (although he claims this was a lawful challenge according to Nord custom, which not everyone agrees on), and have a disturbingly reactionary and exclusionary attitude against any non-Nord races, with the Stormcloak capital of Windhelm being by far the worst offender. This racism also spreads with them - -- if Whiterun is taken by the Stormcloaks, a the Cyrodiilic blacksmith there bitterly notes that she'd probably be out of business if she wasn't already married to a Nord.
** *** There's an added element of importance to the civil war that goes beyond simply whose beliefs will dominate in Skyrim. If the Empire wins, the political situation re-stabilizes and the Empire can resume rebuilding to face the inevitable Thalmor aggression more effectively, and ''possibly'' repel a second assault and ultimately reestablish the old pantheon. But if the Stormcloaks win, free and open worship of Talos can resume ''immediately'' in Skyrim. The Stormcloaks then ''might'' be able to reunite fractured elements of the Empire like Hammerfell and Morrowind, and reforge the Tamrielic Empire under Skyrim's leadership into a stronger force than the current Empire. Regardless, however, Ulfric does make it a point to take immediate steps to ensuring Skyrim is self-sufficient by increasing the power of its army if he wins.
** *** Both sides also have a relatively even amount of "corrupt Jarls" (Siddgeir and Maven Black-Briar for the Empire, Skald the Elder and Thongvor Silver-Blood for the Stormcloaks) and "good Jarls" (Brunwulf Free-Winter, Balgruuf the Elder, Kraldar, and Brina Merilis for the Empire, Dengeir of Stuhn, Vignar Gray-Mane, Korir, and Sorli the Builder for the Stormcloaks). Most of the Jarls for either side have their merits and flaws, however, driving this trope even further.
** On another front, there's [[TheRevolutionWillNotBeCivilized the Forsworn]] and [[CorruptCorporateExecutive the Silver-Bloods]] (and the rest of the inhabitants of the Reach by extension). The Forsworn are [[BloodKnight bloodthirsty]] and [[ImAHumanitarian cannibalistic]] Breton Reachmen guerrillas who esteem Hagravens, [[WickedWitch Hagravens]], make pacts with and worship [[JerkassGods the Daedric Princes]], practice HumanSacrifice, and murder anyone unlucky enough to run into their patrols... and they've also been enslaved and persecuted by the rulers of Markarth and the Silver-Bloods for at least the last few generations, with many Forsworn being pushed into their current extremism by the actions of their oppressors (who in turn see the Forsworn's brutal enslavement of the Forsworn as the best option possible for civilizing the region). As one Forsworn says, "There are no innocents in the Reach - just the guilty and the dead."



** The Blades and the Greybeards. The Blades want to defeat Alduin and the dragons, but they aren't very nice to the Dragonborn, while the Greybeards are kindly mentor figures but invoke YouAreNotReady to explain why they don't just teach the Dragonborn every Shout they know when the player first meets them. The two are also not fond of each other - the Blades order you to [[spoiler:kill Paarthurnax for being a dragon]], and Delphine says the Greybeards fear the Shout's misuse and so do not use its power for good, but ignore how all power risks being abused and their knowledge is worthless if it isn't being put to use. By contrast, the Greybeards consider the Blades meddlers in things they don't understand, and claim that their mission to serve the Dragonborn is a lie they use to hide the fact they want to ''control'' the Dragonborn.[[note]][[JerkassHasAPoint This actually has some element of truth]]; you're basically forced to join the Blades as Delphine took the horn and you need to get it back, and throughout the whole questline, Delphine remains dismissive towards you. For instance, when you first meet her, you can ask "Why should I trust you?", a valid question since she stole the horn and is yammering about Thalmor conspiracies; she replies, "If you don't trust me, you were a fool to come here." What exactly does she expect as a non-foolish response, then? Show up and murder everyone in the Inn to get it? Shrug and walk away from the main quest?[[/note]] Ultimately, you can be loyal to only one of the two factions, depending on how you feel about [[spoiler:killing Paarthurnax]]. Overall, it's an argument [[RomanticismVersusEnlightenment of based practicality/caution versus idealism/loyalty:]] Despite being a generous and helpful ally who has done ''nothing'' to slight you, [[spoiler:Paarthurnax still ''is'' a dragon, and even though he tells you that he's reformed, he also makes it clear that he fights to retain control of his aggression ''every single day,'' it's wise not to trust him, and he almost certainly deserves death for the numerous atrocities he committed against mortals in the distant past prior to his HeelFaceTurn.]]

to:

** The Blades and the Greybeards. The Blades want to defeat Alduin and the dragons, but they aren't very nice to the Dragonborn, while the Greybeards are kindly mentor figures but invoke YouAreNotReady to explain why they don't just teach the Dragonborn every Shout they know when the player first meets them. The two are also not fond of each other - the Blades order you to [[spoiler:kill Paarthurnax for being a dragon]], and Delphine says the Greybeards fear the Shout's misuse and so do not use its power for good, but ignore how all power risks being abused and their knowledge is worthless if it isn't being put to use. By contrast, the Greybeards consider the Blades meddlers in things they don't understand, and claim that their mission to serve the Dragonborn is a lie they use to hide the fact they want to ''control'' the Dragonborn.[[note]][[JerkassHasAPoint This actually has some element of truth]]; you're basically forced to join the Blades as Delphine took the horn and you need to get it back, and throughout the whole questline, Delphine remains dismissive towards you. For instance, when you first meet her, you can ask "Why should I trust you?", a valid question since she stole the horn and is yammering about Thalmor conspiracies; she replies, "If you don't trust me, you were a fool to come here." What exactly does she expect as a non-foolish response, then? Show up and murder everyone in the Inn to get it? Shrug and walk away from the main quest?[[/note]] Ultimately, you can be loyal to only one of the two factions, depending on how you feel about [[spoiler:killing Paarthurnax]]. Overall, it's an argument [[RomanticismVersusEnlightenment of based practicality/caution versus idealism/loyalty:]] Despite being a generous and helpful ally who has done ''nothing'' to slight you, [[spoiler:Paarthurnax still ''is'' a dragon, and even though he tells you that he's reformed, he also makes it clear that he fights to retain control of his aggression ''every single day,'' day''[[note]]and the devastation he could cause to Skyrim if his control were to slip and he were to rampage across the land would be too horrible to even contemplate[[/note]], it's wise not to trust him, and he almost certainly deserves death for the numerous atrocities he committed against mortals in the distant past prior to his HeelFaceTurn.]]

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Massive example crosswicking. Also removed a misuse of Sequel Hook (which was even sinkholed as "DLC Hook"), as well as word cruft, natter, speculation, tropeslashing, fixed some alphabetically-misplaced examples, and fixed lots of misindentation


* DamnYouMuscleMemory: The Equip, Take, Take All and Give buttons never seem to stay in the same place between different sorts of inventory management screen - for example taking things out of containers, putting things ''into'' containers, personal inventory, swapping with companions, and trading. It's not uncommon to forget this and accidentally take everything inside a container when you intended to put one thing away - and if it was the container you use as your main storage, this will probably mean enough weight to make you overencumbered several times over and enough items that it will take you a long time to get them all put back. In most cases you're better off reloading an autosave.
** This becomes especially annoying when dealing with ingredients: the key to take ingredients out of a container becomes, when trying to put them back, the same as the key that is used for consuming ingredients. So, whilst you think that you have put away all of your ingredients, what you have actually done is consumed them, and you will only realise your mistake when you close your inventory and suffer the effects, including severe poisoning.

to:

* DamnYouMuscleMemory: DamageDiscrimination: If you're fighting a bear when a dragon attacks you, there's a good chance the bear will start attacking the dragon instead. Bandits will also assist in bringing down a dragon even though they were trying to kill you just prior. Dragons may also attack other dragons.
* DamageIncreasingDebuff: The Marked for Death shout works by decreasing the armor rating of an enemy while also causing them to [[DamageOverTime lose health for 60 seconds]] over the duration of its effect. It also gets stronger with each word used.
* DamageSpongeBoss: Alduin, the BigBad himself, is one. In the final battle against him, he has an obscene amount of health and 50% resistance to ''all types of damage''. It takes a lot to bring him down, though thankfully, you have [[spoiler:the [[LongDeadBadass ancient Nord heroes]] in [[WarriorHeaven Sovngarde]] to help you]].
* DamnYouMuscleMemory:
**
The Equip, Take, Take All and Give buttons never seem to stay in the same place between different sorts of inventory management screen - for example taking things out of containers, putting things ''into'' containers, personal inventory, swapping with companions, and trading. It's not uncommon to forget this and accidentally take everything inside a container when you intended to put one thing away - and if it was the container you use as your main storage, this will probably mean enough weight to make you overencumbered several times over and enough items that it will take you a long time to get them all put back. In most cases you're better off reloading an autosave.
**
autosave. This becomes especially annoying when dealing with ingredients: the key to take ingredients out of a container becomes, when trying to put them back, the same as the key that is used for consuming ingredients. So, whilst you think that you have put away all of your ingredients, what you have actually done is consumed them, and you will only realise your mistake when you close your inventory and suffer the effects, including severe poisoning.



* DarknessEqualsDeath: In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp.
** They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose [[MakeMeWannaShout dragon shouts]] as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.
* DarkReprise:
** The ''Dragonborn'' trailer is an entire ''trailer'' of Dark Reprise -- the theme is a darker, more foreboding version of the original teaser trailer track, shows the new gameplay areas, and just like the original trailer it ends with a dying dragon having its soul absorbed... as the camera pans up its body to reveal that [[ThereIsAnother the absorption isn't being done by you]]. At the end of the trailer, we hear what initially sounds like "The Song Of The Dragonborn," but with changed lyrics and a darker tone: it's [[VillainSong a version of the song dedicated to the First Dragonborn, and what will happen when he returns.]]

to:

* DarknessEqualsDeath: In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp.
**
crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose [[MakeMeWannaShout dragon shouts]] as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.
* DarkReprise:
**
DarkReprise: The ''Dragonborn'' trailer is an entire ''trailer'' of Dark Reprise -- the theme is a darker, more foreboding version of the original teaser trailer track, shows the new gameplay areas, and just like the original trailer it ends with a dying dragon having its soul absorbed... as the camera pans up its body to reveal that [[ThereIsAnother the absorption isn't being done by you]]. At the end of the trailer, we hear what initially sounds like "The Song Of The Dragonborn," but with changed lyrics and a darker tone: it's [[VillainSong a version of the song dedicated to the First Dragonborn, and what will happen when he returns.]]



* DatingSim: The ''Dawnguard'' DLC has this in the form of [[FriendlyNeighborhoodVampire Serana]]. Throughout the questline, when her past and lineage are slowly revealed, you can be polite and understanding in your dialogue, or you can be forceful and rude. While you can't marry her, if you're polite enough, [[spoiler:you can convince her to cure herself of vampirism if you ally with the Dawnguard]].
* DaylightHorror: It is possible to invoke this yourself if you become a [[OurWerewolvesAreDifferent werewolf]] through the Companions' questline. Unlike past games where becoming a werewolf was an ForcedTransformation at night time, the particular type of lycanthropy the Companions possess allows for a ''voluntary'' transformation once per day, even in broad daylight.



* DaywalkingVampire: Vampires are debilitated by sunlight, but not burnt.

to:

* DaywalkingVampire: The Vampires can survive in sunlight with only minimal discomfort, although prolonged exposure to direct sunlight causes their skin to burn and their natural powers become heavily debilitated. As a result, Vampires prefer traveling at night as it's the best time to overpower their opponents. Vampire Lords are debilitated by sunlight, more resistant to the sun, but not burnt.still do better at night. In-game, this translates to increased vulnerability to certain kinds of damage and no RegeneratingHealth' RegeneratingMana or regenerating SprintMeter when outside during the day.
* DeadEndRoom: In the final quest of the Thieves' Guild, the only way through to your objective, is by falling into a pit, with no apparent exit. This was played straight with the dead NPC you find at the bottom - fortunately, you avert this, because ''you'' have the SkeletonKey.



* DeadlyUpgrade: As most prominently seen in this game, [[BarbarianTribe Reachmen]] warriors may choose to become "Briarhearts." A [[HarpingOnAboutHarpies Hagraven]] will remove the warrior's heart and replace it with a Briar Heart, a magical organic object which looks something like a pine cone. The Briarhearts receive a massive power upgrade at the cost of free will and thought. They also pick up the WeaksauceWeakness that if the Briar Heart is stolen (say, by a skilled pickpocket) or damaged (say, by a skilled archer), they will fall dead instantly.



** What ''exactly'' happens to the varying heroes of the Elder Scrolls games when they die, after owing their souls to a number of Daedra and other beings, is something of a running joke amongst the fanbase.

to:

** What ''exactly'' happens to * DeathByChildbirth: This is the varying heroes backstory of twins Sissel and Britte in Rorikstead. Their mother died shortly after their birth, which is indicated to be part of the Elder Scrolls games when they die, after owing reason that their souls to a number of Daedra and other beings, is something of a running joke amongst the fanbase.father [[AbusiveParents horribly abuses them]].



* DeathOfTheOldGods: The Nordic pantheon is utterly ancient and includes several gods that were [[CompositeCharacter merged]] with the Aldmeri pantheon to create the Eight Divines. The gods in this pantheon were Shor (a Nordic WarGod version of Lorkhan and the chief god), Kyne (Shor's warrior-widow and goddess of storms), Tsun (a shield-brother of Shor who died defending him from the Mer gods, possibly the precursor of Zenithar), and Stuhn (the Nordic precursor to Stendarr), as well as Mara, Dibella, Jhunal (a Nord precursor to Julianos who fell out of favour with the rest of the pantheon), Orkey (Arkay or "Old Knocker") and Alduin (a grim and frightening version of Akatosh). By the Fourth Era there are very, very few Nords who worship the old pantheon; Froki Whetted-Blade, the elderly hunter, vehemently rejects the Eight, dismissing them as impostor gods.

to:

* DeathOfTheOldGods: DeathOfTheOldGods:
**
The Nordic pantheon is utterly ancient and includes several gods that were [[CompositeCharacter merged]] with the Aldmeri pantheon to create the Eight Divines. The gods in this pantheon were Shor (a Nordic WarGod version of Lorkhan and the chief god), Kyne (Shor's warrior-widow and goddess of storms), Tsun (a shield-brother of Shor who died defending him from the Mer gods, possibly the precursor of Zenithar), and Stuhn (the Nordic precursor to Stendarr), as well as Mara, Dibella, Jhunal (a Nord precursor to Julianos who fell out of favour with the rest of the pantheon), Orkey (Arkay or "Old Knocker") and Alduin (a grim and frightening version of Akatosh). By the Fourth Era there are very, very few Nords who worship the old pantheon; Froki Whetted-Blade, the elderly hunter, vehemently rejects the Eight, dismissing them as impostor gods.



* DeathByIrony:
** In one quest, you meet a Dunmer trapped in a spider web. After killing the GiantSpider involved, he asks you to cut him loose in exchange for a MacGuffin. After you do, he shouts "YouFool" and runs ''deeper'' into the dungeon. Should the player choose not to pursue and kill him, he wakes up [[OurZombiesAreDifferent draugr]] that kill him, or failing that, steps on a pressure plate and gets splattered by a booby trap. Players who know that he's going to betray them can also keep swinging after he's loose, often killing him before he even has the chance to run. He did say [[ExactWords "cut me down,"]] after all.
** Ulfric Stormcloak supposedly started the CivilWar by killing the High King with the [[LanguageOfMagic Thu'um]]. If you join the Imperial Legion, at the end of the questline, when Ulfric lies at your mercy, you can execute him and end the war with your own Thu'um.
* DeathFromAbove:
** The BigBad, Alduin, has a unique Dragon Shout which only he can perform. The effects are telling: the sky turns darker, a vortex of clouds appears in the sky, and ''meteors start falling down''. This is so effective that, in a FanVid, [[https://www.youtube.com/watch?v=vM1ORuAy9yA 100 archers]] can easily kill three [[EliteMooks Elder Dragons]], but all of them are annihilated by this move alone by Alduin.
** The Dragonborn can call forth a thunderstorm with similar "cloud vortex in the sky" effect. The main difference is the fact that the effect's cooldown takes ages, while Alduin can cast his version back-to-back.
* DeathIsCheap: [[OurDragonsAreDifferent Dragons]] cannot be killed by merely slaying their physical forms. While anyone of sufficient ability is capable of doing this, the dragon can be [[ResurrectiveImmortality resurrected]] by another dragon unless its [[YourSoulIsMine soul is absorbed]] by another dragon (or Dragonborn). In fact, [[TopGod Akatosh]], the "[[MonsterProgenitor father]]" of dragons, specifically created the [[TheChosenOne Dragonborn]], rare mortals gifted with [[DragonsAreDivine draconic Aedric souls]], to serve as [[HunterOfHisOwnKind natural predators]] for the dragons.
* DeathMountain: The game sends you up the Throat of the World, the highest mountain in all of Tamriel. It is quite a bit easier to die from very long drops than what was the case with Red Mountain, which is rather encouraging, considering Red Mountain is supposed to be the ''other'' contender for highest mountain on the continent.



* DeathTrap: You gotta watch your step in pretty much every dungeon if you don't want a spiky grate embedded in your face, or a side full of poisoned darts. There is a perk which prevents you from triggering pressure plates, but it does not stop trip wires or trapped chests and doors, nor does it apply to [[ArtificialStupidity your followers]].

to:

* DeathTrap: You gotta watch your step in pretty much every dungeon if you don't want a spiky grate embedded in your face, or a side full of poisoned darts. There is a perk which prevents you from triggering pressure plates, but it does not stop trip wires or trapped chests and doors, nor does it apply to [[ArtificialStupidity your followers]].



* DecapitatedArmy: Justified. Alduin is more than just the leader of the dragons; he's summoning them, as shown in the pre-Sahlokniir scene.
** Not to mention that demonstrating that he's not quite as almighty as he claims shakes some dragons' faith in his leadership.
* DecapitationPresentation: Pre-game, the Great War began when the Thalmor delivered the Emperor an ultimatum - along with the heads of [[spoiler:every Blade serving in the territories controlled by the Aldmeri Dominion]]. General Tullius also seems rather fond of threatening Ulfric with this fate.

to:

* DecapitatedArmy: Justified. Alduin is more than just the leader of the dragons; he's summoning them, as shown in the pre-Sahlokniir scene.
** Not to mention that demonstrating
scene. It demonstrates that he's not quite as almighty as he claims claims, which shakes some dragons' faith in his leadership.
* DecapitationPresentation: Pre-game, DecapitationPresentation:
** Prior to
the Great War began when events of the Thalmor delivered game, an ambassador from the [[AntiHumanAlliance Aldmeri Dominion]] presented Emperor Titus Mede II with a covered cart containing the heads of all agents of [[TheOrder the Blades]] that were posted in the regions of Summerset and Valenwood, as part of an ultimatum - along for the Empire's surrender to them. Thus began the [[GreatOffscreenWar Great War]], and, afterwards, the signing of the [[WonTheWarLostThePeace White-Gold Concordat]] (which kicked off the events leading up to Skyrim's CivilWar).
** A combat perk available for both one-handed and two-handed weapons allows the Dragonborn to cut (or smash, if done
with the heads of [[spoiler:every Blade serving in the territories controlled by the Aldmeri Dominion]]. General Tullius also seems rather fond of threatening Ulfric a mace/warhammer) their opponent's head off, pick it up, and walk off with this fate.it. It only works on characters that belong to playable races though, most likely because higher-level enemies can do it to ''you'' too.
* DefeatEqualsExplosion: [[PlayingWithFire Flame]] [[ElementalEmbodiment Atronachs]] die in a moderately powerful burst of fire. Given the [[DeathIsCheap immortal nature]] of [[OurDemonsAreDifferent lesser Daedra]], they'll recover. Any mortals they take out with them, not so much...



* DemBones: While most ruins are filled with zombie-like Draugr, you'll still run into walking Skeletons from time to time in various ruins. Their bones make a very satisfying clatter when they fly apart upon getting killed.
** Skeleton Dragons too. These are encountered in [[spoiler:Labyrinthian]], or if [[spoiler:you interrupt Alduin's resurrection of a Dragon at any of the dragon burial sites]].



* [[DepletedPhlebotinumShells Depleted Enchantment Bolts]]: You can find the schematics for enhanced crossbow bolts in the ''Dawnguard'' DLC. Basically, just mix a few bolts with some elemental salts, and you've got exploding fire, exploding ice, and exploding lightning bolts!

to:

* [[DepletedPhlebotinumShells Depleted Enchantment Bolts]]: DemBones:
** While most ruins are filled with zombie-like Draugr, you'll still run into walking Skeletons from time to time in various ruins. Their bones make a very satisfying clatter when they fly apart upon getting killed. Skeletons appear in various necromancer hideouts and [[OurZombiesAreDifferent Draugr]] crypts, though they're pretty pathetic overall, save for the really tough ones.
** In the quest "The Break of Dawn" for the Daedric Prince of Life Meridia, the Dragonborn must clear her temple of Corrupted Shades, the ghostly skeletons of Stormcloaks and Imperial soldiers, commanded by the evil necromancer Malkoran ([[TurnsRed who himself turns into one after he dies]]). Being skeletons, the Unrelenting Force shout merely stuns them and they pack a serious punch, especially to the unprepared.
** Skeleton Dragons too. These are encountered in [[spoiler:Labyrinthian]], or if [[spoiler:you interrupt Alduin's resurrection of a Dragon at any of the dragon burial sites]].
** ''Dawnguard'' has a few tougher skeleton variants, such as ones dressed in Ancient Nordic armor or others that resemble the Dark Guardians from ''Oblivion'' called Corrupted Shades. The main quest of the expansion also involves a trip to the Soul Cairn, home of the Bonemen, Mistmen and Wrathmen. You can learn to summon all three if you find the spell tomes lying around.
* DemonicPossession: Boethiah, the Daedric Price of Plots (and Murder, Deceit, Betrayal, etc.) communicates with the player by taking over the dead body of one of her followers. However, Boethiah finds mortal flesh "distasteful", which could explain the rarity of this occurrence. (As seen elsewhere in the series', it is basically a BrownNote to immortal beings for them to have to experience limitation or mortality.)
* DepartureMeansDeath: The dragon Durnheviir in the ''Dawnguard'' DLC was trapped in the Soul Cairn by a DealWithTheDevil, and his body is now so attuned to the Soul Cairn's magic that trying to return to his home in Tamriel and live there permanently would eventually kill him. He can, however, survive being summoned to Tamriel for short periods of time.
* DepletedPhlebotinumShells:
You can find the schematics for enhanced crossbow bolts in the ''Dawnguard'' DLC. Basically, just mix a few bolts with some elemental salts, and you've got exploding fire, exploding ice, and exploding lightning bolts!bolts!
* DerelictGraveyard: An easily missed location is The Pilgrim's Trench. It's pretty deep so you'll need waterbreathing, either via magic (i.e. spells, potions, or enchantments) or a racial ability (i.e. play as an Argonian) to explore it.



* DestructiveSaviour: The Dragonborn can save a town from a Dragon attack, but potentially leave half the population dead from the crossfire.



* DiscOneFinalDungeon: After delving into the ''huge'' dungeon of Blackreach to find the Elder Scroll, you use it to learn Dragonrend from the warriors in the past, just in time for a climactic showdown with Alduin -- as Dragonrend is the only power that could bring him down. This is it! ...then he flees, and you still have several more quests and another ancient dungeon to go through before you can even reach the place he retreated to, to say nothing of what needs to be done there before the actual final fight.



* DisneyVillainDeath: Using [[BlownAcrossTheRoom Unrelenting Force]] on someone so that they fall to their doom is a very convenient way of getting rid of your enemies, including [[spoiler:[[https://www.youtube.com/watch?v=wd88xgZFaOs Mercer Frey]]]].
** It also affords a bit of LoopholeAbuse, if for some reason you want to kill someone but can't find a way to do it stealthily. Just get them into a place where you can blast them off a high-enough ledge to kill them; their death as a result of the fall will ''not'' be held on you. Thus, you can literally get away with murder as long as you don't mind paying a 40 septim bounty for assault.
** Oh, and the physics are a lot less forgiving than they were in the previous games. Remember how in previous games an enemy you knocked over a railing would suddenly teleport back up, or fall 3-5 stories and take only a sliver of damage? Not here. Now even a gently sloping path can mean certain death.

to:

* DisneyVillainDeath: Using [[BlownAcrossTheRoom Unrelenting Force]] on someone so that they fall to their doom is a very convenient way of getting rid of your enemies, including [[spoiler:[[https://www.youtube.com/watch?v=wd88xgZFaOs Mercer Frey]]]].
**
Frey]]]]. It also affords a bit of LoopholeAbuse, if for some reason you want to kill someone but can't find a way to do it stealthily. Just get them into a place where you can blast them off a high-enough ledge to kill them; their death as a result of the fall will ''not'' be held on you. Thus, you can literally get away with murder as long as you don't mind paying a 40 septim bounty for assault.
** Oh, and
assault. And the physics are a lot less forgiving than they were in the previous games. Remember how in previous games an enemy you knocked over a railing would suddenly teleport back up, or fall 3-5 stories and take only a sliver of damage? Not here. Now even a gently sloping path can mean certain death.



*** [[JustifiedTrope Justified]] in this setting, since people living in small farming villages probably do rely on their chickens and other livestock as a major source of income and/or food.



*** Or, the same concept reversed: If you're angry enough about [[spoiler: the deaths of your 'family' in the Dark Brotherhood questline,]] you can take it further by not only [[spoiler: murdering the Emperor,]] but also joining up with the Stormcloaks and kicking the Empire and the [[spoiler: Penitus Oculatus]] out of Skyrim entirely.
* DisproportionateReward: Due to the way favors work, several can turn into this. You can do a menial task for someone such as chopping wood or giving them a drink, and from that point on, you can sleep in their beds and take almost anything not nailed down.

to:

*** Or, the same concept reversed: ** If you're angry enough about [[spoiler: the deaths of your 'family' in the Dark Brotherhood questline,]] you can take it further by not only [[spoiler: murdering the Emperor,]] but also joining up with the Stormcloaks and kicking the Empire and the [[spoiler: Penitus Oculatus]] out of Skyrim entirely.
* DisproportionateReward: DisproportionateReward:
**
Due to the way favors work, several can turn into this. You can do a menial task for someone such as chopping wood or giving them a drink, and from that point on, you can sleep in their beds and take almost anything not nailed down.



* [[SequelHook DLC Hook]]: [[spoiler: Both Tsun's and Parthunaax's parting words after you slay Alduin basically say that the Dragonborn's end is yet to come and that they will be leaving more indelible marks in history. However, this has been proven to be something of a false hook, since Bethesda has stated that there will be no further DLC and the Dragonborn's ultimate fate currently remains unknown.]]



** It has been speculated on the forums before that the reason they don't wear shoes is because of their blindness; the prevailing theory is that they sense the player moving around not just by sound, but by feeling the vibrations of the floor with their feet.
* DoesThisRemindYouOfAnything: The Thalmor's plan is nearly identical to that of the [[Series/DoctorWho Time Lords]] - both plans were to destroy reality to ascend as gods, and the plans were mainly instigated by the higher-ups while most of the rest simply wanted peace.

to:

* DoesThisRemindYouOfAnything:
** It has been speculated on the forums before that the reason they don't wear shoes is because of their blindness; the prevailing theory is that they sense the player moving around not just by sound, but by feeling the vibrations of the floor with their feet.
* DoesThisRemindYouOfAnything:
The Thalmor's plan is nearly identical to that of the [[Series/DoctorWho Time Lords]] - both plans were to destroy reality to ascend as gods, and the plans were mainly instigated by the higher-ups while most of the rest simply wanted peace.



* TheDogBitesBack: You can invoke this trope against Arondil, a necromancer who [[ILoveTheDead uses the undead spirits of women as sex slaves]]. [[spoiler:If you steal the soul gem from the pedestal behind him,]] you can rob him of control of his undead servants, which results in two of his slaves murdering him.

to:

* TheDogBitesBack: TheDogBitesBack:
**
You can invoke this trope against Arondil, a necromancer who [[ILoveTheDead uses the undead spirits of women as sex slaves]]. [[spoiler:If you steal the soul gem from the pedestal behind him,]] you can rob him of control of his undead servants, which results in two of his slaves murdering him.



* DomesticatedDinosaurs: [[OurGiantsAreBigger Giants]] herd woolly mammoths. The relationship is said to be symbiotic, with the mammoths allowing the Giants to milk them and create cheese in exchange for the Giants' protection.
* DoNotDropYourWeapon:
** Averted. The Disarm perk in the Block skill tree allows you to bash weapons out of an enemy's hands. The "Disarm" Dragon Shout does the same thing -- which is bad news for you when you face higher-level Draugr that can use that Shout. After being killed, enemies usually lose their grip on their weapons. You can still loot the corpses to get the weapons, but you can also just pick up the weapon itself.
** Less logical is that an enemy will drop his or her weapon even if you killed them before they could draw it, like when killing them from stealth. It's as if the magnet holding their bow/greatsword/warhammer to their back died with them.



* DoorToBefore: A lot of dungeons have passages at the end of the dungeon that will lead back to the beginning of the dungeon. Sometimes it's a barred door or a false wall; other times, the dungeon simply takes you over a bridge or ledge overlooking the earlier chambers, and you can jump down as a shortcut.
** Occasionally inverted -- in Kagrenzel, for example, the dungeon begins by dropping you deep into the center of the dungeon, then you have to fight your way out.
* DoppelgangerSpin: Sigdis Gauldurson in Geirmund's Hall has the ability to create two clones. The clones die in one hit, but all three can shoot arrows and use Unrelenting Force. If you destroy them, he teleports and does it again, forcing you to keep picking them off until he's dead. The second time around, he has three times as many, but the platforms are easy to reach so you can run up and melee them.
** They're not identical, however; the real one's helmet has different horns. This makes it easy to pick him off if you pay attention. Also, his health bar will show damage while the clones are always at full health.

to:

* DoorToBefore: DoorToBefore:
**
A lot of dungeons have passages at the end of the dungeon that will lead back to the beginning of the dungeon. Sometimes it's a barred door or a false wall; other times, the dungeon simply takes you over a bridge or ledge overlooking the earlier chambers, and you can jump down as a shortcut.
** Occasionally
shortcut. It's also occasionally inverted -- in Kagrenzel, for example, the dungeon begins by dropping you deep into the center of the dungeon, then you have to fight your way out.
** An overlook built into a [[OurDwarvesAreDifferent Dwemer]] ruin seems to be made solely so you can fast travel afterwards, as it leads directly to a balcony overlooking the side of a ''mountain''. Unless the devs expected you to slide down the side of the mountain (in which one slip could very likely kill you), there is no way to actually "exit" the balcony without going back inside and walking to the entrance.
** A notable example is in Swindler's Den, where the "door" to before is actually an open, normally unreachable passage from the last room. However, [[SequenceBreaking one can abuse the rock wall beneath it to jump up]], which makes the quest involving this dungeon a much simpler affair.
** Normally, to fight the Dragon Priest Volsung in Volskygge and claim his CoolMask requires you to make your way through the dungeon to the top of the mountain to reach his sarcophagus. However, you can bypass the whole ordeal by simply climbing the mountain from the outside, which doesn't even require any glitch exploits to achieve.
* DoppelgangerSpin: Sigdis Gauldurson in Geirmund's Hall has the ability to create two clones. The clones die in one hit, but all three can shoot arrows and use Unrelenting Force. If you destroy them, he teleports and does it again, forcing you to keep picking them off until he's dead. The second time around, he has three times as many, but the platforms are easy to reach so you can run up and melee them.
** They're not identical, however; the
them. The real one's helmet has different horns. This makes it easy to pick him off if you pay attention. Also, his health bar will show damage while the clones are always at full health.



** [[spoiler: However, both Frea and Neloth say otherwise, on a lighter note. It should also be pointed out that Mora has little to no power outside his realm; Miraak's mistake was trying to betray Mora ''within'' his realm. The note is ultimately ambiguous as to the Dragonborn's fate.]]
* DownloadableContent: A high-res texture pack was released in February 2012. There are also two bigger expansions, ''Dawnguard'' (June 27, 2012; the Dragonborn is given the choice to join or fight a group of vampires), and ''Dragonborn'' (December 4, 2012; it involves the very first Dragonborn on the island of Solstheim). A more minor DLC, ''Hearthfire'' (September 4, 2012), adds the ability to adopt children and build houses.

to:

** [[spoiler: However, both Frea and Neloth say otherwise, on a lighter note. It should also be pointed out that Mora has little to no power outside his realm; Miraak's mistake was trying to betray Mora ''within'' his realm. The note is ultimately ambiguous as to the Dragonborn's fate.]]
* DownloadableContent: A high-res texture pack was released in February 2012. There are also two bigger expansions, ''Dawnguard'' (June 27, 2012; the Dragonborn is given the choice to join or fight a group of vampires), and ''Dragonborn'' (December 4, 2012; it involves the very first Dragonborn on the island of Solstheim). A more minor DLC, ''Hearthfire'' (September 4, 2012), adds the ability to adopt children and build houses. All the DLC was incorporated into the base content in remastered versions released in later years, such as the Nintendo Switch version.
* DownTheDrain: The town of [[WretchedHive Riften]] has extensive sewers which double as the lair of the ThievesGuild.



* DragonHoard: There are often treasure chests near dragon dens.

to:

* DragonHoard: DragonHoard:
**
There are often treasure chests near dragon dens.



* DragonRider: [[spoiler:Dovahkiin]], atop Odahviing to find the portal to Sovngarde.
** [[spoiler:Expanded on in the ''Dragonborn'' DLC, where this becomes a game mechanic once one gets all three words of Bend Will.]]

to:

* DragonRider: [[spoiler:Dovahkiin]], atop Odahviing to find the portal to Sovngarde.
**
Sovngarde. [[spoiler:Expanded on in the ''Dragonborn'' DLC, where this becomes a game mechanic once one gets all three words of Bend Will.]]



* TheDreaded: The Dragonborn is this to Dragonkind, for a [[YourSoulIsMine very good reason.]]

to:

* TheDreaded: DramaticIrony:
** There's a mission you accept from a boy who escaped from an orphanage. He hires you to kill the headmistress who is exceptionally cruel to the orphans. After you do so, the orphans [[AndThereWasMuchRejoicing cheer that the headmistress has been killed.]] After you visit the boy who escaped and collect your payment, a soldier might tell you about the murder (that you performed) and comment "The children must be devastated."
** Jarl Laila Law-Giver ''[[HorribleJudgeOfCharacter assures you]]'' that her associate, [[CorruptCorporateExecutive Maven Black-Briar,]] is cracking down on the ThievesGuild's presence in Riften. It doesn't take you three seconds of playing the Thieves' Guild questline for you to realize that Maven is the single biggest sponsor of the Thieves' Guild's activities.
* TheDreaded:
**
The Dragonborn is this to Dragonkind, for a [[YourSoulIsMine very good reason.]]



** Tova Shatter-Shield if [[spoiler: you kill her remaining daughter.]]

to:

** Tova Shatter-Shield if [[spoiler: you [[spoiler:you kill her remaining daughter.]]



* DummiedOut:

to:

* DummiedOut:DudeWheresMyReward: In the ''Dragonborn'' DLC, Master Neloth returns and is a major part of the DLC's main quest. While he is decidedly better about giving you tangible rewards, one of his offers is to make you a member of [[TheClan Great House]] [[TheMagocracy Telvanni]] when he returns to Vvardenfell. He then makes a note that he has no intention of returning to Vvardenfell anytime soon and, if you're not one of the [[LongLived longer lived]] races, implies that this may very well be beyond your lifespan (thus making the gesture entirely meaningless).
* DuelBoss:
** Late in the main quest, you must [[spoiler:enter Sovngarde, the WarriorHeaven of [[HornyVikings Nordic]] mythology, alone in pursuit of [[BigBad Alduin]].]] Here, you meet Tsun, the old Nordic god of "trials against adversity" and [[BodyguardingABadass shield-thane]] of [[TopGod Shor]]. He tests warrior spirits for their worthiness to enter Shor's Hall of Valor, and the [[PlayerCharacter Dragonborn]] is no exception. Tsun will need to be defeated in single combat, and he is a tough foe with ContractualBossImmunity to essentially everything but direct damage attacks.
** In the ''Dragonborn'' DLC, the Dragonborn must face Miraak, the EvilCounterpart BigBad of the DLC storyline, alone. You can only fight him by entering a realm of Oblivion which your companions cannot enter. However, Miraak is aided by two dragons -- though you tame a third to even the playing field.
* DugTooDeep:
** There's a DLC quest where you help fund a mining expedition. Since it's under this trope, they awaken the local equivalent of graveyard zombies and get slaughtered, and you need to clear it out so another team of miners can be sent in. Then it happens again. The third time around, your partner hires mercenaries, but this means that only some of the miners are alive when you get there. The fourth time, you finally kill the [[OurLichesAreDifferent Dragon Priest]] causing all these problems. [[spoiler:Your partner's journal implies that unleashing the Priest was his goal all along. The miners were deliberately set up to be sacrifices in the Priest's name.]]
** Two smaller examples appear in the settlements of Soljund's Sinkhole and Shor's Stone. In the former, the two miners inhabiting the area had dug into a draugr crypt build beneath and mine, forcing them to abandon it. In the latter, spiders have taken over the local mine in town. However, no explanation is given as to where the spider came from.
** Liar's Retreat is a bandit lair that unfortunately happened to intersect a Falmer colony. Most of the bandits have been slaughtered, save one who barred himself in a room. Once you've cleared the place, the bandit chief and some flunkies show up, shocked by the massacre.



* DungeonCrawling: Lampshaded by Farengar, the CourtMage of Whiterun. Most quests seem to involve "delving into an ancient ruin" to defeat a particular enemy or to acquire an item for the QuestGiver.
* DungeonTown: Helgen, where you first get control of the character, gets attacked by a dragon, forcing you to escape through caves accessed from the Keep. If you return to the ruins of Helgen later on, bandits will have set up camp there. Also, during the Civil war questline, depending on what side you fight on, the cities of Solitude or Windhelm will end up being the sites of the final battle. If you joined the Stormcloaks, you'll also have to fight through Whiterun to conquer the city.



* DugTooDeep:
** Taken to an absurd degree in one ''Dragonborn'' DLC sidequest, which uses this trope ''four times'' on the '''same mine'''. During the quest, you help fund a mining expedition, which awakens the Draugr and gets them slaughtered, and you need to clear it out so another team of miners can be sent in. Then it happens again. The third time around, your partner hires mercenaries, but this means that only some of the miners are alive when you get there. Keep in mind, you have to pay increasingly steep prices to hire people willing to mine the place where the last group got massacred. The fourth time, you finally kill the Dragon Priest causing all these problems.
** Two smaller examples appear in the settlements of Soljund's Sinkhole and Shor's Stone. In the former, the two miners inhabiting the area had dug into a draugr crypt build beneath and mine, forcing them to abandon it. In the latter, spiders have taken over the local mine in town. However, no explanation is given as to where the spider came from.
** Liar's Retreat is a bandit lair that unfortunately happened to intersect a Falmer colony. Most of the bandits have been slaughtered, save one who barred himself in a room. Once you've cleared the place, the bandit chief and some flunkies show up, shocked by the massacre.



* DyingTown:
** Winterhold was once a grand, vibrant city that rivaled Solitude and Whiterun in sheer glamor and splendor. Then an earthquake sent 99.9% of the city (and indeed, the Hold itself) into the ocean. No one knows what exactly caused what became known as the Great Collapse, but many people, including the current Winterhold Jarl, believes that the Mage College is connected somehow. Ironically, the College itself is now the only reason anyone still cares about Winterhold. The replacement Jarl (if the Imperials win the Civil War) recognizes the reality of the situation and wants to foster good relations with the College.
** Ivarstead. One man is reluctant to allow his daughter to go to Riften with her new paramour partly because Ivarstead will have no future if more of the younger generation leaves. The main attraction of Ivarstead is that it is the closest settlement to the mountain where the legendary Gray-beards reside.



** Anyone who played the ''Bloodmoon'' expansion for ''Morrowind'' two games ago will be in familiar territory. Solstheim, the island where that expansion took place, was basically a mini-Skyrim, full of Nords and mead with werewolves and deadly spriggans running about.
*** The actual Solstheim returns as the setting for the ''Dragonborn'' DLC, and its southern half is now a mini-Morrowind, with ash fall, netches, and Redoran and Telvanni settlements with their associated architecture.

to:

** Anyone who played the ''Bloodmoon'' expansion for ''Morrowind'' two games ago will be in familiar territory. Solstheim, the island where that expansion took place, was basically a mini-Skyrim, full of Nords and mead with werewolves and deadly spriggans running about.
***
about. The actual Solstheim returns as the setting for the ''Dragonborn'' DLC, and its southern half is now a mini-Morrowind, with ash fall, netches, and Redoran and Telvanni settlements with their associated architecture.



* EasyExp: The game will give you a free level in the Speech skill if you try to "persuade" the guard before entering Whiterun. You also get a free Speech level for pointing out the guard in front of Riften's scam. It's impossible to fail these speech events.
* EasyLevelsHardBosses: Most of the enemies in a particular dungeon will be spawned as "easy" encounters, with a few stronger but not impossible foes mixed in here and there. Bosses, however, will usually be marked as hard or extremely hard enemies, and will often have ten times as much health as their minions, along with resistances and inflict massive damage with their weapons.



* EasterEgg: Of the undocumented feature variety. If you click and drag with your mouse (or move the sticks on the console versions) during the loading screens, you can move the model around.
** Doing this with inventory is actually vital to using dragon claw keys, as they have the combination to the door on their palms. This is a case of GuideDangIt for many players.
* ElaborateUndergroundBase: Practically all Dwemer ruins. Blackreach used to be an entire city, spanning ''three'' surface holds, but it fell into disuse when the Dwemer disappeared.
** Blackreach and its upper level, Alftand, are a little more than "elaborate". "''Absolutely freaking huge''" might be a better way of putting it. Traversing them can take the better part of four hours even if you're trying to pass as quickly as possible, and you have to fight your way through a small army of Falmer, Automatons, and other nasties on the way. Easily five times as big as any of the regular barrows you'll see, they're positively packed with items, and have THREE different access elevators plus three more through various Dwemer ruins. There's a reason why [[spoiler:Blackreach might have been the Dwemer capital.]]

to:

* EasterEgg: Of the undocumented feature variety. If you click and drag with your mouse (or move the sticks on the console versions) during the loading screens, you can move the model around.
**
around. Doing this with inventory is actually vital to using dragon claw keys, as they have the combination to the door on their palms. This is a case of GuideDangIt for many players.
* ElaborateUndergroundBase: Practically all ElaborateUndergroundBase:
** The game continues the tradition of having countless smuggler/bandit/necromancer/etc. hideouts in the form of underground caves and ruins. Once again, many get extremely advanced. This is especially true of the old Nordic burials, which are complete underground ruins that can reach the size of full-blown cities.
** The
Dwemer ruins. ruins return in full force with plenty of great examples, many of which have been taken over by their former SlaveRace, the Falmer. The Falmer are also shown to be capable of constructing elaborate networks of suspended bridges and platforms. Blackreach used to be an entire city, spanning ''three'' surface holds, but it fell into disuse when the Dwemer disappeared.
** Blackreach and its upper level, Alftand, are a little more than "elaborate". "''Absolutely freaking huge''" might be a better way of putting it.
disappeared. Traversing them can take the better part of four hours even if you're trying to pass as quickly as possible, and you have to fight your way through a small army of Falmer, Automatons, and other nasties on the way. Easily five times as big as any of the regular barrows you'll see, they're positively packed with items, and have THREE different access elevators plus three more through various Dwemer ruins. There's a reason why [[spoiler:Blackreach might have been the Dwemer capital.]]



* EldritchLocation: Also in ''Dragonborn'', we've got Hermaeus Mora's realm of Apocrypha. Aside from the AlienSky filled with enormous tentacles (which may or may not belong to Mora himself), it's flooded with acidic green water, all the structures are either made of a vaguely organic-looking webbing or gigantic stacks of books, and, thanks to several tunnels and rooms that can move/contract/rotate, [[AlienGeometries it can get really disorienting]].

to:

* EldritchLocation: Also in ''Dragonborn'', we've got Hermaeus Mora's realm of Apocrypha. Aside from the AlienSky filled with enormous tentacles (which may or may not belong to Mora himself), it's flooded with acidic green water, all the structures are either made of a vaguely organic-looking webbing or gigantic stacks of books, and, thanks to several tunnels and rooms that can move/contract/rotate, [[AlienGeometries it can get really disorienting]].EldritchLocation:



* ElementalRockPaperScissors: Subverted in Sheogorath's quest. At first it looks like you're supposed to win such a battle with the help of an atronach (Fire Atronach beats Ice Atronach, who beats Storm Atronach, who beats Fire Atronach) but then it turns out that the battle will actually go on infinitely until you [[spoiler: [[CuttingTheGordianKnot turn Wabbajack on Pelagius's guards]]]].

to:

** In the DLC ''Dragonborn'', we've got Hermaeus Mora's realm of Apocrypha. Aside from the AlienSky filled with enormous tentacles (which may or may not belong to Mora himself), it's flooded with acidic green water, all the structures are either made of a vaguely organic-looking webbing or gigantic stacks of books, and, thanks to several tunnels and rooms that can move/contract/rotate, [[AlienGeometries it can get really disorienting]].
* ElementalRockPaperScissors: ElementalRockPaperScissors:
**
Subverted in Sheogorath's quest. At first it looks like you're supposed to win such a battle with the help of an atronach (Fire Atronach beats Ice Atronach, who beats Storm Atronach, who beats Fire Atronach) but then it turns out that the battle will actually go on infinitely until you [[spoiler: [[CuttingTheGordianKnot turn Wabbajack on Pelagius's guards]]]].



* EliteMooks: Forsworn Briarhearts and Draugr Deathlords, who can take off a good 60% of a mage's health with one melee hit. If you meet one of the latter early on and you don't have a follower, expect the worst.
* {{Elopement}}: You can find a journal at a campsite near an inn on the road to Markarth. The journal belonged to the daughter of the head of a rich mining family who fell in love with one of the workers in her father's mine. She noted her father would never approve of her relationship, not only because of the [[UptownGirl class difference]], but because her lover was a [[MalignedMixedMarriage Dark]] [[ScrewYouElves Elf]]. They decided to save up some money and run away together after meeting up at the campsite. [[DownerEnding Unfortunately, they were both killed by a saber cat at the campsite]]. If you come back to the campsite later, you'll find a Shrine of [[LoveGoddess Dibella]] there with various tributes strewn around it.



** See CrapsackWorld above for details on exactly how the "World as We Know It" has ended. Natural disasters in a remote province or two, political unrest in a few more provinces...



** This can happen when fighting almost any type of enemy in the overworld, and not inside of a dungeon that is populated solely by that enemy type. Since there are so many different enemy factions (mages, bandits, animals, vampires, draugr, giants, etc.), just leading one type of enemy to a group of another will often make your job considerably easier.
*** Special mention goes to the plains area west of Whiterun due to the great prevalence of giants and mammoths there. If you get jumped by a sabre cat, no problem; odds are there's a giant/mammoth in sight from wherever you are that will gladly kill it for you.

to:

** This can happen when fighting almost any type of enemy in the overworld, and not inside of a dungeon that is populated solely by that enemy type. Since there are so many different enemy factions (mages, bandits, animals, vampires, draugr, giants, etc.), just leading one type of enemy to a group of another will often make your job considerably easier.
***
easier. Special mention goes to the plains area west of Whiterun due to the great prevalence of giants and mammoths there. If you get jumped by a sabre cat, no problem; odds are there's a giant/mammoth in sight from wherever you are that will gladly kill it for you.you.
* EnemySummoner: In the ''Dragonborn'' DLC, Seekers are a {{Cthulhumanoid}} form of lesser Daedra in service to Hermaeus Mora, the [[OurGodsAreDifferent Daedric Prince]] of [[KeeperOfForbiddenKnowledge Knowledge]]. Seekers can summon a weaker clone of themselves to aid them in battle, and the clone will disintegrate if the Seeker is killed first.
* EnterSolutionHere:
** There are doors which have 3 symbol combination locks in addition to a claw that acts as the key. You cannot open the door without both, which would be more difficult if every single one didn't have the same method of finding the solution: [[spoiler:Examine the back of the claw in your inventory]]. After you do this in one of the early story missions you will find the same method works for literally every other such door in the game, of which there are a decent number.
** There are similar puzzles involving three to four pillars, each with three sides displaying images of animals, using the same images as on the claws. Each pillar must be rotated to show the correct image. In nearly all cases, there are statues in an arrangement mirroring the pillars, indicating the correct images to show on the pillars. Sometimes they're directly above the pillars.



* EpicHail:
** After you slay your first dragon, [[spoiler:the Greybeards call you up to their mountaintop temple by demonstrating the power of The Voice: even from ''dozens of miles away'' it packs enough force to be accompanied by ''deafening thunder!'']]
** Later, you can do this yourself, to [[spoiler: summon either an undead Dragon from the Soul Cairn, or one of Alduin's former allies from his mountain home]]



* EscortMission:
** There is one as part of a quest in the village of Dawnstar. Unlike most people you travel with, he will walk at a deliberate and slow pace, will require you to stay with him or he won't continue, and he likes to stop and talk a lot. However, you need him to open a few doors and dispel a magical barrier protecting a quest-related artifact. Thankfully, he's invulnerable and can handle himself in a fight, but the pathfinding can glitch.
** The other problem with this and some of the earlier escort missions is that FriendlyFire is in play and the escortee will turn on you. Erandur's quest is particularly susceptible to this with the tight corridors. Thankfully, later escorts (such as Serana in Dawnguard) are much more tolerant of accidental attacks.



* EvenBadMenLoveTheirMamas: One tribe of bandits has the leader's uncle as a guard at the entrance to their cave, even thought he's blind and not that bright. One of the bandits outside has a note on him from the leader lecturing his men about playing tricks on his uncle and threatening them with imprisonment if they don't leave him alone.

to:

* EvenBadMenLoveTheirMamas: EvenBadMenLoveTheirMamas:
**
One tribe of bandits has the leader's uncle as a guard at the entrance to their cave, even thought he's blind and not that bright. One of the bandits outside has a note on him from the leader lecturing his men about playing tricks on his uncle and threatening them with imprisonment if they don't leave him alone.



* EveryoneIsBi / EvenTheGirlsWantHer / EvenTheGuysWantHim: All eligible marriage candidates can be wed regardless of sex and/or race.

to:

* EveryoneIsBi / EvenTheGirlsWantHer / EvenTheGuysWantHim: EveryoneIsBi: All eligible marriage candidates can be wed regardless of sex and/or race.



* EvilIsDeathlyCold: Vampires in Skyrim usually make their home in icy caverns and/or ice-covered fort ruins, and are fond of using frost magic. Draugr are also known for hitting you with a frostbite blast from their hands. Of course, the native Nords are all highly resistant to cold damage; they're used to dealing with this crap, apparently.
** This is actually a CallBack to existing canon, which established the clan of vampires living in Skyrim as having an affinity with frost. They also have the power to phase through ice and frost, though it's never demonstrated in-game.

to:

* EvilIsDeathlyCold: EvilIsDeathlyCold:
**
Vampires in Skyrim usually make their home in icy caverns and/or ice-covered fort ruins, and are fond of using frost magic. Draugr are also known for hitting you with a frostbite blast from their hands. Of course, the native Nords are all highly resistant to cold damage; they're used to dealing with this crap, apparently.
**
apparently. This is actually a CallBack to existing canon, which established the clan of vampires living in Skyrim as having an affinity with frost. They also have the power to phase through ice and frost, though it's never demonstrated in-game.



** Alduin also counts, as does Sahloknir.



* ExcaliburInTheRust:
** Mehrunes Razor is this once again, this time having been [[DismantledMacGuffin broken into pieces]] and the pieces placed in the care of members of a group dedicated to opposing Mehrunes Dagon. After [[CrueltyIsTheOnlyOption liberating]] the pieces, you will travel to Dagon's shrine with a servant of Dagon. Dagon will reforge the blade, but only if you kill his servant. (Then, just ForTheEvulz, he'll sic two [[OurDemonsAreDifferent Dremora]] on you.)
** The [[CarryABigStick Mace of Molag Bal]] is initially found as a rusty piece of scrap. However, Molag Bal (Daedric Prince of [[TheCorrupter Domination and Corruption]]) [[ViolenceIsTheOnlyOption forces the player to kill]] a priest of Boethiah (another Daedric Prince and rival of Molag Bal) before he'll restore it.
* ExpansionPack: There are two major DLC expansions, the first being ''Dawnguard''. It adds small new areas to the ends of the world map, and new vampire and werewolf content with a quest line where you can choose to join the vampires or Dawnguard (vampire hunters). The second major expansion, ''Dragonborn'', adds Solstheim, the Nord-ruled island north of Morrowind from the ''Bloodmoon'' expansion, as well as side trips into the realm of Hermaeus Mora, the [[OurGodsAreDifferent Daedric Prince]] of [[ThingsManWasNotMeantToKnow Knowledge]]. The [[UpdatedRerelease Special Edition]] includes both of these expansions out of the box.



* ExposedToTheElements: You can find bandits wearing little more than a loincloth in the middle of a snowstorm. The PC can also fall under this trope by wearing skimpy Forsworn or fur armor in screaming blizzards – if they're female, it's little more than a fur loincloth and bra; if they're male, it's [[ShirtlessScene little more than a fur loincloth]].
** [=NPC=]s will, however, comment on this if a character is walking around in their underwear.

to:

* ExposedToTheElements: ExposedToTheElements:
**
You can find bandits wearing little more than a loincloth in the middle of a snowstorm. The PC can also fall under this trope by wearing skimpy Forsworn or fur armor in screaming blizzards – if they're female, it's little more than a fur loincloth and bra; if they're male, it's [[ShirtlessScene little more than a fur loincloth]].
**
loincloth]]. [=NPC=]s will, however, comment on this if a character is walking around in their underwear.



** {{Averted|Trope}} if you use the extremely popular [[https://www.nexusmods.com/skyrim/mods/11163/ Frostfall]] GameMod, which adds a cold weather survival element to the game. [[NintendoHard Skyrim's cold will kill you long before the monsters and bandits do if you are unprepared]]. Travelling at night is risky, being caught in a blizzard can easily spell your doom, and Talos help you if you fall into freezing water and can't dry off.
*** The Survival Mode option available from Creation Club does something similar, by forcing you to worry about elemental conditions as well as getting sufficient food and rest.

to:

** {{Averted|Trope}} if you use the extremely popular [[https://www.nexusmods.com/skyrim/mods/11163/ Frostfall]] GameMod, which adds a cold weather survival element to the game. [[NintendoHard Skyrim's cold will kill you long before the monsters and bandits do if you are unprepared]]. Travelling at night is risky, being caught in a blizzard can easily spell your doom, and Talos help you if you fall into freezing water and can't dry off.
***
off. The Survival Mode option available from Creation Club does something similar, by forcing you to worry about elemental conditions as well as getting sufficient food and rest.



* ExpositoryThemeTune: "The Song of the Dragonborn" (the song at the main menu screen) is this, if you can understand the Dragon language. The full lyrics, with translation, are included in one of the in-game books, but it has more lyrics and verses than are included in the official rendition of the song. Instead, it actually matches up with the track heard in Sovngarde - the original version of the song, perhaps.
** Dragonborn, Dragonborn, by his honor is sworn, / To keep evil forever at bay. / And the fiercest foes rout / When they hear triumph's Shout / Dragonborn, for your blessing we pray!

to:

* ExpositoryThemeTune: "The Song of the Dragonborn" (the song at the main menu screen) is this, if you can understand the Dragon language. The full lyrics, with translation, are included in one of the in-game books, but it has more lyrics and verses than are included in the official rendition of the song. Instead, it actually matches up with the track heard in Sovngarde - the original version of the song, perhaps.
** Dragonborn,
perhaps. "Dragonborn, Dragonborn, by his honor is sworn, / To keep evil forever at bay. / And the fiercest foes rout / When they hear triumph's Shout / Dragonborn, for your blessing we pray!pray!"



* EyeScream: One of the finishers for one-handed swords on dragons is to climb onto the head of the thrashing dragon, and then stab them right in the eye.

to:

* EyeScream: EyeScream:
**
One of the finishers for one-handed swords on dragons is to climb onto the head of the thrashing dragon, and then stab them right in the eye.



*** That being said, if that Stormcloak warrior chose to defy this trope and made a scene instead, Alduin would have arrived and interrupted proceedings just as ''his'' head was going on the block and he would have lived.



* TheFaceless: Miraak's face is never shown. Even after you kill him, [[spoiler: you eat his soul, so his flesh dissolves, meaning you still can't see his face even after looting his gear.]]
** [[spoiler: Console commands, however, reveal that he's a Nord, with receding hair and BlackEyesOfEvil. The latter is presumably a side effect of either learning too many of Hermaeus Mora's secrets or spending too much time in Apocrypha.]]

to:

* TheFaceless: Miraak's face is never shown. Even after you kill him, [[spoiler: you eat his soul, so his flesh dissolves, meaning you still can't see his face even after looting his gear.]]
** [[spoiler:
gear]]. Console commands, however, reveal that he's [[spoiler:he's a Nord, with receding hair and BlackEyesOfEvil. The latter is presumably a side effect of either learning too many of Hermaeus Mora's secrets or spending too much time in Apocrypha.]]



* FakeLongevity:
** Almost every quest requires you to run a tremendous distance which in turn has a probability to meet randomly spawning dragons, or clear a cave, keep or tomb full of random enemies that mostly aren't even related to this quest's story. There's a chance to kill an enemy with a finishing move forcing you to wait for the animation to end. It also requires you to grind lots and lots of ingredients to level alchemy, which is done by combining those ingredients correctly, thus meeting the criteria for Item Crafting, Grinding and Combinatorial Explosion. Since you've discovered all of Skyrim in a short period of time, running through it again may be considered Back Tracking. Most enemies have a Fake Difficulty, killing the player with two hits unless he's got lots of health potions. While its dungeons are more variable than Oblivion's, they still often look and feel the same, especially if it comes to claw riddles. It's overall promise of 500 hours of game time are only to be achieved by this trope. Thank [[OhMyGods Arkay]] for fast travel. It's most noticable in any quest where a fellow faction member offers to show you to your "quarters", which is usually down a long hallway that they've decided to slowly walk to. Or if a scripted scene has all the essential characters talking and marked "busy". "Waiting" usually doesn't help since these are scripted events.
** It's especially bad in the ''Dawnguard'' expansion, where your faction's base is always situated in one of the corners of the map, requires you to travel to the opposite corner -- literally the longest Euclidean distance in the game -- at least ''twice'', ''and'' requires visiting specific quest locations on the far west, far north, and far east sides of the map as well. With "needs" mods installed it can become extremely tedious to spend several in-game days' worth of travel time just running back and forth. The storyline is actually pretty decent, particularly for anyone who loves the Elder Scrolls lore, although it is probably lost as meaningless on anyone who just wants to have a fun time.



* FakeUltimateMook: The sleeping [[BearsAreBadNews bear]] found near the end of the escape from Helgen, the tutorial level. Your companion will hype up the beast as a powerful enemy and suggest you either sneak by or attempt to snipe it from afar with a bow. However, you can easily take the bear head-on, and tear it apart just as easily as any other Mook in this level. This is a particularly treacherous example, as all Skyrim bears '''but''' this tutorial one are indeed DemonicSpiders, with a lot of health and hard-hitting attacks that will do a number on an inexperienced adventurer. So if you mess around with a bear in the wilds expecting it to fold like a house of cards, you will get horrifically mauled.
* FallingDamage: There is a small distance you can fall without taking damage at all, but once you pass that, the damage increases '''dramatically'''. Once you pass the cutoff distance for fall damage, your only thoughts will be "just reload the save before the death animation plays".



* FetchQuest: The game is ''filled'' with these, and in fact the "Radiant Story" system was built for this. It does, however, ''usually'' have the decency to point to locales you have yet to visit, making the journey as bountiful as the destination when you clear out a new dungeon.

to:

* FetchQuest: FetchQuest:
**
The game is ''filled'' with these, and in fact the "Radiant Story" Radiant Quest system was built for this. It does, however, ''usually'' consists of a large number of fetch quests, particularly the mini-quests given by the Thieves' Guild and the Companions (which are largely "go here, kill/rob X, bring back sword/necklace/gold statue/etc. to quest-giver"). There is also the "No Stone Unturned" quest, which sends you seeking the stones of Barenziah all over Skyrim, and the "A Return to Your Roots" quest, which is a retread of the above "Finding Your Roots" quest from ''Oblivion'', though at least this time you're collecting crimson nirnroot in one giant cavern instead of all over the world map.
** "No Stone Unturned" is considered by many to be the [[ThatOneSidequest most infamous]] of all Skyrim fetch quests, if not all quests in general. The stones are [[CollectionSidequest numerous]], quite small, and almost always hidden away in some nondescript dungeon or sitting on a desk in some random NPC's house amongst various bits of junk. And once you pick up a stone it can't be removed from your inventory until you've found all 24 of them and completed the associated quest, which is a problem since the stones each
have a 0.5 weight value (most other quest items are weightless). Worse still, one of the decency stones was placed in a spot that becomes completely inaccessible after a certain point, rendering it {{Permanently Missable|Content}}. Until the stone was moved by the 1.4 patch, it wasn't uncommon for players to point reach the end of the game with up to locales 11.5 pounds of dead weight taking up space in their inventory. And unlike most quests in the game. You don't get map markers for them, so you have yet to visit, making travel the journey as bountiful as entire country completely blind searching every single nook&cranny in the destination when ENTIRE game. Unless you clear out use a new dungeon.walk-through or a map marker mod. [[note]] the map marker mod for the stones is one of the highest-rated Skyrim mods on the Steam Workshop [[/note]]



* FighterMageThief: The three archetypal builds are present even without classes, as each skill is one of six in each purview. In the astrological lore of the series, these three are the names of three "Guardian" constellations in the zodiac which "watch over" lesser constellations devoted to these three builds. The new skill tree system's visible appearance is a direct callback to this, with the three "Guardians" as huge nebulae over the warrior, mage and thief skill trees that appear as constellations in the sky. (The old constellations like "The Atronach" and "The Shadow" have been moved to the standing stones dotting Skyrim.)

to:

* FighterMageThief: FighterMageThief:
**
The three archetypal builds are present even without classes, as each skill is one of six in each purview. In the astrological lore of the series, these three are the names of three "Guardian" constellations in the zodiac which "watch over" lesser constellations devoted to these three builds. The new skill tree system's visible appearance is a direct callback to this, with the three "Guardians" as huge nebulae over the warrior, mage and thief skill trees that appear as constellations in the sky. (The old constellations like "The Atronach" and "The Shadow" have been moved to the standing stones dotting Skyrim.)



* FinalBossPreview: As noted above, [[spoiler:the dragon that so handily interrupts your beheading at the start of the game]] is actually Alduin, [[NiceJobFixingItVillain trying to kill you.]]
** You actually get at least three encounters with him before the actual final battle. The third one [[spoiler: subverts the usual expectation of getting curb stomped. You actually have him on the run and news of his refusal to submit to you after defeating him and instead fleeing shakes the confidence the other dragons have in Alduin's leadership.]]
* FinishingMove: Born from the popular ''Oblivion'' GameMod "Deadly Reflexes" and as an extension of the predecessor Fallout 3 engine's VATS kill-cam function, we have Finishers - flashy animations where characters kill others in a spectacular manner. Every weapon in the game has at least two finisher animations for every enemy type in the game, and projectile weapons have a few as well.
** Particularly satisfying is one of the unarmed Finishers, [[spoiler:a chokeslam]]. Have an axe? Your character doesn't need it as they're quite happy to headbutt a foe to death.
* FireBreathingWeapon: While its predecessor ''Oblivion'' only featured spells that fire a single bolt of elemental energy, ''Skyrim'' also features spells that fire a stream of energy. These tend to require less magicka than the other variety, but deal less damage.
** In addition, the player can learn to breathe fire (and frost) in the same way the Dragons do.

to:

* FinalBossPreview: As noted above, FinalBossNewDimension:
** The final boss battle takes place in
[[spoiler:the dragon that so handily interrupts your beheading at Nordic afterlife of Sovngarde]].
** The final battle against Miraak in ''Dragonborn'' takes place in [[spoiler:Hermaeus Mora's realm of Apocrypha. The final quest is even called "At
the start Summit of the game]] is actually Alduin, [[NiceJobFixingItVillain trying to kill you.Apocrypha".]]
** You * FinalBossPreview: [[spoiler:The dragon that so handily interrupts your beheading at the start of the game]] is actually get at least three encounters with him before the actual final battle. Alduin, [[NiceJobFixingItVillain trying to kill you.]] The third one [[spoiler: subverts encounter [[spoiler:subverts the usual expectation of getting curb stomped. You actually have him on the run and news of his refusal to submit to you after defeating him and instead fleeing shakes the confidence the other dragons have in Alduin's leadership.]]
* FindTheCure: Getting cured requires working with a Conjurer who will cure you in exchange for a filled Black Soul Gem. "Black" souls are those of sapient beings, and the ''Dawnguard'' DLC reveals that sapient beings who have been soul trapped are doomed to spend eternity in the bleak Soul Cairn. Essentially, you are dooming someone to a FateWorseThanDeath to cure yourself of the disease. Alternatively, if you are a member of the [[AdventureGuild Companions]], you can choose to [[spoiler:become infected with Lycanthropy, which clears the Vampirism]]. That may or may not be considered better depending on the circumstances.
* FinishingMove: Born from the popular ''Oblivion'' GameMod "Deadly Reflexes" and as an extension of the predecessor Fallout 3 engine's VATS kill-cam function, we have Finishers - flashy animations where characters kill others in a spectacular manner. Every weapon in the game has at least two finisher animations for every enemy type in the game, and projectile weapons have a few as well.
**
well. Particularly satisfying is one of the unarmed Finishers, [[spoiler:a chokeslam]]. Have an axe? Your character doesn't need it as they're quite happy to headbutt a foe to death.
* {{Fireballs}}: The game promotes Fireball to a Adept level spell and adds a glorious explosion upon impact. There is a lower level, non-exploding "Firebolt" variant that behaves similarly to Oblivion's fireball.
* FireBreathingWeapon: While its predecessor ''Oblivion'' only featured spells that fire a single bolt of elemental energy, ''Skyrim'' also features spells that fire a stream of energy. These tend to require less magicka than the other variety, but deal less damage.
**
damage. In addition, the player can learn to breathe fire (and frost) in the same way the Dragons do.



* FirstTown: This role is shared between two locations:
** Riverwood fits the classic version. Its a small sleepy village with a few minor quests available and, depending on how you got there, an NPC who will hook you up with some free starting gear.
** Whiterun is the first hold the player likely goes to, being the first place the player will become a Thane in addition to having the cheapest player home.
* FishingForMooks: This strategy is part of what makes the "Stealth Archer" build so devasating. Bow strikes from stealth deal extra damage, which when combined with the right perks and enchanted equipment, can lead to them dealing ''many times'' their base damage. And because [[ArtificialStupidity the NPC AI is so eager to dismiss]] arrows sticking out of their bodies or their dead buddies next to them as "the wind", it's laughably easy to temporarily withdraw after a shot, wait for any other enemies to lose aggro, then return for ''another'' stealth shot over and over until all enemies have been wiped out.



** Another example happens at the end of the ThievesGuild quest "Speaking with Silence," when Karliah shoots the Dragonborn in a scripted cutscene. You're lying on the floor, vision blurring and darkening, unable to do anything, and then [[spoiler:Mercer]] tops it off by stabbing you - all of that from a lovely first person POV. When the screen goes black, you could be forgiven for thinking the Dragonborn just got KilledOffForReal. Nothing of the sort happens, of course, and the quest line proceeds one loading screen later.

to:

** Another example happens at the end of the ThievesGuild quest "Speaking with Silence," when Karliah shoots the Dragonborn in a scripted cutscene. You're lying on the floor, vision blurring and darkening, unable to do anything, and then [[spoiler:Mercer]] tops it off by stabbing you - all of that from a lovely first person POV. When the screen goes black, you could be forgiven for thinking the Dragonborn just got KilledOffForReal. Nothing of the sort happens, of course, however, and the quest line proceeds one loading screen later.



* FlashStep: The Whirlwind Sprint shout lets you do this. The Vampire Lords also have this ability, by turning into a cloud of bats.



* ForTheEvulz: The ghost of [[spoiler:Lucien [=LaChance=]]] acts like this, often advocating murder for petty reasons.
* ForebodingArchitecture: Gets especially obvious in Nordic ruins. Yes, the sarcophagi will bust open dramatically the moment you try to take the loot or the MacGuffin, and yes, the [[GiantSpider Frostbite Spider]] will drop down through the giant hole in the ceiling.

to:

* ForTheEvulz: The ghost ForcedPrizeFight: There's the quest "The House of [[spoiler:Lucien [=LaChance=]]] acts like this, often advocating murder for petty reasons.
Horrors" in Markarth, in which the player character and a Vigilant of Stendaar are locked in a house together by a [[{{EldritchAbomination}} Daedric Prince]] and forced to fight to the death.
* ForebodingArchitecture: ForcedTutorial: There's one interspersed throughout the opening segment of the game [[spoiler:as a dragon attack saves you from the executioner's block]]. You initially learn the movement commands, then get tips on how to use certain items as you pick them up. Like in ''Oblivion'', you can save right before leaving the tutorial area where you get a last chance to change your character, allowing you to skip it in future play-throughs.
* ForebodingArchitecture:
**
Gets especially obvious in Nordic ruins. Yes, the sarcophagi will bust open dramatically the moment you try to take the loot or the MacGuffin, and yes, the [[GiantSpider Frostbite Spider]] will drop down through the giant hole in the ceiling.



* ForestOfPerpetualAutumn: The Rift seems to be in autumn, even though other regions on the same latitude seem to be in spring.

to:

* ForestOfPerpetualAutumn: The Rift seems to be is a hold located in autumn, even though other regions on the same latitude seem to be southeastern portion of Skyrim and covered by an extensive forest. While the evergreen trees are fairly unremarkable, the deciduous trees (mainly birches and larches), bushes and grasses are in spring.constant autumn foliage, painting the Rift in red, yellow and gold. Drifting, falling leaves fill the air in most places, and there are also squash-like gourds growing wild. While Skyrim is a [[GrimUpNorth cold, wintery land]] overall, the non-snow covered deciduous trees we see elsewhere have full sets of green leaves.



* ForTheEvulz: The ghost of [[spoiler:Lucien [=LaChance=]]] acts like this, often advocating murder for petty reasons.
* FourthDateMarriage: All that's required for marriage is having completed a quest for a given (and marriageable) NPC and then speaking to them while wearing an amulet that signifies you're available and looking. Some require you complete whole questlines, which presumably would give you time to get to know each other (not much, but some time) while others require only a simple fetch quest, and some require only that you beat your potential spouse in a bare-knuckle brawl. The priest of Mara who explains this to you points out that this is not unusual at all in Skyrim, as, well, it's ''[[DeathWorld freaking]] [[GrimUpNorth Skyrim]]'', one of the most dangerous regions in the world, and people don't involve themselves in long courtships when death is literally right down the road.



* FriendOrIdolDecision:
** The '''only''' way to gain all fifteen Daedric artifacts for the "Oblivion Walker" achievement involves [[ChronicBackstabbingDisorder stabbing your ally]] [[KickTheDog in the back]] in most of their associated quests, or else [[PermanentlyMissableContent losing the chance]] to gain the artifact involved. Understandable, since the [[OurGodsAreDifferent Daedric Princes]] are, for the most part, a collection of JerkassGods. The most brutal decision is probably the one in the quest for Vaermina, the Daedric Prince of [[YourWorstNightmare Nightmares]]. If you want her artifact and the achievement, you must [[spoiler:kill Erandur, a companion and one of the few followers in the game to actually level up with you]]. By saving this as the last Daedric quest you do, you can, through SaveScumming, get the achievement ''and'' keep [[spoiler:Erandur]] alive, but you lose out on the artifact.
** The quest for [[JackassGenie Clavicus Vile]] is a particularly dark example of the trope, because Vile ''himself'' tells you to use the Rueful Axe and kill Barbas, the talking BigFriendlyDog who has accompanied you on the quest. [[spoiler:Doing this is the ''wrong move'', because the Rueful Axe is not his true artifact. Instead, you have to replace the Rueful Axe in the statue, enabling Barbas to return to his rightful place as Vile's conscience. You are then rewarded with the true artifact, the Masque of Clavicus Vile.]]
* FriendToAllChildren: It's impossible[[note]]outside of mods[[/note]] for the player to harm children. Also, you can play games like tag and hide & seek with the children that you meet. [[spoiler:Even the dead ones.]]. With the ''Hearthfire'' DLC, the player can even adopt children, although you're limited to just two. However, just because the player character likes kids doesn't necessarily mean that [[BrattyHalfPint they like you back]].



* FromBadToWorse: According to the plot, things in Tamriel have indeed gotten worse during the 200-year gap between ''Oblivion'' and ''Skyrim''.
** Keep in mind that ''Oblivion'' involved an invasion from a hell realm with demons erupting out and causing mass death and destruction... those are now seen as the ''good old days.''

to:

* FromBadToWorse: FromBadToWorse:
**
According to the plot, things in Tamriel have indeed gotten worse during the 200-year gap between ''Oblivion'' and ''Skyrim''.
**
''Skyrim''. Keep in mind that ''Oblivion'' involved an invasion from a hell realm with demons erupting out and causing mass death and destruction... those are now seen as the ''good old days.''



* FromTheMouthsOfBabes: Killing Grelod the Kind can result in one of the orphans taking a very dark interest in assassination and its ability to "solve people's problems."
* FungusHumongous: Blackreach has glowing mushrooms that reach all the way to the top of the cavern.

to:

* FromZeroToHero: You pick a bad time to cross the border into a wartorn Skyrim and come within a hair's breadth of being executed after being mistaken for an enemy. You turn out to be The Dragonborn and must prevent TheEndOfTheWorldAsWeKnowIt, as well as decide the outcome of the civil war.
* FromTheMouthsOfBabes: Killing The first Dark Brotherhood quest has you killing the vicious woman called Grelod the Kind can result in who runs the orphanage. The children cheer you after the deed, but one of the orphans taking a girl very dark interest in assassination and its ability to "solve calmly acknowledges that killing one person can solve a lot of people's problems."
problems and that she is "wondering at the possibilities".
* FungusHumongous: FungusHumongous:
**
Blackreach has glowing mushrooms that reach all the way to the top of the cavern.



** The fight against Miraak in ''Dragonborn'' can be rendered unwinnable if you're too aggressive. Miraak is scripted to heal after taking enough damage, for a total of three times, and for the duration is rendered ethereal so you can't attack him. The problem is, each healing session is designed to only restore most of his health, the assumption being he'll have enough left upon going ethereal to cover the distance and restore him to full. If you damage him enough, though, the healing session will leave him at close to full health, while Miraak will only attack if his health is at full. Miraak will thus stay permanently ethereal, and the battle will be stuck. The only way to correct this problem is either to get him to leave combat (which not all character builds can do); otherwise, you're forced to reset and watch your damage output more carefully.
*** However, if you do get stuck in this manner, you can frequently fix it by shooting Hermaeus Mora (who floats above the battle in the center of the area, though often invisibly) with spell or arrow. Oddly, instead of getting peeved with you for nailing him, this triggers the stalled "death sequence" for Miraak and ends the fight.

to:

** The fight against Miraak in ''Dragonborn'' can be rendered unwinnable if you're too aggressive. Miraak is scripted to heal after taking enough damage, for a total of three times, and for the duration is rendered ethereal so you can't attack him. The problem is, each healing session is designed to only restore most of his health, the assumption being he'll have enough left upon going ethereal to cover the distance and restore him to full. If you damage him enough, though, the healing session will leave him at close to full health, while Miraak will only attack if his health is at full. Miraak will thus stay permanently ethereal, and the battle will be stuck. The only way to correct this problem is either to get him to leave combat (which not all character builds can do); otherwise, you're forced to reset and watch your damage output more carefully.
***
carefully. However, if you do get stuck in this manner, you can frequently fix it by shooting Hermaeus Mora (who floats above the battle in the center of the area, though often invisibly) with spell or arrow. Oddly, instead of getting peeved with you for nailing him, this triggers the stalled "death sequence" for Miraak and ends the fight.



** Speaking of Serana, her leave/wait commands can get bugged, causing her to never offer the option to get her to stop waiting or become a follower again, which can only be fixed by resetting parts of her character script using the console.

to:

** Speaking of Serana, her Serana's leave/wait commands can get bugged, causing her to never offer the option to get her to stop waiting or become a follower again, which can only be fixed by resetting parts of her character script using the console.



* GameFavoredGender: Males have slightly faster movement speed - only slightly, but enough that it's noticeable if you try to travel alongside an NPC of the opposite sex. However, in a completely different area of gameplay, since there tend to be slightly more male enemies than female, female players will have the advantage when it comes to abilities that allow you to deal more damage to the opposite sex. Overall, the differences are so slight that most players would never really notice them.



** Certain plot threads are handled separately, which leads to odd situations where doing quests in certain orders leads to {{facepalm}}-worthy dialogues. For example, while doing Thieves' Guild quests, the player is told by Maven Black-Briar that she has Dark Brotherhood contacts and she'll sic them on you. Thing is, if you completed the Dark Brotherhood questline ''before'' doing the Thieves' Guild, [[spoiler:you know exactly who her contact was - Astrid, through Delvin. And Astrid is dead. And ''you'' are the head of the Brotherhood]]. If you've done both the Dark Brotherhood and Thieves' Guild storylines, Maven's threats and posturing take on a new level of absurdity, because she's [[spoiler:''[[IneffectualDeathThreats threatening you with yourself,]]'' [[IneffectualDeathThreats seeing as how]] ''[[IneffectualDeathThreats you lead both organizations]]'']].
*** Another example is in the Civil War questline - Hadvar acts as if you escaped with them at Helgen if you join the Empire in the Civil War... even though it's possible to escape with Ralof and then immediately turn around and join the Empire (and vice-versa).

to:

** Certain plot threads are handled separately, which leads to odd situations where doing quests in certain orders leads to {{facepalm}}-worthy dialogues. For example, while doing Thieves' Guild quests, the player is told by Maven Black-Briar that she has Dark Brotherhood contacts and she'll sic them on you. Thing is, if you completed the Dark Brotherhood questline ''before'' doing the Thieves' Guild, [[spoiler:you know exactly who her contact was - Astrid, through Delvin. And Astrid is dead. And ''you'' are the head of the Brotherhood]]. If you've done both the Dark Brotherhood and Thieves' Guild storylines, Maven's threats and posturing take on a new level of absurdity, because she's [[spoiler:''[[IneffectualDeathThreats threatening you with yourself,]]'' [[IneffectualDeathThreats seeing as how]] ''[[IneffectualDeathThreats you lead both organizations]]'']].
***
organizations]]'']]. Another example is in the Civil War questline - Hadvar acts as if you escaped with them at Helgen if you join the Empire in the Civil War... even though it's possible to escape with Ralof and then immediately turn around and join the Empire (and vice-versa).



*** Partly justified, as apparently healing potions can take care of the addiction (or at least the withdrawal symptoms). Ordinary people might not use those very often, but the player probably drinks more than enough to counteract any negative effects.
** At a certain point in one quest, the player gets stabbed and passes out. An NPC will tell them that a certain paralytic venom kept them from bleeding out. In combat, the player never "bleeds out" at all, and in fact regenerates - not to mention that the player may very well be immune to poisons in the first place!

to:

*** Partly justified, as apparently healing potions can take care of the addiction (or at least the withdrawal symptoms). Ordinary people might not use those very often, but the player probably drinks more than enough to counteract any negative effects.
** At a certain point in one quest, the player gets stabbed and passes out. An NPC will tell them that a certain paralytic venom kept them from bleeding out. In combat, the player never "bleeds out" at all, and in fact regenerates - not to mention that and the player may very well be immune to poisons in the first place!



*** It's not just Meridia, for that matter. Practically every supernatural entity (such as Molag Bal, Alduin, Hermaeus Mora, and others) refers to you as a "mortal" too, ignoring your status as a vampire completely. It's somewhat explained by ''Dawnguard'' being a DLC and most of these being in the vanilla game (where you can't be a vampire lord); but even in vanilla ''Skyrim'' it's possible to be a regular vampire, and this gets completely ignored.

to:

*** It's not just Meridia, for that matter. Practically ** Nearly every supernatural entity (such as Molag Bal, Alduin, Hermaeus Mora, and others) refers to you as a "mortal" too, ignoring your status as a vampire completely. It's somewhat explained by ''Dawnguard'' being a DLC and most of these being in the vanilla game (where you can't be a vampire lord); but even in vanilla ''Skyrim'' it's possible to be a regular vampire, and this gets completely ignored.



* GayOption: You can marry any marriage candidates, regardless of what character you're playing as. [[EveryoneIsBi None of the prospective love interests]] [[AnythingThatMoves care about race or gender either]].
** An attempt at handwave mentions how harsh the Nord style of life is in Skyrim, and people don't have time for nonsense such as "romance".
* GenderedOutfit: Every outfit in the game has a male and female variant. Armor becomes a BreastPlate when fitted onto a female character, and regular clothes have vastly different appearances between the sexes.

to:

* GangUpOnTheHuman: The [[OurDragonsAreDifferent dragons]] seem to have this as part of their AI. There have been reports of dragons luring players into the aggro radius of other creatures and hostile [=NPCs=], bringing them into the fight against the player while the dragon circles and attacks from above. This is particularly noticeable when a dragon attacks while you're already fighting something else. You'd think that anything that isn't another dragon would perceive the dragon as a bigger threat than you, and temporarily team up with you to take it down (although sometimes this can happen - [[OurGiantsAreBigger giants]] aren't automatically hostile to the player anyway, and are notorious for killing low-level dragons with ease, although they'll typically stay aggroed once it's dead).
* GargleBlaster:
** The player can enter into a drinking competition [[spoiler:with a man who turns out to be Sanguine, the [[OurGodsAreDifferent Daedric Prince]] of [[FunPersonified Debauchery]] and [[TheHedonist Hedonism]]]]. The brew is apparently strong enough that the [[PlayerCharacter Dragonborn]] wakes up on the other side of Skyrim with no memory of the previous night, having experienced all manner of wacky adventures.
** Talen-Jei, the waiter at the Bee and Barb inn, dabbles in making cocktails. The Cliff Racer, a blend of Firebrand Wine, Cyrodiilic Brandy, Flin, and Sujamma, fits this trope closest, but the Velvet [=LeChance=] deserves an honorable mention for being garnished with ''deadly'' Nightshade (albeit a nonlethal quantity).
** The ''Dawnguard'' DLC introduces Redwater [[FantasticDrug Skooma]], in a Skooma house. It immediately knocks the drinker out, so they can be dragged down to the basement to become a Vampire's Thrall. Interestingly, if you drink some, your companion is locked up with you, despite not drinking any.
* GayOption: You can marry any marriage candidates, regardless of what character you're playing as. [[EveryoneIsBi None of the prospective love interests]] [[AnythingThatMoves care about race or gender either]].
**
either]]. An attempt at handwave mentions how harsh the Nord style of life is in Skyrim, and people don't have time for nonsense such as "romance".
* GenderedOutfit: GenderedOutfit:
**
Every outfit in the game has a male and female variant. Armor becomes a BreastPlate when fitted onto a female character, and regular clothes have vastly different appearances between the sexes.



* GhibliHills: Falkreath Hold. The only settlement there (besides the ruins of Helgen) is the hold capital itself. The primary industry seems to be logging, and the land itself is unspoiled, teeming with forests and trees, and sparsely populated.
** Arguably Whiterun. The surrounding country side is tundra, but it's grassy and snow-free. The people in the city itself are mostly pleasant, as is the Jarl, and even the guards after you complete a few quests, so the place feels like {{Arcadia}}. Perhaps not coincidentally, that is the name of the city's resident alchemy merchant.

to:

* GhibliHills: GetOutOfJailFreeCard: The game allows you to become thane of all the holds in the region. This in turn allows you to commit a crime and demand to be let go because you are the thane, even if that crime is multiple murder. However, you can only use this one time in each hold, or at most twice if the ruler of a hold changes and you become thane to the new Jarl.
* GhibliHills:
**
Falkreath Hold. The only settlement there (besides the ruins of Helgen) is the hold capital itself. The primary industry seems to be logging, and the land itself is unspoiled, teeming with forests and trees, and sparsely populated.
** Arguably Whiterun. The surrounding country side is tundra, but it's grassy and snow-free. The people in the city itself are mostly pleasant, as is the Jarl, and even the guards after you complete a few quests, so the place feels like {{Arcadia}}. Perhaps not coincidentally, that is the name of the city's resident alchemy merchant.



* GiantEnemyCrab: Mudcrabs, naturally, but not just the ones that annoy you every time you come near a river. Just southeast of Rorikstead, there is a mudcrab-infested pool of water that appears to be ridged on all sides with rocks. On closer inspection, it turns out the "rocks" on one side are the corpse of a mudcrab bigger than everything except mammoths and dragons!
** [[spoiler: And you can fight the ghost of said giant Mudcrab in a quest!]]
** [[spoiler: A truly massive crab (coincidentally also a ghost) was added as a boss fight at the end of the [[FishingMinigame Fishing Creation,]] which has since been added to the main game in the Anniversary update.]]
* GiantSpider: Though they appear to be based on solfugids rather than true spiders, the appropriately named frostbite spiders are one of the more common enemies you'll encounter underground, varying in scale from the size of a dog to the size of a small elephant.
* GlamourFailure: A meta-example. Several dungeons have you fight spectral enemies that appears as ghostly blue apparitions. However, they're just normal enemies with a particular visual effect applied to them. It often glitches up, particularly when they die, revealing their true nature.

to:

* GiantEnemyCrab: GiantEnemyCrab:
**
Mudcrabs, naturally, but not just the ones that annoy you every time you come near a river. Just southeast of Rorikstead, there is a mudcrab-infested pool of water that appears to be ridged on all sides with rocks. On closer inspection, it turns out the "rocks" on one side are the corpse of a mudcrab bigger than everything except mammoths and dragons!
** [[spoiler: And
dragons! [[spoiler:And you can fight the ghost of said giant Mudcrab in a quest!]]
** [[spoiler: A truly massive crab (coincidentally also a ghost) was added as a boss fight at the end of the [[FishingMinigame Fishing Creation,]] which has since been added to the main game in the Anniversary update.]]
update.
* GiantSpider: Though GiantMook:
** Played with it in regards to [[OurGiantsAreBigger Giants]]. While there are mentions of historical and OffScreenVillainy, the Giants in-game are typically {{Gentle Giant}}s who will not attack unless provoked. That said, if
they appear to be based on solfugids rather than true spiders, the appropriately named frostbite spiders are one of the more common enemies you'll encounter underground, varying in scale from the size of a dog to the size of a small elephant.do attack, they make for very formidable and hard-hitting foes.
** Dwemer Steam Centurions return, and are even larger and more powerful. They also now possess a ranged attack of concentrated steam.
** In the ''Dragonborn'' DLC, Lurkers, a type of [[FishPeople fish-like]] lesser Daedra in service to Hermaeus Mora, the Daedric Prince of [[KeeperOfForbiddenKnowledge Knowledge]], are this. Lurkers stand much taller than even the tallest of the playable races, roughly as tall as Giants, on average. They have powerful physical attacks, can use a ShockwaveStomp, and have [[SuperSpit Acid Spit]].
* GlamourFailure: A meta-example. GiantSpider: Though they appear to be based on solfugids rather than true spiders, the appropriately named frostbite spiders are one of the more common enemies you'll encounter underground, varying in scale from the size of a dog to the size of a small elephant.
* GildedCage: In the ''Dawnguard'' expansion, Serana observes that Castle Volkihar was essentially this for her as she was growing up. She was never able to go anywhere or have any real friends, mostly due to her family's status (her father was an extremely high-ranking noble, almost a king in his way) and the fact that her parents were [[spoiler:Daedra worshipers who eventually became vampires, and forced her to become one as well]].
* GiveMeYourInventoryItem: The game continues the grand tradition of two-bit thugs demanding money from unstoppable world-saving demigods. Hilariously, if you become leader of the Thieves' Guild, you can actually chastise them and take ''their'' money instead. More sympathetically, you will sometimes run across Stormcloaks taken prisoner by the Thalmor. Once you slaughter the Thalmor and free the prisoner ([[ScrewYouElves which you inevitably will]]) you can give the prisoner any items from your inventory. The guy probably won't survive long without some gear, but fortunately you've got 3-4 dead Thalmor you can strip for their gear.
* GlamourFailure:
**
Several dungeons have you fight spectral enemies that appears as ghostly blue apparitions. However, they're just normal enemies with a particular visual effect applied to them. It often glitches up, particularly when they die, revealing their true nature.



** Werewolves. They cannot wear armor, use potions, or perform restoration spells while in beast mode. Their health does not regenerate over time either, although they can regain some by eating the hearts of their victims They can, however, paralyze and stagger any enemy, rendering even ''ancient dragons'' helpless, if they enter melee range. ''Outside'' of melee range is where one good archer will do them in. Subverted if the player puts in the work to raise the Dragonborn's health to levels high enough that even dragons need time to whittle it down; then the Dragonborn as a werewolf is pretty much an unstoppable death machine.

to:

** Werewolves. They cannot wear armor, use potions, or perform restoration spells while in beast mode. Their health does not regenerate over time either, although they can regain some by eating the hearts of their victims They can, however, paralyze and stagger any enemy, rendering even ''ancient dragons'' helpless, if they enter melee range. ''Outside'' of melee range is where one good archer will do them in. Subverted if the player puts in the work to raise the Dragonborn's health to levels high enough that even dragons need time to whittle it down; then the Dragonborn as a werewolf is pretty much an unstoppable death machine.



* GlobalCurrency: Windhelm, the seat of the Stormcloak rebellion, will still accept the Septim coinage at the exact same prices as everywhere else. Perhaps justified in how Jarl Ulfric Stormcloak is not the kind of guy who would want to mess with the economy.



* GoMadFromTheIsolation: The dragon Numinex slowly went insane after being defeated and imprisoned by King Olaf. According to [[spoiler:Paarthurnax]], who used to visit him, he eventually even forgot his own name.



* GodsNeedPrayerBadly: This is a [[http://www.imperial-library.info/content/forum-archives-michael-kirkbride motivation]] of the Thalmor. The [[AntiHumanAlliance Aldmeri Dominion]], led by the religious extremist [[ANaziByAnyOtherName Thalmor]], a faction of elven supremacists, have forced the Empire to ban the worship of [[DeityOfHumanOrigin Talos]], leading to the Stormcloak rebellion. The "official" reason for this ban is that the Thalmor believe that they descend from the Aedra and refuse to accept that a human could join their ranks. The unofficial reason is because they play up Altmeri religious beliefs which state that [[FeelingOppressedByTheirExistence the creation of the mortal world was a cruel trick which robbed their ancestors of pre-creation divinity]]. [[spoiler:They believe that Talos is one of the last things keeping the mortal world extant, and if he is destroyed, the mortal world would be destroyed as well, allowing them to [[AscendToAHigherPlaneOfExistence return to a divine state]].]] There is also evidence that [[VillainHasAPoint they aren't completely wrong about this]]. Furthermore, it's possible that Talos isn't quite a god in the same way as the other Divines are, and he may have even surpassed them (and the Daedra as well). It's quite possible that he no longer even ''needs'' prayer.



* GodzillaThreshold: Relying on the Dragonborn to save the world can become this: your character can be the leader of the Thieves' Guild and/or the Dark Brotherhood, have completed every Daedric quest that involves betrayal, torture, murder, and cannibalism, and have slain hundreds of innocent people before slaying even one dragon and being summoned by the Greybeards. And they'll still teach you to use the Voice, despite the fact that you're evil enough to be be measured in [[Webcomic/TheOrderOfTheStick Kilonazis]] and will obviously abuse the power, because [[EvilVersusOblivion you are the only hope the world has]].

to:

* GodzillaThreshold: GodzillaThreshold:
**
Relying on the Dragonborn to save the world can become this: your character can be the leader of the Thieves' Guild and/or the Dark Brotherhood, have completed every Daedric quest that involves betrayal, torture, murder, and cannibalism, and have slain hundreds of innocent people before slaying even one dragon and being summoned by the Greybeards. And they'll still teach you to use the Voice, despite the fact that you're evil enough to be be measured in [[Webcomic/TheOrderOfTheStick Kilonazis]] and will obviously abuse the power, because [[EvilVersusOblivion you are the only hope the world has]].



* GoldFever: Bandits can be fooled into killing one another if you drop a gemstone into the area they patrol; they squabble over it, then come to blows. Another case of DevelopersForesight.
** Hilariously, this can occasionally also create a dispute between the Dragonborn's spouse and housecarl, depending on whom you marry and which house you're currently occupying. It's strictly a verbal argument, but it still counts, and the item they both want doesn't even necessarily have to be anything valuable.

to:

* GoForTheEye: Overlapping with EyeScream, one of the finishing moves against dragons is for the Dovahkiin to jump onto the dragon's head and stab or slash it in the eye.
* GoldAndWhiteAreDivine: The driving force behind the CivilWar between the Imperial-supporters and the secessionist Stormcloaks is the White-Gold Concordat, the name given to the peace treaty that was forged between the Imperials and the [[ANaziByAnyOtherName Thalmor]], which, as part of the agreement, stipulates that the Imperials needed to outlaw the worship of [[DeityOfHumanOrigin Talos]]. The Thalmor do consider themselves to be a superior, divine race, charged with [[WouldBeRudeToSayGenocide the extinction of every other race]], be they human, elf or beast.
* GoldFever: Bandits can be fooled into killing one another if you drop a gemstone into the area they patrol; they squabble over it, then come to blows. Another case of DevelopersForesight.
**
DevelopersForesight. Hilariously, this can occasionally also create a dispute between the Dragonborn's spouse and housecarl, depending on whom you marry and which house you're currently occupying. It's strictly a verbal argument, but it still counts, and the item they both want doesn't even necessarily have to be anything valuable.valuable.
* {{Golem}}: With [[GameplayAndStoryIntegration the barriers between Nirn and Oblivion]] restored by [[spoiler:Martin's HeroicSacrifice]] at the end of ''Oblivion''[='s=] main quest, the elemental Atronachs are one of only two types of daedra that can be summoned in this game.
* GoMadFromTheIsolation: The dragon Numinex slowly went insane after being defeated and imprisoned by King Olaf. According to [[spoiler:Paarthurnax]], who used to visit him, he eventually even forgot his own name.



* GottaCatchThemAll: In the sidequest No Stone Unturned, one must collect multiple Stones of Barenziah, [[GuideDangIt with absolutely no indication of where they are.]] It is frequently considered the game's ThatOneSidequest because of this. Your reward is an active effect that causes you to find loads of precious gems all over the place, but by the time you find all the stones, [[MoneyForNothing you're not likely to find this useful anymore]].
* GottaKillThemAll: Eight powerful Dragon Priests are scattered throughout Skyrim, each one bearing a mask with special perks. There's a shrine that can be decorated with each mask as well. Naturally, you must hunt down and kill all eight of them to restore the shrine. Your reward for this is another mask.



* GraveHumor: Many of the word walls that you get your words of power from are epitaphs of some sort in the dragon language. A lot of them say something about some hero who died in battle, or some sort of ancient Nord proverb, but some of them say something like this:
---> Here lies Fjolmod Foul-Air who
---> stank as much on earth as
---> his body does now in the ground.
* GravityBarrier: The game makes it a hat trick for the series. However, the super-tall mountains can be scaled fairly easily with a horse, leading to the [[http://i.imgur.com/Xaoka.jpg "Physics? Bitch, I'm a horse"]] meme.



* GreatGazoo: Sanguine, the Daedric Prince of [[FunPersonified Debauchery]] and [[TheHedonist Hedonism]]. He mostly plays with and, at worst, annoys mortals while attempting to drag them into sin with various vices. He is definitely one of the less serious Daedric Princes. His "[[EldritchLocation Myriad Realms of Oblivion]]" constantly reform to become the [[HappyPlace pleasure paradise]] of whoever is visiting. In ''Skyrim'', his idea of fun time is going out on a pub crawl with some mortal he just met and getting them in more and more stupid scenarios until they wake up with a splitting headache, a brand new wife, and their old wife lying dead with her skull split open like a watermelon. The Dragonborn got off lightly in "A Night To Remember", having stolen a goat to sell to a giant to pay for a ring to marry a ''hagraven'' in Markarth, and wreck a temple to Dibella.



** [[invoked]] The Imperial Legion and the Stormcloaks, though the latter's FantasticRacism admittedly paints them as a darker shade of grey in comparison to the Legion. The Legion's trying to hold the Empire together in the face of a great evil and treat non-human races with far more respect than their Stormcloak counterparts on average, but they're willing to kill unlucky bystanders (i.e. ''you''), oppress several Nord customs including their primary religion[[note]]which is given further weight in that according to WordOfGod, Talos worship is actually a CosmicKeystone and if Talos goes without worship for too long, ''[[TheEndOfTheWorldAsWeKnowIt reality will cease to exist]]''[[/note]] , justify their occupation of Skyrim with a range of controversial excuses including [[UsefulNotes/LogicalFallacies Appeal to Fear]] ("The Empire is the ''only'' thing keeping the Dominion out of Skyrim!") and straight-up CulturalPosturing ("Without the guiding light of the Empire, the people of Tamriel will fall into barbarism and anarchy, including Skyrim! ''Especially'' Skyrim!"). Some of their members also engage in war crimes, according to more than one testimony. The Stormcloaks want to be independent and restore their native customs without fear of persecution, but their leader killed a young and innocent king to begin the war (although he claims this was a lawful challenge according to Nord custom, which not everyone agrees on), and have a disturbingly reactionary and exclusionary attitude against any non-Nord races, with the Stormcloak capital of Windhelm being by far the worst offender. This racism also spreads with them - if Whiterun is taken by the Stormcloaks, a Cyrodiilic blacksmith there bitterly notes that she'd probably be out of business if she wasn't already married to a Nord.
*** There's an added element of importance to the civil war that goes beyond simply whose beliefs will dominate in Skyrim. If the Empire wins, the political situation re-stabilizes and the Empire can resume rebuilding to face the inevitable Thalmor aggression more effectively, and ''possibly'' repel a second assault and ultimately reestablish the old pantheon. But if the Stormcloaks win, free and open worship of Talos can resume ''immediately'' in Skyrim. The Stormcloaks then ''might'' be able to reunite fractured elements of the Empire like Hammerfell and Morrowind, and reforge the Tamrielic Empire under Skyrim's leadership into a stronger force than the current Empire. Regardless, however, Ulfric does make it a point to take immediate steps to ensuring Skyrim is self-sufficient by increasing the power of its army if he wins.
*** Both sides also have a relatively even amount of "corrupt Jarls" (Siddgeir and Maven Black-Briar for the Empire, Skald the Elder and Thongvor Silver-Blood for the Stormcloaks) and "good Jarls" (Brunwulf Free-Winter, Balgruuf the Elder, Kraldar, and Brina Merilis for the Empire, Dengeir of Stuhn, Vignar Gray-Mane, Korir, and Sorli the Builder for the Stormcloaks). Most of the Jarls for either side have their merits and flaws, however, driving this trope even further.
** On another front, there's [[TheRevolutionWillNotBeCivilized the Forsworn]] and [[CorruptCorporateExecutive the Silver-Bloods]] (and the rest of the inhabitants of the Reach by extension), though it arguably falls more into EvilVersusEvil in the grand scheme of things. The Forsworn are [[BloodKnight bloodthirsty]] and [[ImAHumanitarian cannibalistic]] Breton guerrillas who esteem Hagravens, make pacts with and worship [[JerkassGods the Daedric Princes]], practice HumanSacrifice, and murder anyone unlucky enough to run into their patrols... and they've also been enslaved and persecuted by the rulers of Markarth and the Silver-Bloods for at least the last few generations, with many Forsworn being pushed into their current extremism by the actions of their oppressors (who in turn see the Forsworn's enslavement as the best option possible for civilizing the region). As one Forsworn says, "There are no innocents in the Reach - just the guilty and the dead."

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** [[invoked]] The Imperial Legion and the Stormcloaks, though the latter's FantasticRacism admittedly paints them as a darker shade of grey in comparison to the Legion. The Legion's trying to hold the Empire together in the face of a great evil and treat non-human races with far more respect than their Stormcloak counterparts on average, but they're willing to kill unlucky bystanders (i.e. ''you''), oppress several Nord customs including their primary religion[[note]]which is given further weight in that according to WordOfGod, the developers, Talos worship is actually a CosmicKeystone and if Talos goes without worship for too long, ''[[TheEndOfTheWorldAsWeKnowIt reality will cease to exist]]''[[/note]] , justify their occupation of Skyrim with a range of controversial excuses including [[UsefulNotes/LogicalFallacies Appeal to Fear]] ("The Empire is the ''only'' thing keeping the Dominion out of Skyrim!") and straight-up CulturalPosturing ("Without the guiding light of the Empire, the people of Tamriel will fall into barbarism and anarchy, including Skyrim! ''Especially'' Skyrim!"). Some of their members also engage in war crimes, according to more than one testimony. The Stormcloaks want to be independent and restore their native customs without fear of persecution, but their leader killed a young and innocent king to begin the war (although he claims this was a lawful challenge according to Nord custom, which not everyone agrees on), and have a disturbingly reactionary and exclusionary attitude against any non-Nord races, with the Stormcloak capital of Windhelm being by far the worst offender. This racism also spreads with them - if Whiterun is taken by the Stormcloaks, a Cyrodiilic blacksmith there bitterly notes that she'd probably be out of business if she wasn't already married to a Nord.
*** ** There's an added element of importance to the civil war that goes beyond simply whose beliefs will dominate in Skyrim. If the Empire wins, the political situation re-stabilizes and the Empire can resume rebuilding to face the inevitable Thalmor aggression more effectively, and ''possibly'' repel a second assault and ultimately reestablish the old pantheon. But if the Stormcloaks win, free and open worship of Talos can resume ''immediately'' in Skyrim. The Stormcloaks then ''might'' be able to reunite fractured elements of the Empire like Hammerfell and Morrowind, and reforge the Tamrielic Empire under Skyrim's leadership into a stronger force than the current Empire. Regardless, however, Ulfric does make it a point to take immediate steps to ensuring Skyrim is self-sufficient by increasing the power of its army if he wins.
*** ** Both sides also have a relatively even amount of "corrupt Jarls" (Siddgeir and Maven Black-Briar for the Empire, Skald the Elder and Thongvor Silver-Blood for the Stormcloaks) and "good Jarls" (Brunwulf Free-Winter, Balgruuf the Elder, Kraldar, and Brina Merilis for the Empire, Dengeir of Stuhn, Vignar Gray-Mane, Korir, and Sorli the Builder for the Stormcloaks). Most of the Jarls for either side have their merits and flaws, however, driving this trope even further.
** On another front, there's [[TheRevolutionWillNotBeCivilized the Forsworn]] and [[CorruptCorporateExecutive the Silver-Bloods]] (and the rest of the inhabitants of the Reach by extension), though it arguably falls more into EvilVersusEvil in the grand scheme of things.extension). The Forsworn are [[BloodKnight bloodthirsty]] and [[ImAHumanitarian cannibalistic]] Breton guerrillas who esteem Hagravens, make pacts with and worship [[JerkassGods the Daedric Princes]], practice HumanSacrifice, and murder anyone unlucky enough to run into their patrols... and they've also been enslaved and persecuted by the rulers of Markarth and the Silver-Bloods for at least the last few generations, with many Forsworn being pushed into their current extremism by the actions of their oppressors (who in turn see the Forsworn's enslavement as the best option possible for civilizing the region). As one Forsworn says, "There are no innocents in the Reach - just the guilty and the dead."



* GrimUpNorth: Skyrim itself is this to the rest of Tamriel. Like Morrowind, it does have more geographical diversity but still, it is mountainous and very cold.
** Played straight, as Skyrim becomes nastier, in regards to weather and terrain, the farther north you go.
* GroinAttack: This is one of the finishers you can perform on a Dwarven Centurion.
** It's also one of the finishers for unarmed combat.

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* GrimUpNorth: GrievousHarmWithABody: A Vampire Lord special ability, Vampire Grip, allows you to levitate enemies in the air and throw them at walls/hazards/each other/off cliffs.
* GrimUpNorth:
** About half of
Skyrim itself is this to fits. The city of Windhelm wins the rest of Tamriel. Like Morrowind, it does have more geographical diversity but still, it is mountainous award for grimness, being plagued with FantasticRacism, slums, and very cold.
** Played straight, as Skyrim becomes nastier,
a serial killer in regards to weather and terrain, the farther streets. The further north you go.
go, the more dangerous things become, with the wilderness around Dawnstar and Winterhold best being described as an endless parade of irate polar bears, hungry frost trolls, pissed-off horkers, and terminally idiotic bandits. However, the northernmost city in the game, Solitude, is actually fairly nice and not snowy at all, apparently due to warm water currents in coming through the northern sea. Its grim enough that Nord culture has the FourthDateMarriage as the norm. Skyrim is such a harsh and dangerous land even within the civilized areas that Nord culture in general frowns on lengthy courtships, so if you care about someone enough to love them or want to marry them, you wear an Amulet of Mara and just tell them, and if they're favorably inclined they'll accept, you get married, and then everyone can go back to keeping the bear, vampires, trolls, bandits, and dragons at bay.
** Solstheim makes a return in the ''Dragonborn'' DLC, and seems to be even more grim than it was in ''Bloodmoon''. Raven Rock was abandoned and is now a massive refugee city for the Dunmer who were forced to flee Morrowind following the [[ColonyDrop Red]] [[ChekhovsVolcano Year]]. The southern end of the island is blasted with ash from Red Mountain's eruption and the northern parts are still full of Reiklings and dangerous wildlife. The Skaal still survive, but the return of the dragons has brought even greater threats to Solstheim.
* GroinAttack: This is one of the finishers you can perform on a Dwarven Centurion.
**
Centurion. It's also one of the finishers for unarmed combat.



** Of course, you may also be struck by a bug where any murder, no matter how stealthy, renders the guards permanently hostile until you kill one and earn a proper bounty.

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** Of course, * GuestStarPartyMember: The game overhauls the "follower" system in a similar vein to {{Creator/Bethesda}}'s ''{{VideoGame/Fallout}}'' sister series, making them markedly more useful. Quite a few are extremely powerful and can function as DiscOneNuke companions if you may also recruit them at early enough levels. Some can be struck by a bug where hired at any murder, no matter how stealthy, renders time, while others will only follow you as part of quests or after certain quests. A particularly powerful example is Mercer Frey, the guards permanently hostile until leader of Riften Thieves Guild [[spoiler:who turns out to be a traitor and the main antagonist of the Thieves Guild questline]]. Mercer will follow the Dragonborn during one quest, and although you kill one cannot command him, access his inventory, or sneak with Mercer in tow, nothing stops you from leading him around away from the quest and earn letting him nuke your adversaries for a proper bounty.few hours.


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* GutFeeling: At the onset of the quest to find Thorald Gray-Mane, the quest giver, Thorald's mother, displays this heavily when told her son is dead, insisting that he's still alive (and he indeed is). So does Thorald's brother when you talk to him.
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Asskicking Leads To Leadership is the new name of the trope.


** When you have your first fight with [[spoiler:Alduin]], he decides TheBattleDidntCount and flees, sending shockwaves across the dragons and causing many of them to openly question his ability to lead them: being firm believers that AsskickingEqualsAuthority, dragons believe that you should either be DefiantToTheEnd or submit to the winner. [[spoiler:Later, you capture a dragon named Odahviing and he swears loyalty to you.]]

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** When you have your first fight with [[spoiler:Alduin]], he decides TheBattleDidntCount and flees, sending shockwaves across the dragons and causing many of them to openly question his ability to lead them: being firm believers that AsskickingEqualsAuthority, AsskickingLeadsToLeadership, dragons believe that you should either be DefiantToTheEnd or submit to the winner. [[spoiler:Later, you capture a dragon named Odahviing and he swears loyalty to you.]]
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* FishingMinigame: Initially part of the Creation Club before being added to the main game in the Anniversary Edition update.


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** [[spoiler: A truly massive crab (coincidentally also a ghost) was added as a boss fight at the end of the [[FishingMinigame Fishing Creation,]] which has since been added to the main game in the Anniversary update.]]
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* DiegeticCharacterCreation: After the Dragonborn is taken prisoner and led to be executed, one of the soldiers notices that you're not on the list and asks who you are, at which point the character customisation menu comes up.

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* DiegeticCharacterCreation: After the Dragonborn is taken prisoner and led to be executed, one of the soldiers notices that you're not on the list and asks who you are, at which point the character customisation menu comes up. Also, outside of mods or cheats, the only legit way to cosmetically alter your face and hair after character creation requires to visit the Face Sculptor, who is acknowledged in-universe to provide such a service.
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* DiegeticCharacterCreation: After the Dragonborn is taken prisoner and led to be executed, one of the soldiers notices that you're not on the list and asks who you are, at which point the character customisation menu comes up.
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* FlightStrengthHeart: Inverted with the bonuses provided by the Masque of Clavicus Vile, in that the "heart" is the relevant part while the combat-oriented part is completely incidental. The Masque offers a +10 boost to Speech in general and a 20% improvement in buying and selling prices specifically (which stack with each other), making it fantastic for any playstyle, especially at lower levels where AdamSmithHatesYourGuts. It also grants a whopping '''+5%''' magicka regeneration. For reference, even the most basic mage robes you can find provide +50%. It's such a weak and inconsequential boost that it's almost weird that the item even bothers giving it at all.
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* GloriousDeath:
** One of the random events the player character can run into while exploring outside is an old orc. Sometimes he is surrounded by beast corpses and he'll explain that he's seeking a good death, because dying in battle is better than dying of old age. You can offer to grant his wish and he'll fight you to the death.
** The ''Dragonborn'' DLC adds The Ebony Warrior, a Redguard warrior who seeks entrance in to the otherwise Nord-exclusive WarriorHeaven of Sovngarde by dying in combat with the Dragonborn.
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*** [=NPCs=] going through the Falkreath house's entrance sometimes get stuck in the out-of-bounds limbo surrounding the playable area inside the house.

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*** [=NPCs=] going through the Falkreath house's entrance sometimes get stuck in the out-of-bounds limbo surrounding the playable area inside the house.house, and are then stuck unless you bring them back with console commands, which can only be done on PC. Since it's a house, you can lose this way potential party members or your spouse.
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*** [=NPCs=] going through the Falkreath house's entrance sometimes get stuck in the out-of-bounds limbo surrounding the playable area inside the house.
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** The ''Hearthfire'' houses have a number of annoying bugs.
*** When it's time to furnish a room you've built, the carpenter's bench gives you a list of items you can build, much like the blacksmith's forge, but after you build an item it disappears from the list. Sometimes, the list will randomly repopulate with things you've already built. Given that there are often several items with the same name (e.g. "shelf" or "chest"), it's impossible to tell which of them you still need to make. Complicating matters further, some items populate to the list based on what you've already built (e.g. after you build a shelf, you can build a lockbox to put on it), so it's impossible to tell which items on the list are legit and which are bugged. The only solution is to collect a massive amount of resources and fully furnish a room in one go, or you'll end up wasting money building things multiple times.
*** The fish you've stocked at the Morthal house's fishery will sometimes disappear, but it won't let you stock the same species of fish more than once even if it has disappeared, rendering the fishery all but useless.
*** The bookshelves in the library are horribly bugged. Each shelf has a set number of books it can hold (usually 11), but the limit will start increasing after a while, while at the same time the number of books visibly rendered ''decreases.'' Eventually it will start eating the books outright, causing you to lose the tomes you've painstakingly scoured Skyrim to collect.
*** Not quite a game-breaker but still annoying: glass display cases and weapon stands will sometimes discharge the items you put in them after you leave, meaning you'll come back home to find your items on the floor.
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An Axe To Grind is no longer a trope


** Particularly satisfying is one of the unarmed Finishers, [[spoiler:a chokeslam]]. Have AnAxeToGrind? Your character doesn't need it as they're quite happy to headbutt a foe to death.

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** Particularly satisfying is one of the unarmed Finishers, [[spoiler:a chokeslam]]. Have AnAxeToGrind? an axe? Your character doesn't need it as they're quite happy to headbutt a foe to death.
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** There is an early quest that involves giving a fake letter from Faendal (actually written by Sven) and giving it to a girl they both like. The player can then choose to tell Faendal about the letter, and can choose to deliver a similar letter from Sven (actually written by Faendal).

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** There is an early quest from Sven and Faendal that involves giving a fake letter from Faendal (actually written by Sven) and giving it to a girl they both like. The player can then choose to tell Faendal the rival lover about the letter, and can choose to deliver a similar letter from Sven (actually written by Faendal).the rival.

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* GameplayAndStoryIntegration: [[spoiler:As the Dovahkiin is tutored by the Greybeards and kills more of the dragons, s/he understands more of the Dragon Tongue, so [[LeaningOnTheFourthWall this extends to the player as well]]]]. It is also likely that dragons understand some amount of the language spoken in Skyrim and switch between this and their own language when speaking to humans, as many people unfamiliar in a language often do. [[spoiler:Dragons which actually speak to you - Paarthurnax and Odahviing - will swap midsentence; Alduin and a few of his named lieutenants will also do so, depending on to whom they're speaking.]]
** A lesser example involving Alduin himself. The first time you see him resurrect a dragon is at Kynesgrove. Afterwards, if you're quick/lucky and haven't completed too much of the main quest, you can stumble across him raising other dragons at various burial mounds.

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* GameplayAndStoryIntegration: GameplayAndStoryIntegration:
**
[[spoiler:As the Dovahkiin is tutored by the Greybeards and kills more of the dragons, s/he understands more of the Dragon Tongue, so [[LeaningOnTheFourthWall this extends to the player as well]]]]. It is also likely that dragons understand some amount of the language spoken in Skyrim and switch between this and their own language when speaking to humans, as many people unfamiliar in a language often do. [[spoiler:Dragons which actually speak to you - Paarthurnax and Odahviing - will swap midsentence; Alduin and a few of his named lieutenants will also do so, depending on to whom they're speaking.]]
** A lesser example involving Alduin himself. The first time you see him resurrect a dragon is at Kynesgrove. Afterwards, if you're quick/lucky and haven't completed too much of the main quest, you can stumble across him raising other dragons at various burial mounds. mounds.
** Ingun Black-Briar is an alchemist with a fascination toward poisons, and gives a misc quest consisting in bringing her twenty Deathbells, twenty Nightshades, and twenty Nirnroots to replace ingredients she wasted during previous experiments. Ingame, mixing Deathbell-Nightshade-Nirnroot is an actual poison recipe.
** The "Rare Gifts" misc quests consist in bringing a specific item to a NPC. Lami asks for a copy of the book ''Song of the Alchemists'', which she used to learn alchemy long ago, and Captain Aldis asks for a copy of ''The Mirror'' to help him training his troops. Ingame, both books are Skill Books training a relevant skill (respectively Alchemy and Block). Similarly, the "Skilled Apprenticeship" misc quest has the blacksmith Ghorza gra-Bagol asking for the Smithing Skill Book ''The Last Scabbard of Akrash'' to help her teach her apprentice.
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** When you start a new game, the loading screen to the intro displays Alduin with a quote of one of the in-game books, "The Song of the Dragonborn"
---> "''And the Scrolls have foretold of black wings in the cold, That when brothers wage war come unfurled! Alduin, Bane of Kings, ancient shadow unbound, With a hunger to swallow the world!"''
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* FanservicePack: Nocturnal, the Daedric Prince of night and darkness, was just a woman wearing a cloak that covered her entirely in ''Oblivion''. Come ''Skyrim'', her statue is depicted in a scanty cloak with AbsoluteCleavage that opens up at the side of her thighs, fully exposing the legs.

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* FanservicePack: Nocturnal, the Daedric Prince of night and darkness, was just a woman wearing a cloak that covered her entirely in ''Oblivion''. Come ''Skyrim'', her statue is depicted in a scanty cloak with AbsoluteCleavage a NavelDeepNeckline that [[SexySlitDress opens up at the side of her thighs, thighs]], fully exposing the legs.
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Up To Eleven is no longer a trope.


*** Or, the same concept reversed: If you're angry enough about [[spoiler: the deaths of your 'family' in the Dark Brotherhood questline,]] you can take it UpToEleven by not only [[spoiler: murdering the Emperor,]] but also joining up with the Stormcloaks and kicking the Empire and the [[spoiler: Penitus Oculatus]] out of Skyrim entirely.

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*** Or, the same concept reversed: If you're angry enough about [[spoiler: the deaths of your 'family' in the Dark Brotherhood questline,]] you can take it UpToEleven further by not only [[spoiler: murdering the Emperor,]] but also joining up with the Stormcloaks and kicking the Empire and the [[spoiler: Penitus Oculatus]] out of Skyrim entirely.



* FantasticRacism: ''The Elder Scrolls'' was always unsubtle with this, but for ''Skyrim'', this is taken UpToEleven.

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* FantasticRacism: ''The Elder Scrolls'' was always unsubtle with this, but for ''Skyrim'', this is it's taken UpToEleven.even further.
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** To gain entry to the Soul Cairn, you need to have Serana either turn you into a Vampire Lord or partially Soul Trap you. Either way, she tells you that now that the Soul Cairn knows you, you'll always be able to get in and you won't have to go through the ordeal again. But in practice, if you chose the vampire option, getting cured blocks you from the Soul Cairn until you get turned again. Fortunately, Serana is happy to oblige and as long as you have a Black Soul Gem handy, you can get turned and cured as many times as you want.

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