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5'''Note:''' ''Elder Scrolls'' lore is generally not clear-cut. Reasons for this range from [[UnreliableNarrator biased]] in-universe sources intentionally only giving you only one side of a story, to sources lacking critical information or working from [[BlatantLies false information]], to the implication that AllMythsAreTrue, despite the contradictions, or that at least all myths are MetaphoricallyTrue. [[WordOfGod Out-of-game developer supplemental texts]] (frequently referred to as "Obscure Texts" by the lore community) are more trustworthy, but are frequently left [[LooseCanon unofficial]] and sometimes later contradicted. Because of this, it is entirely possible for two contradictory statements in the below examples to ''both'' be true. (And due to frequent events in-universe that [[TimeCrash alter the timeline]], both may ''literally'' be true in-universe.)
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9!The Elder Scrolls - Tropes F
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11* FaceDeathWithDignity: Numerous examples throughout the series. Specific game examples can be found on the trope page.
12* FaceHeelTurn:
13** According to ''[[https://www.imperial-library.info/content/seven-fights-aldudagga The Seven Fights of the Aldudagga]]'', this is the case for Mehrunes Dagon, the Daedric Prince of [[DestroyerDeity Destruction]] who serves as either the BigBad or GreaterScopeVillain for several games in the series. According to the ''Seven Fights'', Dagon was once a kindly demon who attempted to protect parts of Mundus from being eaten by [[BeastOfTheApocalypse Alduin]] at the end of every "kalpa" (cycle of time). Alduin found out and then [[IronicHell cursed Dagon]] into this state:
14--> '''Alduin:''' ''"You I curse right here and right now! I take away your ability to jump and jump and jump and doom you to [the void] where you will not be able to leave except for auspicious days long between one and another and even so only through hard, hard work. And it will be this way, my little corner cutter, until you have [[OmnicidalManiac destroyed all that in the world]] which you have stolen from earlier kalpas, [[ImpossibleTask which is to say probably never at all!]]"''
15** If one can count the Empire as the "face" side of things, the provinces of Black Marsh and Elsweyr (home of the Argonians and Khajiit, respectively,) pull one off between ''Oblivion'' and ''Skyrim''. Specifically:
16*** The Argonians got much stronger by the will and leadership of their deities/creators, the Hist, to resist the Oblivion Crisis. They actually managed to drive Mehrunes Dagon's armies back to Oblivion and close the portals. After Red Mountain's eruption, the Aldmeri Dominion influenced the Argonians to attack Morrowind and get revenge over centuries of slavery and to free the remaining illegal slaves there. Their profit was the further weakening of the Empire by losing two more provinces (Elseweyr was lost some time before this) in preparation for their invasion of Cyrodiil and Hammerfell.
17*** Likewise, the Dominion convinces the Khajiit of Elsweyr to abandon the Empire and join their side of the conflict as a client state through some clever manipulation (and maybe some outright BlatantLies).
18* FacelessGoons: A trait of many helmet-wearing enemies throughout the series. This also includes some forms of [[OurDemonsAreDifferent lesser Daedra]], including [[BlingOfWar Aurorans]] and [[TinTyrant Knights of the Order]].
19* FacialMarkings:
20** Available for the PlayerCharacter in a few games in the series during character generation.
21** In universe, the Nibenese (one of the sub-races that make up the Imperial race along with the Colovians) would often apply facial tattoos. By the 3rd Era, this practice has all but died out.
22** Throughout the series, this is a common trait of the Dremora, an intelligent race of [[OurDemonsAreDifferent lesser Daedra]] who are most commonly found in the service of [[DestroyerDeity Mehrunes Dagon]] as his LegionsOfHell. They are known to adorn their faces with red markings and symbols.
23* FailureIsTheOnlyOption: The [[{{Wutai}} Akaviri]] race known as the Kamal has this going on for their entire race. According to in-game sources, they are a race of "snow demons" who [[HumanPopsicle freeze every winter ]] and then thaw out in the spring to attack the Tang Mo "monkey folk". Every year, the Tang Mo successfully defend themselves. The one time the Kamal broke this ViciousCycle was to attack Tamriel (the continent where every game in the series to date has taken place), and that invasion failed as well.
24* TheFairFolk:
25** Every race of Mer that is or ever has been is at least a {{Downplayed}} version of the trope. All exhibit some qualities as a race that are [[BlueAndOrangeMorality bizarre or plain alien]] to human sensibilities, and frequently clash with the races of men (and perhaps just as frequently, with ''each other''). The extinct Dwemer are probably the best example, with contemporary sources and modern researchers alike painting them as mysterious with abilities well beyond what any other race on Tamriel could compare with. It is Downplayed in part because many of the differences come down more to culture and there are plenty of instances of MySpeciesDothProtestTooMuch.
26** Played Straight by the Daedra, both the [[OurGodsAreDifferent Daedric Princes]] and the [[OurDemonsAreDifferent lesser Daedra]]. All are pre-creation spirits ("et'Ada") who made no sacrifices during the creation of Mundus, the mortal plane, and thus retain their CompleteImmortality. The 17 most powerful and prominent Daedric spirits are the Daedric Princes, each of whom has a particular sphere, which the are said to [[AnthropomorphicPersonification embody]] and govern from [[EldritchLocation their planes]] of Oblivion which they inhabit and rule. While the vast majority of the Daedra are seen as wholly evil by most mortals, they are technically beings AboveGoodAndEvil who operate on their own BlueAndOrangeMorality aligned with the spheres over which they govern. How they feel about the mortal races varies from Prince to Prince; many enjoy being worshiped, some just enjoy [[IncrediblyInconvenientDeity toying with mortals' lives for their own amusement]], but all of them have demonstrated a willingness to reward mortals they find particularly helpful, loyal, or amusing.
27** A number of other species exist on Nirn who qualify. To note:
28*** Spriggans are a race of [[PlantPeople tree spirits]] who typically take the basic form of tall, humanoid females made of wood. They are revered as "[[GaiasVengeance Nature's Guardians]]" and are associated with Kynareth, one of the Nine Divines and goddess of the heavens, winds, and elements. Despite this reverence, Spriggans are usually hostile toward any trespassers in their domain.
29*** Nymphs are a type of nature spirit most commonly found in the Iliac Bay region. They take the form of beautiful, [[FullFrontalAssault naked]], long-haired women and attack using mystical [[PlayingWithFire fire spells]]. Though rumored to be [[ExtremeOmnisexual highly sexual beings]], most are rather shy and rarely approach mortals on their own.
30*** The Hist are a race of [[TimeAbyss ancient]], [[WiseTree sentient]], giant spore-trees native to Black Marsh. They are worshiped by the [[LizardFolk Argonians]] who drink the sap of the Hist to grow, and can communicate with the Hist via visions transmitted in the sap. It is said that the Hist were the original inhabitants of Tamriel, and that they were originally from one of the 12 [[CreationMyth "worlds of Creation"]] that were shattered by [[TheAntiGod Padomay]] and then coalesced by [[GodOfGods Anu]] to create Nirn.
31* FallenAngel:
32** Meridia is a Daedric Prince whose sphere is obscured to mortals, but is associated with LifeEnergy, [[LightIsNotgood Light]], and [[ProudBeauty Beauty]]. She was originally one of the Magna-Ge, the "star orphans" who [[ScrewThisImOuttaHere abandoned the creation of Mundus]] (the mortal plane) part way through along with their "father", [[ThePowerOfTheSun Magnus]]. However, Meridia was banished from [[SpiritWorld Aetherius]] for "consorting with illicit spectra", implied to be the Daedra. Considered a "trespasser" in Oblivion by the Daedra, Meridia, [[HeroicWillpower through sheer force of will]], "bent and shaped" the rays of Magnus to create her own Daedric realm in Oblivion and became one of the Daedric Princes. For bonus points, she typically takes the form of a beautiful woman, sometimes with [[GoodWingsEvilWings angel-like wings]].
33** Daedric Titans are [[OurDragonsAreDifferent dragon-esque]] Daedra who have been created by [[GodOfEvil Molag Bal]], the Daedric Prince of [[TheCorrupter Domination and Corruption]], the very first being created from the skeleton of a fallen dragon. Given that standard dragons are [[DragonsAreDivine divine]], [[OurAngelsAreDifferent Aedric]] beings who may very well be [[PiecesOfGod fragments of Akatosh]], the draconic TopGod of the Aedric pantheon, it makes the Titans into fallen angels.
34* FamedInStory: You naturally become more famous as you progress through the main quest, and often [[SidequestSidestory faction questlines]] as well, in most games in the series. By the end, many [=NPCs=] will respond to you with the awe a world-saving hero deserves. ([[DudeWheresMyRespect But not always]]...)
35* FameGate: Most games in the main series have some sort of fame tracking system, either overall or within certain guilds/factions, with a high fame unlocking additional quests and/or allowing you to access certain power-granting items. A full break down by game is available on the trope page.
36* FanDisservice: Female Goblins tend to show a lot of skin, including veiny green cleavage.
37* FandomSpecificPlot: In series' fanfics and roleplays, the PlayerCharacter of one game is commonly the descendant or relative of characters from previous games. A particularly popular example is having the Dragonborn of ''Skyrim'' be the descendant of Martin Septim and a female Champion of Cyrodiil from ''Oblivion''. (This would make the Dragonborn the rightful heir of the Empire.)
38* FanServicePack:
39** Nocturnal, the Daedric Prince of [[TheSacredDarkness Night and Darkness]], has received this treatment throughout the series. Her ''Skyrim'' depiction wears a cloak that barely covers her legs, completely exposing the thighs, while the top [[NavelDeepNeckline reveals her cleavage down to her belly]]. This is in contrast to her ''Daggerfall'' and ''Oblivion'' appearances, which instead had her in a robe that was far less revealing.
40** Azura inverts the trope. In ''Daggerfall'', her sprite is actually topless. In ''Morrowind'' and ''Oblivion'', her statues are topless but [[NippleAndDimed lacking]] in [[BarbieDollAnatomy details]]. Her avatar which appears in ''Morrowind'' and ''Tribunal'' is much more modestly dressed. Her statues in ''Skyrim'' and ''Online'' are no longer topless, featuring NavelDeepNeckline instead.
41* FantasticCasteSystem:
42** The Dremora, a race of intelligent lesser Daedra, have a complex multi-level caste system. They're divided into three "soldier" classes (Churls, Caitiffs, and Kynvals), two "officer" classes (Kynreeves and Kynmarchers), and two "noble" classes (Markynaz and Valkynaz). The former three represent the military ranks of lesser soldiers, with Churls being the untrained disorganized rabble that form the bulk of a clan's fighting force, Caitiffs representing shock troops, and Kynvals being soldiers that distinguished themselves in combat and displaying the potential to be future leaders of their clans, as well as being the equivalent of knights. The other four are more important, politically-oriented roles, as they respectively represent clan officers, grand dukes, lords, and princes. There are also many other ranks, such as Kyngald and Narkynaz, whose positions in the overall hierarchy is largely unknown.
43** Aureals (aka Golden Saints) are another race of intelligent lesser Daedra in service to Sheogorath. They too have a caste system with an eight-tier hierarchy, ascending from lowest to highest in rank as follows: Auren, Auredel, Aurmok, Aurmokel, Aurig, Malaurig, Pelaurig and Aurmazl. An individual's strength and discipline determines their place in this system.
44** Mazken (aka Dark Seducers) are also a race of intelligent lesser Daedra in service to Sheogorath. They have a caste system with an seven-tier hierarchy, ascending from lowest to highest in rank as follows: Kiskengo, Kiskella, Kiskedrig, Grakendo, Grakella, Grakedrig, Autkendo. Like the Aureals, an individual's strength and discipline determines their place in this system.
45** The Altmer have an extremely rigid caste system, as noted in the ''Third Pocket Guide to the Empire'':
46--> ''"A hierarchy of classes began to form, which is still largely enforced in Summerset to this day. At the top are the Wise, teachers and priests, followed by the Artists, Princes, Warriors, Landowners, Merchants, and Workers."''
47* FantasticDrug:
48** Most prominently, there is Moon Sugar (a white crystalline powder similar to real world cocaine) and its derivative, Skooma. It can often be found in bandit and smuggler dens, and can be sold for a nice profit to less-than-scrupulous traders. A few Game Mods allow you to produce Skooma out of raw Moon Sugar, which can then be sold for even more. Most honest merchants will refuse to barter with you if you have either substance on you. The Khajiit race is seen as particularly susceptible to Moon Sugar and Skooma addiction, thanks to how prevalent the substances are in their culture, though they also supposedly have a higher tolerance for Moon Sugar than other races because they ingest it in small amounts every day; in fact, Moon Sugar is such a common ingredient in their native cuisine that non-Khajiit are advised to exercise caution when eating Khajiiti food.
49** The Argonians worship the Hist, a race of sentient and possibly omniscient trees native to their swampy homeland of Black Marsh. Young Argonians drink the sap of the Hist trees to grow, and the Hist can communicate with the Argonians via visions transmitted in the sap. However, if a non-Argonian drinks the sap, or if the sap is somehow tainted, it can result in extreme hallucinations and intense bloodlust.
50** A fungus known only to grow in the armpits of [[OurGiantsAreBigger Giants]] is said to be a powerful narcotic.
51* FantasticFightingStyle: The Khajiit are said to have many forms with colorful names like Goutfang, Whispering Claw, Two-Moons-Dance, and Rawlith Khaj (translated as "Raining Sand").
52* FantasticHonorifics: The Dunmer use a system of "Ser" honorifics. They are "sera", "muthsera" and "serjo", in increasing order of politeness. Additionally, they have the honorifics of "Sedura" (appears to be associated with wealth) and "Kena" (appears to be associated with scholars or wizards). They can stack, too — ''The Horror of Castle Xyr'' refers to a character as "Sedura Kena Telvanni Hordalf Xyr" (Hordalf Xyr being the character's name, and Telvanni being his House) by another character pretending to be his servant.
53* FantasticLightSource: The series has several spells which generate temporary sources of light, typically classed in the [[MasterOfIllusion Illusion]] school of magic. Depending on the specific spell and the specific game you are playing, these balls of light may stick to you, float around and follow you, or stick to a surface that you cast them at. The drawback of these spells is that using them will make it easier for enemies to detect you. Related are the Night Eye spells, which provide temporary InnateNightVision and do not have this drawback.
54* FantasticLivestock:
55** The Dunmer use silt striders (insectoids resembling giant fleas on stilts) to get around like camels, use insectoids called kwama for their eggs, and raise jellyfish-like creatures known as netches for their skin and paralytic jelly to use as [[CraftedFromAnimals armor]] and alchemical ingredients respectively. They're also known for using bipedal reptilians known as guar as mounts and beasts of burden similar to horses and donkeys, but also for their hides, and have small reptiles known as bantam guar that serve as their equivalent to chickens, being used for their meat and eggs, and are even called "ugly chickens" in-universe due to their similarity.
56** Falmer farm giant insectoid monsters known as Chaurus for their chitin, which they use to make weapons and armor.
57** [[OurOrcsAreDifferent Orsimer]] farm six-legged beasts known as echateres for their meat, fur, vellum, and milk. They can also be used to search for snow truffles like a pig. They're also believed to farm a species of furry giant centipde that can only be found at high altitudes, but it's believed that these stories are most likely apocryphal.
58** 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.
59* FantasticNamingConvention:
60** The Races of Men:
61*** [[HumansAreDiplomats Imperials]] have a first name and a last name which both sound Latin, given their Romanesque culture. As of ''Skyrim'', some Latin last names are changed to Italian ones, reflecting the real-life evolution of language.
62*** The [[HornyVikings Nords]] have a Norse or Germanic sounding first name and a clan name, or sometimes a first name and a nickname (you can tell the difference by the presence or absence of the "the" article; if there is one, it's a nickname, for example "Sild the Warlock". If there's no "the", it's a clan name, for example "Lars Battle-Born".
63*** The [[UnevenHybrid Bretons]] have a French-sounding name and last name (in the main Breton culture) or a single Celtic name (for the Reachmen).
64*** The Redguards typically draw from a mix of Arabic and Persian sounding names. Through ''Oblivion'', they also had the occasional GhettoName mixed in, like Trayvond, or names originally from other cultures that have become very popular in the African-American community (Roderick, Alonzo, Rasheda, etc.) though this has been dropped by ''Skyrim'' in favor of purely Middle Eastern/North African sounding names. In all cases, they have [[OnlyOneName Only One Given Name]], with a region of birth and titles sometimes (rarely) added. (For example, take Frandar do Hunding Hel Ansei No Shira. Frandar is the only "given" part of his name: "Hunding" is the name of the region of his birth; "No Shira" means person of noble birth and "Hel Ansei" is his title of [[TheOrder Sword Sainthood]] in the language of [[{{Precursors}} Yokuda]].)
65** The [[OurElvesAreDifferent Races of Mer]]:
66*** Altmer (High Elves) have names heavily inspired by [[Creator/JRRTolkien Tolkien]]'s "Quenya" ConLang, tending to be very vowel heavy with lots of "-il," "-ar," and the like suffixes. Reading a [[http://en.uesp.net/wiki/Lore:Altmer_Names list of Altmer names]] will sound very similar to reading ''Literature/TheSilmarillion''. According to supplemental materials of in-universe [[UnreliableNarrator questionable accuracy]], Altmer names are actually [[YouAreNumberSix complex strings of numbers]] that merely ''sound'' like a name if you aren't fluent in their language.
67*** The Bosmer (Wood Elves) instead have names inspired by Tolkien's "Sindarin" ConLang. They use a lot of "th" sounds, plus plenty of "d's, f's and g's" surrounded by soft vowels. The end result are a lot of names like Glarthir, Fargoth, and Enthir.
68*** The Dunmer (Dark Elves) have a first name and a last name with a characteristic "Dunmerish" sound (for example, Falanu Hlaalu, Nels Llendo, Hlireni Indavel). The Dunmer nobility also uses the name of their Houses as prefix to their names (for example, Redoran Hlaren Ramoran). The Telvanni Masters use one name only (Mistress Dratha, Master Neloth). The Ashlanders (and many ancient Chimeri names) draw heavily from ancient Mesopotamia, leading to them sounding like they're straight out of ''Literature/TheEpicOfGilgamesh''.
69*** [[OurOrcsAreDifferent Orcs (Orsimer)]] have traditionally Orcish sounding first names, with specific rules of their last names. Orc family names are always prefixed depending on gender: "gro-" for males, and "gra-" for females. (In a few cases in Morrowind, there are male Orcs with the feminine "gra-" prefix, or a third prefix "gor-"; and in ESO female Orcs with the male "gro-" prefix. These are likely typos, however.) The prefix is usually followed by the father's name if male, or mother's name if female; but the child may also receive the name of the parent of the opposite gender. Other Orcs take their family name from the name of their clan or the orc stronghold where they were born.and the surname is the first name of the same-gender parent.
70*** The extinct [[OurDwarvesAreDifferent Dwemer]] seem to have used to build names by mashing hard-sounding consonants together, although it's unclear whether that was actually the case or just a transliteration issue (since Dwemer language and alphabet varied wildly from Tamriel's ''lingua franca'' of the day, Aldmeris). Names known from modern sources contain vowels, such as Yagrum Bagarn (although he could've taken up the name for convenient interaction with his hosts at Tel Fyr), Kagrenac or Dahrk Mezalf. Names mentioned in books - not necessarily (Bluthanch, Nchunak, Nblthd).
71** The Beast Races:
72*** The [[CatFolk Khajiit]] have single names with prefixes and a PunctuationShaker, for example Ra'Virr, Dro'Zel. Sometimes no prefixes. (Ex. Vasha, Wadarkhu)
73*** The [[LizardFolk Argonians]] are seemingly named (in Jel, the language of the Argonians) after unique traits they display while still hatchlings and, if they have frequent dealings with non-Argonians, get those names translated into Tamriellic. "Haj-Ei" becomes "Hides-His-Eyes," for example. In other cases, their name in Tamriellic is based on their profession. "Quill-Weave" is a writer, "Makes-One-Soup" is a chef, and "Lights-Sparks" is a mage.
74* FantasticNirvana: The series has several "[[AscendToAHigherPlaneOfExistence ascended]]" states, the most famous and most in line with the trope being [[CapitalLettersAreMagic CHIM]]. To achieve CHIM, one must become aware of the nature of [[GodOfGods Anu's]] Dream but exist as one with it and maintain a sense of individuality. This allows one to escape the "cycle of death and rebirth" implied to be the fate of mortal souls who are not claimed by one of the series' various deities or bound to the mortal world. Dunmeri PhysicalGod Vivec claims to have achieved this level, while [[BigBad Mankar Camoran]] in ''Oblivion'' claims that the DeityOfHumanOrigin Talos has also achieved it. Some sources claim that this was [[GodIsDead Lorkhan's]] intended purpose for Mundus, the mortal plane, to serve as a "testing ground" of the spirit and provide an opportunity to achieve such a higher state. Even these works don't make it clear ''exactly'' what CHIM is, though it is hinted in more esoteric lore that it is the [[LeaningOnTheFourthWall realization of being a fictional character in a fictional world]], followed by breaking loose from the laws of said world using "powers" and abilities normally reserved for a PlayerCharacter (ex. SaveScumming, PauseScumming, use of the MasterConsole, use of the Construction Set LevelEditor, etc.).
75* FantasticNuke: The greatest warriors of the ancient Yokudans ([[{{Precursors}} ancestors]] of the modern Redguards) could use a sword technique known as the Pankratosword. Using it, these warriors (known as [[MasterSwordsman Ansei or "Sword Saints"]]) could "cut the atomos." It is dangerous enough that even the [[PhysicalGod Dunmeri Tribunal deity, Vivec]], backed down when Cyrus threatened to use it[[note]]This was a bluff, and Cyrus did not know how to do it.[[/note]]. [[DangerousForbiddenTechnique This technique is now forbidden]], and quite possibly lost to history as a result. Its use is said to be why most of Yokuda, the original homeland of the Redguard, sank into the ocean. ([[UnreliableNarrator Though other sources state that this is unlikely]], and that the Redguard people left Yokuda to escape much more standard problems, such as a corrupt government.)
76* FantasticRaceWeaponAffinity:
77** Elves (Mer), Dwarves (Dwemer), and Orcs have entire tiers of weapons and armor associated with their races. Orcish weapons are made of {{orichalcum}}, elven weapons are made of moonstone, and dwarven weapons are made from so-called "dwarven alloy".
78** Orcs are proud of their blacksmithing skills, and rarely ever use anything other than their own forged Orcish weapons and armor.
79** The Dwemer were also famed for being the most technologically advanced race on Tamriel, and perfected the use of [[SteamPunk steam-powered]] {{Golem}}s as weapons, something no other race has been able to do.
80** Races from the continent of Akavir, particularly the Tsaesci, are associated with katanas, as a result of their homeland being the [[{{Wutai}} "Asia"]] to Tamriel's "Europe".
81** Khajiit, a race of CatPeople, will fight with weapons, but also produce some of the finest {{Bare Fisted Monk}}s in Tamriel, as their claws give them an edge over the over races when fighting bare-handed.
82** [[ProudWarriorRaceGuy Redguards]], a FantasyCounterpartCulture to Arabs and North African Moors with Samurai elements, are noted for their use of scimitars.
83** [[HornyVikings Nords]] have axes as a major element of their culture. If a Nord sends you an axe, it means they have business to discuss with you.
84** Bosmer (Wood Elves) favor the bow, and are said to be the finest archers in all of Tamriel.
85** Dunmer (Dark Elves) possess an entire array of fantasy crafting materials owing to their [[NewWeird unusual]] homeland of Morrowind. Insect chitin, bonemold, volcanic glass, and [[FantasyMetals ebony]] (differing from the real life wood) are all used to craft weapons and armor.
86** Minotaurs primarily use axes and warhammers, and are large and strong enough to wield the one-handed kinds with a single hand.
87* FantasticRacism:
88** Throughout the series and in the background lore, just about every race hates (and is hated by) at least one other race, and usually several. Prominent examples include Bretons and Orcs (Orsimer), Dunmer (Dark Elves) and the "beast races," especially Argonians, Bosmer (Wood Elves) and Khajiit, Altmer (High Elves) and just about every race of Men, and Nords and just about every race of Mer (Elf). While the various incarnations of the Cyrodiilic Empire have mostly kept these tensions from exploding into outright war, all bets are off when the Empire(s) collapse.
89** One of the most prominent examples from the background lore comes from the Alessian Order, a highly influential religious sect in the First Era Alessian Empire which preached radical religious beliefs. Led by the "Monkey Prophet" Marukh, believed to be an Imga (Great Ape) from Valenwood, it was a very solemn, strict, severe, spartan, and sometimes outright ''cruel'' [[TheTheocracy Theocracy]]. They attempted to completely {{Unperson}} the Ayleids, still harboring a significant grudge against them for their [[SlaveryIsASpecialKindOfEvil enslavement of mankind]]. Further, despite the status of Belharza (believed to have been the first [[OurMinotaursAreDifferent Minotaur]]) as Emperor and the Minotaur race's loyalty/devotion to the Alessian Empire, the Alessian Order demonized them as well. Minotaurs were re-classified as "monsters" and driven from civilized areas, with whatever culture they had being destroyed.
90** Another backstory example is Pelinal Whitestrake, the legendary 1st Era hero of mankind[=/=]AxeCrazy [[TheBerserker berserker]]. Believed to have been a [[EternalHero Shezarrine]], [[GodInHumanForm physical incarnations]] of the spirit of the [[GodIsDead "dead" creator god]] Lorkhan (known to the Imperials as "[[IHaveManyNames Shezarr]]"), Pelinal came to [[FounderOfTheKingdom St. Alessia]] to serve as her [[PhysicalGod divine champion]] in the war against the [[AbusivePrecursors Ayleids]]. Pelinal essentially committed genocide on the Ayleids. Sure, they were very much {{Asshole Victim}}s who had enslaved the humans of Cyrodiil, but that's still an entire culture wiped from the face of Tamriel. The legends about him even use the word "pogroms" to describe what he had done. Additionally, he also killed many [[CatFolk Khajiit]], simply because they didn't look human. Granted, he stopped after he learned that they weren't elves, but still.
91** Similarly, the [[LongDeadBadass ancient]] [[FounderOfTheKingdom King]] Ysgramor had an extreme hatred of all elves, but especially the Falmer (Snow Elves) after they sacked and slaughtered the city of Saarthal. Ysgramor would raise an army of [[BadassArmy 500 of Atmora's greatest warriors]] and would lead them into driving the Falmer into near-extinction. Ysgramor's iconic weapon, the battleaxe Wuuthrad, even has a screaming elf carved into it and [[WeaponOfXSlaying deals extra damage to elves]].
92** Elven history is full of many examples, directed both at humanity and at each other. For instance, how did the Snow Elves go from fair masters of magic to blind cave-goblins? The Dwemer took the Falmer survivors in after the Atmorans kicked their asses.. and then chemically blinded them, turning them into dependent, helpless slaves. Many Altmer, especially the Thalmor, believe that [[FeelingOppressedByTheirExistence the races of Men oppress Mer on a metaphysical level simply by existing]]. The Dunmer made an industry out of enslaving [[LizardFolk the Argonians]] for centuries, something that [[TheDogBitesBack bit them HARD]] when Red Mountain erupted.
93* FantasticRankSystem: While the [[BadassArmy Imperial Legion]] does have some real-world ranks throughout the series and in the backstory (recruits, troopers, sergeants, commanders, captains, centurions, legates, generals), they also have a few fantastical ranks (knight errant, knight bachelor, Knight of the Garland, Knight of the Imperial Dragon).
94* FantasticSlur:
95** The Dunmer are known to use at least three: s'wit, fetcher, and n'wah. The first two are used similarly to "shit/idiot" and the "f" word while also being an offensive term for a slave, respectively. The last is a highly offensive word for "outlander" with similar negative connotations as the Japanese "gaijin" and/or the real life "N" word.
96** The beast races, [[LizardFolk Argonians]] and [[CatFolk Khajiit]], are on the receiving end of quite a few of these. They range from fairly simple, "lizard" and "kitty" (respectively), to more elaborate. Khajiit in particular are said to get ''very'' upset if you call them unclawed or bald, even if they technically are.
97** Aureals (aka Golden Saints) and Mazken (aka Dark Seducers) liberally use the term "Dog" in this fashion. They use it toward the each other, [[PunyEarthlings mortals]], and even lesser members of their own races.
98* FantasyCounterpartCulture:
99** The vast majority of the Tamriellic races and cultures seen to date in the series blend ''at least'' two real-world cultures, and are thus listed under CultureChopSuey.
100** Though none have appeared in the flesh to date in the series, the races of [[{{Wutai}} Akavir]] mostly correspond to a real world Asian culture. The [[SnakePeople Tsaesci]] draw heavily from Japan, the [[CatFolk Ka Po' Tun]] draw heavily from China, the [[EvilIsDeathlyCold Kamal]] draw heavily from Mongolia, and the Imga draw heavily from India.
101* FantasyCounterpartMyth: The concept of the Shezarrines, a physical manifestation of a supreme deity that appears when the world is in turmoil, is similar to Vishnu's Avatars in Myth/HinduMythology.
102* FantasyGunControl:
103** The Dwemer built SteamPunk HumongousMecha durable enough to function [[RagnarokProofing after 3,000 years of neglect]] and had the tech seemingly advanced enough mess with the laws of the universe, but never invented the musket. They did invent explosive devices (satchel charges) but never seemed to put together the idea of using them to launch a projectile.
104** Gunpowder and cannons exists canonically (or is it [[IncrediblyLamePun cannonically]]?) but have only been used in-game once, by the East Empire Company against a band of pirates in ''Skyrim''.
105** The Tribunal deity Sotha Sil did build automatons armed with enormous hand-cannons, but as an InexplicablyAwesome, reclusive PhysicalGod and master of SchizoTech (he was building massive computer systems, cybernetic lifeforms, and outright artificial intelligences at a time when most are stuck stabbing at each other with swords), he wasn't too keen on sharing with the rest of the world.
106* FantasyKitchenSink:
107** On a meta level, the series started out this way until (roughly between ''Daggerfall'' and ''Morrowind'') it began to distinguish itself from the [[MedievalEuropeanFantasy typical fantasy setting]] into it's own ConstructedWorld. Still, much of that world is borrowed from a wide variety of real world influences, and the many of the available {{Game Mod}}s send it careening headfirst right back into FKS territory.
108** In-universe, even though the different races of Nirn may have different religions and forms of worship to varying gods or representations of similar gods, it's possible to experience the divine influence of all their religions, suggesting the coexistence of these gods and divine constructs.
109* FantasyMetals: Several forms are staples throughout the series.
110** Ebony is a dark grayish/brownish/purplish mineral with some characteristics of volcanic glass, basically the equivalent to [[https://en.wikipedia.org/wiki/Obsidian real world Obsidian.]] It's extremely dense, worth more than gold when used as bullion, and forges into some of the most powerful weapons and heavy armor available in Tamriel. Lore scholars have long theorized that ebony may in fact be the petrified blood of the [[GodIsDead dead creator god]] Lorkhan, as it's greatest deposits are near Red Mountain where Lorkhan's heart fell from the sky. (Another theory states that his blood crystallized instead, and was collected by the Ayleids to create the Chim-el Adabal, better known as the Amulet of Kings. It too was known to have immense mystical properties.)
111** Daedric metal is a special kind of Ebony which is infused with demonic souls. It's dark gray with red veinlets, and when forged, usually comes out very "spiky." It's almost always the high-end, top of the line metal in the games.
112** Dwarven Metal is a LostTechnology alloy that looks like copper or bronze, though its exact composition (and even its proper Dwemer name) is forgotten. According to some Obscure Texts, the [[OurDwarvesAreDifferent Dwemer]] would bend the laws of time, physics, and nature in order to [[RagnarokProofing make their creations last]].
113** "Glass", like Ebony, is treated here as a metal-like mineral. It is iridescent-green in color and mined primarily in Morrowind. After most of Morrowind was [[ColonyDrop rendered uninhabitable]], it is since smelted artificially by melting moonstone and malachite together.
114** Stalhrim is a type of enchanted ice which can be used like a mineral to craft weapons and armor. It is found only on Solstheim, as are the only people who still know how to smith it.
115** Mithril is a lightweight, mid-level metal used to make armor. It's otherwise typical and fairly unremarkable.
116** Elven and Orcish steel are both stronger alloys of standard steel, with Moonstone added to create the former and orichalcum added to create the latter.
117* FantasyPantheon: While names and details vary wildly in the religions of the races of Tamriel, there are some consistent elements:
118** [[GodOfGods Anu]] and [[TheAntiGod Padomay]]. "Twin brothers" who are the {{Anthropomorphic Personifications}} of the primordial forces of [[OrderVersusChaos "stasis/order/light" and "change/chaos/darkness"]], respectively. The series' primary CreationMyth states that their interplay in the great "void" of pre-creation led to creation itself. Creation, sometimes anthropomorphized as the female entity "Nir", favored Anu, [[DrivenByEnvy which angered Padomay]]. Padomay killed Nir and [[EarthShatteringKaboom shattered the twelve worlds]] she gave birth to. Anu then wounded Padomay, presuming him dead. Anu salvaged the pieces of the twelve worlds to create one world: Nirn. Padomay returned and wounded Anu, seeking to destroy Nirn. Anu then [[TakingYouWithMe pulled Padomay and himself outside of time]], ending Padomay's threat to creation "forever". From the [[PiecesOfGod intermingling of their spilled blood]] came the "et'Ada", or "original spirits", who would go on to become either the [[OurGodsAreDifferent Aedra or the Daedra]] depending on their actions during creation. (Some myths state that the Aedra come from the mixed blood of Anu and Padomay, while the Daedra come purely from the blood of Padomay).
119** Lorkhan, also known as [[IHaveManyNames Shezarr, Shor, Lorkhaj, and quite a few others]], is the closest thing to a "creator god." Depending on the culture, he tricked/convinced the "original spirits" (et'Ada) of the creation era to help him create the mortal world, known as Mundus. This act cost those et'Ada a large portion of their divinity, binding them forever to the world they helped create. For this perceived treachery, these et'Ada [[GodIsDead "killed"]] Lorkhan, tore his "divine center" (heart) out of his body, and cast it down into the world he created (where it landed in modern Morrowind, forming Red Mountain.) His spirit too is forced to wander Mundus, occasionally [[GodInHumanForm taking form]] as a [[EternalHero Shezarrine]], great champions of [[HumansAreSpecial mankind]] who usually show up during times of crisis, most often fighting against the races of Mer in some form.
120** The Aedra, also known as [[SaintlyChurch the Divines]], are those et'Ada who helped Lorkhan to create Mundus. Originally eight in number, they were joined by a ninth, Talos, the [[AscendToAHigherPlaneOfExistence ascended]] [[DeityOfHumanOrigin divine form]] of [[FounderOfTheKingdom Tiber]] [[GodEmperor Septim]]. Because of their sacrifice during creation, they lost their CompleteImmortality and [[KillTheGod can be destroyed]]. They are seen as [[GodIsGood unambiguously "good"]] by most of the mortal races. There are also [[OurAngelsAreDifferent lesser Aedric spirits]] of all sorts, most notably the [[DragonsAreDivine Dragons]].
121** The Daedra are the original spirits who did not participate in the creation of Mundus, leaving them truly immortal. (Their physical forms can be destroyed, but their spirits will always return to Oblivion where they can be reformed.) Chief among them are the 17 Daedric "Princes," who govern over "Spheres." They rule over their own planes of Oblivion and occasionally interact with mortals, usually to accomplish goals within the mortal plane where they can only manifest as avatars, though sometimes simply for their amusement as well. Depending on the culture, most are viewed as "evil" with a few typically "good" ones also in the mix. However, most in-universe scholars are quick to point out that the Daedra are really AboveGoodAndEvil, operating under their own divine BlueAndOrangeMorality.
122** Additionally, there are numerous other minor gods and powerful spirits worshiped as gods in the various cultures of Tamriel. For 4000 years, the Dunmer worshiped the Tribunal, a trio of [[PhysicalGod Physical Gods]] who tapped into the aforementioned Heart of Lorkhan to achieve divinity. The Redguard believe in Hoon Ding, the "Make Way" god who manifests as a great Redguard hero whenever their people are in need of a place to live. Cyrus the Restless, hero of the game ''Redguard'', is believed to be one such manifestation. The Argonians worship the Hist, ancient sentient trees who grow and shape the Argonians by letting the Argonians drink their sap. Magnus and the Magna-Ge are spirits who escaped Mundus to Aetherius during creation in order to avoid being bound like the et'Ada, puncturing holes in reality as they did so. (Those holes are now the sun and stars, through which magic flows in to Mundus.) The list goes on.
123* FantasyVideoGames: The series is one of the most popular modern examples.
124* FantasyWorldMap: Every game in the main series since ''Morrowind'' and their related expansion packs come with a paper map (as well as a cloth map in ''Redguard'') of the game's setting. Each is designed to look as though it was drawn by an in-universe cartographer, including, in a few cases, an watermark and signature.
125* FashionableAsymmetry:
126** Throughout the series, you can choose to make this the case for the PlayerCharacter by wearing mismatched armor sets. In a few cases, some armor sets are designed to look this way by default.
127** The Dunmeri [[PhysicalGod Tribunal deity]] Vivec is asymmetrical down to ''his skin'', which is the gold of the ancient Chimer on one side and the gray of the modern Dunmer on the other, representing the race's MarkedChange thousands of years ago.
128** This tends to be a trait of Sheogorath, the Daedric Prince of [[MadGod Madness]], whenever he appears. He typically wears an asymmetrical purple and gold suit, which seems to represent the two halves of madness: mania and dementia.
129* FastForwardMechanic: The series has "wait" and "rest" options throughout, which have this effect. Each allows the player to "fast forward" through up to 24 in-game hours at a time. "Wait" can be used anywhere that enemies aren't present, while "Rest", which must be done in a bed or bed-like item (bedroll, hammock, etc.), has the added benefit of allowing you to level up (through ''Oblivion'') or gives you bonus perks (''Skyrim'').
130* FatalFlaw: {{Pride}} is the fatal flaw of the series' [[OurDragonsAreDifferent dragons]]. This flaw is often ''literally fatal'', because a dragon who is [[AsskickingLeadsToLeadership challenged must accept]], and to [[DirtyCoward not do so]] is to call into question whether you're a true dragon in the first place.
131* FatBastard:
132** The Sload are a race of "slugmen" native to Thras, an archipelago to the southwest of Tamriel. As they grow, Sload become more and more corpulent, to the point that only being supported by magic or water prevents them from being crushed under their own weight. They are also believed to be TheAgeless, with no limit to age or size. One story tells of an "Elder Distended One," who seems to serve as some sort of leader to the Sload. It is said to be "impressively corpulent" and regurgitates some unknown substance that other Sload then "[[WeirdWorldWeirdFood eagerly consume]]." While the Sload tend to operate under their own BlueAndOrangeMorality (with a heavy dose of TheUnfettered), the denizens of Tamriel see them as AlwaysChaoticEvil. (Attempting a FinalSolution on Tamriel using a MysticalPlague which wipes out over half the population tends to have that effect...)
133** Ogrim are a [[GiantMook massive]] form of [[OurDemonsAreDifferent lesser Daedra]] that are as [[DumbMuscle dim-witted as they are strong]]. Ogrim are are among the largest of the lesser Daedra, with heavy set frames and huge bulbous stomachs. They are also near universally hostile to mortals.
134* FateWorseThanDeath:
135** Dying whilst under the effects of a soul trap spell will condemn the being's soul to spend eternity in the [[SpiritWorld Soul Cairn]], a desolate plane of Oblivion crafted by the Ideal Masters, a group of immortal beings who were once powerful mortal sorcerers. The Ideal Masters [[YourSoulIsMine traffic in souls]], especially "Black" sapient souls, and have a HorrorHunger for more. The Soul Cairn itself is a dark and gloomy place, with frequent lightning strikes, frightening rock formations, and the Ideal Masters themselves taking the form of giant crystalline soul gems feeding on souls who wander too close. Souls of sentient beings in the Cairn will remark on how they have spent countless years wandering the Soul Cairn, [[AndIMustScream wishing for a proper death that will never be theirs]]. The Ideal Masters themselves consider this place a ''blessing'', believing that it grants "eternal peace" away from Mundus' ViciousCycle of death and rebirth.
136** This is likewise the case for mortal souls claimed by the [[JerkassGods more malevolent]] [[OurGodsAreDifferent Daedric Princes]] upon death. While many of these souls are voluntary servants, there are instances of souls being taken by the Princes against their will. For example, anyone killed by [[LegendaryWeapon Mehrunes Razor]] may have their soul sent to [[DestroyerDeity Mehrunes]] [[OmnicidalManiac Dagon]]'s [[FireAndBrimstoneHell Deadlands realm]]. Likewise, the souls of [[OurVampiresAreDifferent vampires]] and [[OurWerecreaturesAreDifferent lycanthropes]] are believed to be claimed by [[GodOfEvil Molag Bal]] and [[EgomaniacHunter Hircine]], respectively, even if the mortal in question may not have chosen to become one of these creatures. Being trapped in Molag Bal's realm, Coldharbour, for any reason whatsoever, counts as this. The ground is sludge, the sky is on fire, and the [[EvilIsDeathlyCold air is freezing]]. It resembles a ruined and desecrated copy of Nirn that is filled with suffering and [[BloodyBowelsOfHell "spattered" with blood and excrement]]. It contains charnel houses full of the dead and slave pens beyond count. The [[EvilSmellsBad smell]] of the place alone is enough to break most mortals. It is specifically designed to break and torment mortals as efficiently and cruelly as possible. Being a follower or faithful servant of his will not save you in any way, and in fact, may make it worse. He is also known to dole out fates like this as punishments to servants who disobey or [[YouHaveFailedMe fail him]].
137* FatIdiot: The series has Ogrim, a [[GiantMook massive]] form of [[OurDemonsAreDifferent lesser Daedra]] with heavy set frames and huge bulbous stomachs that are as [[DumbMuscle dim-witted as they are strong]].
138* FatSlob: Ogrim, once again. They are also universally hostile to mortals.
139* FaunsAndSatyrs: Herne are a form of lesser Daedra who invoke this in appearance. They are humanoid, but have [[HornedHumanoid goat-like horns]], tails, and cloven feet.
140* FauxAffablyEvil: This is a trait of Molag Bal, the Daedric Prince of [[TheCorrupter Domination and Corruption]], and quite possibly the closest thing to a true GodOfEvil in the ''ES'' universe. Molag Bal can actually act pleasant and polite, but he is ''not'' nice. ''At all''. One of his favorite things is to corrupt a good and noble mortal, then seeing them snap, fall, or break. His methods include ColdBloodedTorture, [[ManipulativeBastard Manipulation]], and even outright MindRape. He especially loves it when mortals do this to ''each other''. One of Molag Bals most infamous acts (and that is ''really'' saying something) was to perpetrate the first rape, turning the innocent woman into the first vampire, who proceeded to rape and kill the nomads who cared for her and bringing undeath into Mundus (the mortal plane).
141* FeatheredFiend: The series has Hagravens, a species of flightless [[HarpingOnAboutHarpies harpy]] who were [[WasOnceAMan once mortal women]] that performed a ritual to trade in their humanity for [[MageSpecies access to powerful magic]]. A human sacrifice is required for the ritual to even become a Hagraven, and Hagravens serve as {{Evil Matriarch}}s to [[BarbarianTribe Reachmen clans]] as well as generally being an EnemyToAllLivingThings. Naturally, they have feathers, beak-like noses, and [[FemmeFatalons talons for fingers and toes]].
142* FeaturelessProtagonist: In general, you are free to customize [[PlayerCharacter your protagonist]] in terms of race, sex, class, appearance, etc. Any games which reference a past game's protagonist (which most frequently occurs within in-game books) will use that character's RedBaron nickname ("The Eternal Champion", "The Emperor's Agent", "The Nerevarine", etc.) while providing as few other details about that character as they can get away with. This is justified, since the current game has no way of knowing how you chose to play the protagonists of previous games - or if you played them at all. Each game does offer its own little quirks, however, usually in terms of how this intersects with ProtagonistWithoutAPast. Details by game are available on the trope page.
143* FeedItWithFire: Each type of [[ElementalEmbodiment Atronach]] is is [[NoSell immune to]] magic of their respective associated element, and in some cases, can even absorb it to increase their health/power.
144* FeelingOppressedByTheirExistence: The creation story of most religions of Tamriel states that, from the aftermath of the struggle between "stasis" and "chaos/change" over the idea of "creation", a number of "original spirits" (AKA "et'Ada") emerged. One of these spirits, [[IHaveManyNames known by many names]] but most prominently as Lorkhan, led a few of these spirits in creating the mortal plane, Mundus. However, these spirits who participated (the Aedra, or "our ancestors" in [[ClassicalTongue Aldmeris]]) were forced to sacrifice large portions of their power in the process. According to Altmeri religious beliefs, they are the descendants of those spirits who stayed within Mundus and populated it. Their religion teaches that the creation of Mundus was a cruel trick which forced their divine ancestors to experience mortal suffering, loss, and death. To them, Mundus is a prison, where their immortal souls are trapped in mortal flesh with "more limitations than not." Some of the more extremist Altmeri religious sects, such as [[ANaziByAnyOtherName the Thalmor]], take this even further. They actively seek to ''[[OmnicidalManiac undo creation]]'', which they believe will return them to [[AscendToAHigherPlaneOfExistence a state of pre-creation divinity]]. However, they believe that not just the existence of mankind, but the existence of the ''possibility'' of mankind, keeps them trapped in Mundus. (According to their beliefs, mankind were made up from the "weakest souls" by Lorkhan to spread Sithis (chaos) "into every corner," ensuring that there could never be the "stasis" of pre-creation again) Officially, the Thalmor espouse the belief that Talos, a [[DeityOfHumanOrigin formerly mortal man]] ([[MergerOfSouls or men]], depending on the version of the story) who ascended to godhood, cannot ''truly'' be a god equal to the Aedra. Thus, they have forced the Empire to ban the worship of Talos. Unofficially, the Thalmor believe that Talos may be [[BarrierMaiden the last thing]] keeping the mortal world extant. "[[KillTheGod Killing him]]" by depriving him of mankind's worship would, in their minds, undo creation. (And terrifyingly, there is evidence that they may be ''right'' about this...)
145* FelonyMisdemeanor:
146** This is a recurring trend throughout the series, relating to ArtificialStupidity as well as ShopliftAndDie. CityGuards will call you "criminal scum" and relentlessly pursue you to the ends of Tamriel, regardless of whether you've incurred a 5 gold bounty for stealing something or ''5000'' gold bounty for committing multiple murders. ''Skyrim'' takes steps to address this trope for the first time in the series in regards to bounties - If your bounty is low enough, they won't bother seeking you out and, should you speak to them first with a bounty, they can be convinced to let you go since you aren't worth their time. It's still far from a perfect system, however...
147** This is also a frequent issue within the series' various [[SidequestSidestory guilds and factions]]. You can be the leader of a given faction, but accidentally pick up an item belonging to another member (thus, counting as theft) or even ''sleep in a bed that belongs to someone else'', and you can be expelled. In some cases, the other faction members will even attempt to kill you.
148* FemmeFatale: Mephala, a Daedric Prince whose sphere is "obscured to mortals", but who is associated with [[ManipulativeBastard manipulation, lies, sex, and secrets]]. She could practically be considered the patron deity of [[CloakAndDagger spies and assassins]], and to the Dunmer, she actually is, being the patron of the [[MurderInc Morag Tong]].
149* FemmeFatalons:
150** Hagravens are a species of flightless [[HarpingOnAboutHarpies harpy]] who were [[WasOnceAMan once mortal women]] that performed a ritual to trade in their humanity for [[MageSpecies access to powerful magic]]. Naturally, they have [[NaturalWeapon literal talons]] on their fingers and toes, in addition to feathers and beak-like noses.
151** Spriggans are a race of hostile [[WhenTreesAttack tree-like]] PlantPeople with a GaiasVengeance tilt who take the form of humanoid females. They have long, sharpened [[NaturalWeapon wooden (or another natural material) claws]] as fingers which they use as a melee attack.
152* FetchQuest: The series includes plenty of these throughout. ''Usually'' the quest giver offers a reason why they can't just fetch the item(s) themself, but not always. Specific examples are broken down by game on the trope page.
153* FictionalConstellations: The thirteen FictionalZodiac signs are based on constellations in their AlienSky, twelve to represent each month and one that appears randomly. Each sign grants its own powers, and in different ways, depending on the game.
154* FictionalCurrency:
155** Throughout the series, [[CheapGoldCoins gold coins]] known as "Septims" (after the ruling dynasty of the Third Tamriellic Empire) are the official currency of Tamriel. They are also sometimes referred to as "drakes", due to the [[AnimalMotifs Imperial Dragon]] symbol on one side.
156** Other forms of currency have appeared in the series, such as the ancient [[OurDwarvesAreAllTheSame Dwemer]] coins, but to date, they have been treated as ShopFodder which can be sold for the standard gold coins.
157* FictionalDocument: The series in general offers hundreds per game, dating back to ''Daggerfall]]''. These documents range from full blown [[InGameNovel In-Game Novels]] like the ''2920: The Last Year of the First Era'' series, ''The Real Barenziah'', ''King Edward'', ''A Dance in the Fire'', and ''The Wolf Queen'' to religious texts such as ''For My Gods and Emperor'' and ''36 Lessons of Vivec'', to numerous historical works which help fill in the thousands of years of backstory, to simple notes handwritten by the world's inhabitants to make the world feel more alive (you can literally find the grocery lists of [=NPCs=]). Many of the histories presented within the series are written by [[UnreliableExpositor authors of non-zero bias]] and [[UnreliableCanon are contradictory and at odds with each other]], leaving it up to the reader to piece together the history of Tamriel for him/herself. For tropes relating to these works, see ''Literature/TheElderScrollsInUniverseBooks'' page.
158* FictionalZodiac:
159** The series has thirteen birthsigns which bestow different bonuses upon those born under them. Some offer passive stat increases while others allow for a special power to be used, typically once per day. Prior to ''Skyrim'', the player could choose one of the signs during character creation. ''Skyrim'' instead adds 13 Standing Stones, representing each sign, which can be activated by the player to bestow their bonus. (Under normal circumstances, only one may be active at a time.) The signs and their months are: Morning Star - The Ritual, Sun's Dawn - The Lover, First Seed - The Lord, Rain's Hand- The Mage, Second Seed - The Shadow, Midyear - The Steed, Sun's Height - The Apprentice, Last Seed - The Warrior, Heartfire - The Lady, Frostfall - The Tower, Sun's Dusk - The Atronach, Evening Star - The Thief, and 13th Sign - The Serpent (which is said to be formed of "unstars" and travels in a somewhat predictable motion around the sky, having no month of its own but taking over one season each year). During the events of the Planemeld from 2E 278-282, the Serpent "dominated" the night sky.
160** The Magna-Ge, aka "Star Orphans", are heavily associated with the series' constellations and birthsigns. The Magna-Ge are et'Ada ("original spirits") who, along with their "father" Magnus (the architect of Mundus, the mortal realm), [[ScrewThisImOuttaHere fled Mundus]] part way through its creation after Magnus realized that creating it would severely weaken the et'Ada and forever bind them to the world. While fleeing to [[SpiritWorld Aetherius]], the realm of magic, they punctured holes between the realms now seen as the sun (Magnus) and the stars (Magna-Ge), through which magic and light flow into Mundus.
161* {{Fictionary}}:
162** The series in general includes a number of fictional languages. The most popular is Daedric, which is simply a substitution cipher for English. Others reach near full-blown ConLang status, such as the ClassicalTongue Aldmeris, as well as [[AbusivePrecursors Ayleidoon]], [[OurDwarvesAreAllTheSame Dwemeris]], and [[TheMorlocks Falmeris]]. Translating these latter three is tied into quests in several games in the series.
163** Dovahzul is the LanguageOfMagic of the [[OurDragonsAreDifferent dragons]]. It has (variable) meanings in English and follows the basic structure of old Scandinavian.
164* FiendishFish: The aptly named slaughterfish are highly aggressive [[PikePeril pike-like]] predators that can grow to six feet in length and will readily attack humans. They're extremely widespread, and their resistance to pollution means that they can be found in almost every body of water in the world — and they often hunt in groups, of course. At one point, Lake Rumare was home to such a large population of the things that swimming in it was tantamount to suicide.
165* FierySensuality: Atronachs are elemental creatures from the realms of Oblivion, one for each of the FireIceLightning magicka elements and then some. Initially, all Atronachs resembled nondescript humanoid males, but come ''Morrowind'', each Atronach was given a unique design, and the Flame Atronachs became androgynous flaming specters covered in black armor with [[HartmanHips accentuated hips]] and narrow waists. Come ''Oblivion'' their bodies became slender and female, and this design philosophy persisted through ''Skyrim'' and ''Online''.
166* FighterMageThief:
167** The series in general has always had this breakdown for Skills. Skills fit into one of three categories: Combat (Fighter), Magic (Mage), and Stealth (Thief). This skill breakdown demonstrates how this trope can be carried on through a purely skill-based character system. Though there are classes presented (prior to ''Skyrim''), the player can arbitrarily select any skills up to the limit and define the class with any name, and that class will still be predominantly combat, magic or stealth-based. Any class's leaning is subject to change at any time regardless of the name, but because of the series' skill point leveling system, it's as a result of what the player does. For example, if you become more fighter-like it's because you're ''acting'' more fighter-like.
168** Although normally invisible to the player, when you start modding around [=NPCs=], especially if you are modding in partners/followers, they strictly grow in skill according to their class. Fortunately, you can custom-build classes for them as well, to cherry-pick the abilities of your companions.
169** The series also has an in-universe example of this trope in the form of the three "guardian constellations" in the [[FictionalZodiac in-game zodiac]]. Each confer benefits suited to their corresponding play styles.
170** In-universe, according to one in-game source, [[DeityOfHumanOrigin Talos]] is actually [[MergerOfSouls composed of three men]], each of whom represent elements the archetypes and are each one of the races of Men in Tamriel. [[EternalHero Wulfharth Ash-King]] ([[HornyVikings Nord]], warrior), [[CourtMage Zurin Arctus]] ([[HumansAreDiplomats Imperial]], mage), and [[FounderOfTheKingdom Hjalti Early-Beard/Tiber Septim]] ([[MageSpecies Breton]], thief).[[note]]Or at least, as Hjalti, was born and raised in High Rock, the home of the Bretons.[[/note]]
171* FightingAShadow:
172** The Daedric Princes possess CompleteImmortality and thus, cannot truly be "killed". All you can do, even if you are a full-blown PhysicalGod or even [[CrystalDragonJesus Akatosh]] himself, is slay whatever physical form they have taken and banish them back to Oblivion, where they will reform. While they have been [[DidYouJustPunchOutCthulhu beaten, battered]], and even ''[[HijackingCthulhu fundamentally changed]]'', nothing in the setting has ever been able to actually ''kill'' one. This is also true for [[OurDemonsAreDifferent lesser Daedra]], though they tend to be much easier to slay.
173** This is also the case for the [[LegendaryWeapon Daedric artifacts]] associated with the Princes. You can destroy or otherwise unmake them, but they will always reappear somewhere else in Tamriel after a few years, usually per the will of their associated Prince.
174* FightingForAHomeland: This has traditionally been the case for the [[OurOrcsAreDifferent Orcs]]. Unlike the other playable races, the Orcs do not have their own recognized homeland. Several times throughout history, they've attempted to establish the city-state of Orsinium as such, but each time, they've been forced by their hostile neighbors (the Bretons of High Rock and the Redguards of Hammerfell) to abandon it, in part because of [[TheBerserker the threat the Orcs pose]] and in part due to plain old fashioned FantasticRacism. As of ''Skyrim'' in the 4th Era, Orsinium has again been abandoned with the Orcs forced to assimilate into High Rock as slaves in all but name. Only a few Orc tribes still live independently in destitute, scattered "strongholds", scorned by all.
175* {{Filth}}:
176** ''The Lusty Argonian Maid'' is a recurring semi-pornographic play about an [[LizardFolk Argonian]] maid, her human lord (who is [[HerCodeNameWasMarySue an expy of the book's in-universe author]]), and his 'spear'. It was popular enough to spawn a sequel, as well as a GenderFlipped version for the ladies, ''The Sultry Argonian Bard''.
177** Several other in-universe books also fit. For example, ''Halgerd's Tale'' is a heavy armor [[RareCandy skill book]]. It's a bard's tale about a man more agile and skilled in full plate than without, and ends on an allusion to how he was better able to satisfy his wife fresh from a tournament than he was before.
178* FinalSolution:
179** The Falmer (Snow Elves) once had a civilization in Skyrim and Solstheim to rival even that of the Altmer. [[ScrewYouElves Unlike many of their Elven cousins]], they were able to live peacefully alongside the races of Men for several centuries at least. However, an event known as the "Night of Tears" saw them slaughter and burn the Atmoran/Nord city of Saarthal. (Each side naturally places the blame for the event on the other.) Ysgramor, one of the Atmoran leaders, rallied an army of 500 of the greatest Atmoran warriors and [[RoaringRampageOfRevenge launched an invasion]] into the Falmer's Skyrim territories. Ysgramor and his Companions, as they would come to be known, very nearly succeeded in driving the Falmer to extinction, save for those who fled to the Dwemer (where they were [[EnslavedElves enslaved]] and [[BodyHorror mutated]] into debased creatures [[AlwaysChaoticEvil little better than Goblins]]) and a small population who hid at a single remote chantry.
180** The Sload, an AbsoluteXenophobe race of "slugmen" native to Thras (an archipelago to the southwest of Tamriel), once attempted this to ''every other race in Tamriel'' back in the 1st Era. Unleashing the [[MysticalPlague Thrassian Plague]], they successfully wiped out ''over half of Tamriel's population'', believed to be even more than the [[LegionsOfHell Oblivion Crisis]] or [[ColonyDrop Red]] [[ChekhovsVolcano Year]]. It's little wonder then that, despite their own various disagreements with each other, one thing most denizens of Tamriel can agree on is that the Sload are [[AlwaysChaoticEvil unrepentantly evil]].
181** One of the [[RashomonStyle dozen or so explanations]] for the [[RiddleForTheAges disappearance of the Dwemer]] is that they were exterminated by the Chimer in the wake of the Battle of Red Mountain.
182* FindersRulers: Several items throughout the series, typically crossing over with OnlyTheChosenMayWield, including the Moon-And-Star ring and the Amulet of Kings.
183* FindTheCure:
184** While it is widely believed throughout Tamriel that there is no cure for [[OurVampiresAreDifferent Vampirism]], there are recorded cases of individuals being cured. Knowledge of how to be cured is typically suppressed for two major reasons: One, because the cure is often extremely unsavory. Two, in order to discourage [[VampireVannabe wannabe Vampires]] from intentionally infecting themselves with the disease. In each game where the PlayerCharacter can contract the disease, the cure does indeed prove to be rather unsavory. A breakdown by game is available on the trope page.
185** This is likewise the case throughout the series for curing [[OurWerebeastsAreDifferent curing Lycanthropy]]. For similar reasons to the cure for Vampirism, knowledge of the cure for Lycanthropy is likewise suppressed.
186* FingerLickingPoison: In the in-game book ''A Game at Dinner'', [[ManipulativeBastard Helseth]] implies to his assembled dinner guests that he put poison on the cutlery of someone he knows has been spying on him. It turns out to be a subversion, however, as Helseth was BluffingTheMurderer, and the real poison is the antidote he offers to the spy [[BatmanGambit if they confess]].
187* FireAndBrimstoneHell: While not Hell itself, the series has the [[IDontLikeTheSoundOfThatPlace Deadlands]], the [[EldritchLocation Daedric plane]] of Mehrunes Dagon, Daedric Prince of [[DestroyerDeity Destruction]]. Crossing over with {{Mordor}}, the Deadlands is a bleak and barren realm, containing wastelands of blackened rock, seas of lava, and partially destroyed structures. However, the Deadlands subverts the "fire" part of the trope as, despite the flowing lava all over the place, mortals who visit are said to feel an "[[EvilIsDeathlyCold unearthly chill]]" within the realm.
188* {{Fireballs}}: The most basic form of a ranged [[PlayingWithFire fire spell]] throughout the series. More powerful versions also exist (or can be created through Spellmaking), giving the fireball greater damage and/or a larger AreaOfEffect explosion.
189* FireForgedFriends: The ancient Chimeri/Dunmeri hero Lord Indoril Nerevar had one of these with Dumac Dwarfking, leader of the rival [[OurDwarvesAreDifferent Dwemer]]. The two formed an EnemyMine when Morrowind was threatened by the invading [[HornyVikings Nords]], and the two became close friends after. Dumac even attended Nerevar's wedding and gave [[FlamingSword True Flame]] as a gift to Nerevar. It wouldn't last though, as the {{Naytheist}}ic Dwemer discovered and attempted to tap into the [[CosmicKeystone Heart of Lorkhan]], which the devout [[OurGodsAreDifferent Daedra-worshipping]] Chimer saw as a blasphemy. The two went to war and, while ''exactly'' what happened next is [[TheRashomon recounted differently by the surviving parties]], the Dwemer disappeared and Nerevar was slain.
190* FireIceLightning:
191** This is present in the series' three main [[ElementalPowers elemental spell types]] in the Destruction school of magic. While the exact effects of each type vary depending on the exact spell used and the mechanics of the specific game, they generally follow the following formula: [[PlayingWithFire Fire]] spells tend to deal the most direct damage, cost the least [[{{Mana}} Magicka]] to use, and often have the effect of continuing to burn the target for some time after the initial impact. [[AnIcePerson Frost]] spells tend to do the least direct damage, but typically have secondary effects of slowing the movement speed of targets after they've been hit as well as draining the target's Stamina. This makes Frost spells especially effective against enemy melee combatants. [[ShockAndAwe Shock]] spells typically deal damage somewhere in between Fire and Frost, cost the most Magicka, (if ranged) sometimes strike instantly, and sometimes drain Magicka in addition to damaging health. This makes Shock spells especially effective against enemy spellcasters.
192** Atronachs are a type of unaligned [[OurDemonsAreDifferent lesser Daedra]] which are essentially the {{Elemental Embodiment}}s of the elements they represent. The most common are the Flame (also known as "Fire"), Frost, and Storm varieties. (Others include [[AllYourPowersCombined Air]], [[PoisonousPerson Flesh]], [[ExtraOreDinary Iron]], and [[DishingOutDirt Stone]].) Atronachs typically attack with spells of the element they represent while also being [[NoSell immune to]] spells of that element.
193* FireStolenFromTheGods: In the most prominent CreationMyth, Lorkhan, the deity who convinced/tricked most of the other deities to [[TheMaker create the mortal world]], is punished by those other deities (who had to make massive sacrifices in the process) by having his heart ripped out and shot down into the world he created. It landed in Vvardenfell, where it became a CosmicKeystone, and the Red Mountain volcano grew up around it. In the early First Era, the [[OurDwarvesAreAllTheSame Dwemer (Dwarves)]] discovered it and attempted to tap into its power. Their rival Chimer (later Dunmer, "Dark Elves"), who worshipped the Daedra (deities who did not participate in creation), considered this a blasphemy and attempted to stop it. [[TheRashomon What happened next is recounted different by all the surviving parties]], but the Dwemer vanished, the Chimeri leader (Lord Nerevar) is killed, and four of Nerevar's advisors tapped into the Heart to become {{Physical God}}s. Azura, one of the [[OurGodsAreDifferent Daedric Princes]] worshipped by the now-Dunmer, is offended by this use of the Heart and prophecies the reincarnation of Nerevar, who will cast down these "false gods" and unbind the Heart. That reincarnation is the PlayerCharacter of ''Morrowind'' and the events of the game line up with Azura's plans.
194* FirstTown: A staple in the series from ''Morrowind'' onward. It's typically a smaller town or village with a few low-level quests available, some [[StartingEquipment low-end gear]] that can often be picked up for free, and a couple of exposition-providing [=NPCs=]. Specific examples are listed by game on the trope page.
195* FisherKing: The realms of the [[OurGodsAreDifferent Daedric Princes]] in Oblivion are part GeniusLoci and part EldritchLocation. The Princes rule their own realms as {{Dimension Lord}}s, inside of which they possess almost absolute power to create, change, and alter at will. Anything that causes one of the Princes to change, however, be it a HijackingCthulhu situation or through their own actions, also affects their realm. For example, in the 4th Era when [[DealWithTheDevil Clavicus Vile]] was separated from his [[MoralityChain external conscience]], Barbas, his realm of is said to have literally shrunk.
196* FishingForMooks: A perfectly viable strategy for ranged attacker builds throughout the series. Sneak up to an enemy, get in a stealth shot (which, depending on the game, multiplies the damage and/or gives an increased chance of landing a CriticalHit), lure the enemy away from any others, finish them off, and then repeat for his buddies. It helps that in most games, [[ArtificialStupidity enemy AI]] is eager to dismiss arrows sticking out of their body or the corpses of their dead buddies as "the wind".
197* FishPeople:
198** In addition to their many LizardFolk traits, Argonians also possess some fish-like traits including gills which allow them to breath underwater and various forms of fin as part of their AlienHair.
199** The Dreugh are an aquatic race of humanoid octopi with leathery hides and pincers on their primary "arms". For one year of their lives, Dreugh undergo a process known as "[[EvolutionPowerUp karvinasim]]," in which they emerge onto land to breed. During this period they are known as "Land Dreughs". Unlike their aquatic counterparts, the Land Dreughs show no signs of their usual intelligence and kill indiscriminately. In an [[TimeOfMyths early era of creation before linear time existed]], the Dreugh were said to have ruled the world while serving [[GodOfEvil Molag Bal]], the [[OurGodsAreDifferent Daedric Prince]] of [[NamesToRunAwayFromReallyFast Domination and Rape]]. However, that world (known as "Lyg") was destroyed and the remnants were one of the 12 worlds assembled to create Nirn during the Dawn Era as described in many Tamriellic [[CreationMyth creation myths]]. Conflicts with hunters (particularly the Dunmer) over thousands of years are believed to have contributed to the destruction of Dreugh civilization as well as their [[FuturePrimitive devolved intelligence]].
200** Lurkers are a fish-like form of [[OurDemonsAreDifferent lesser Daedra]] in service to Hermaeus Mora, the Daedric Prince of [[KeeperOfForbiddenKnowledge Knowledge]]. Lurkers stand [[GiantMook much taller than even the tallest of the playable races]], possess several forms of CombatTentacles, powerful physical attacks including a ShockwaveStomp, and [[SuperSpit Acid Spit]]. Additionally, their faces appear to be modeled after [[https://en.wikipedia.org/wiki/Anglerfish angler fish]].
201* FiveFingerDiscount: Pretty much [[KleptomaniacHero standard practice]] for the series, especially for beginner characters who have not yet gotten into all of the series' MoneyForNothing. Steal some stuff, take it to a different merchant (or a dedicated "fence" starting with ''Oblivion''), sell it, rinse, repeat.
202* FlamingSword: Throughout the series, you can find countless swords enchanted with fire damage (or enchant one yourself). And it's not limited to swords either, you can enchant any weapon with such an effect. Downplayed in that they won't actually be ''on fire'', but they will have a slight red/orange sheen and will inflict fire damage upon strike.
203* FlatEarthAtheist:
204** The extinct [[OurDwarvesAreDifferent Dwemer]] were a played-deadly-serious version of this trope. While they acknowledged the existence of some of the entities that the other races considered "gods" ([[OurGodsAreDifferent Aedra, Daedra, etc.]]), the Dwemer refused to ''accept'' their divinity. They were said to especially despise the Daedra, mocking and scorning the "foolish" rituals of their followers (primarily their greatest rivals in Morrowind, the Chimer). They would even summon Daedra [[DidYouJustPunchOutCthulhu specifically to test their divinity]]. The science and reason focused Dwemer even extended this skepticism to ''reality'' itself, [[BlueAndOrangeMorality refuting anything as truly "real"]]. It is implied that this belief is a core element of how [[{{Magitek}} their technology]] functions. They devised technology that ignored the laws of reality or outright manipulated the tonal architecture of the Earth-Bones (the spirits of creation who gave their lives to set up the laws of nature and physics) simply through [[TheDeterminator sheer refusal to accept physical and magical limitations]]. The Dwemer would all [[RiddleForTheAges disappear entirely]] from any known plane of existence after discovering and tampering with the [[CosmicKeystone heart]] of the [[GodIsDead "dead" god]], Lorkhan.
205*** One Dwemer tale (notably written by an UnreliableNarrator) tells of a Dwemer who tricks the Daedric Prince Azura with a box containing a mirror. After she correctly guesses what the box holds, he opens the box and the mirror makes it appear as if the box was empty,[[note]]It's an old magic trick, the mirror is at an angle ergo when you look in the walls of the box are reflected and look like the other sides, so it looks like the box is empty.[[/note]] 'proving' she is fallible and so not a god. He dies that night, a smile on his face. The Dunmer tell a different story: Azura sees through the tricks and strikes him down there and then.
206** Many in Tamriel are this toward the Nine Divines, the Aedra who sacrificed themselves in the creation of Mundus (the mortal world), while acknowledging the existence of the Daedra. Basically ''every'' example of the Divines [[DivineIntervention influencing the world]] are either [[GodWasMyCopilot ambiguous]], [[TheTimeOfMyths a matter of legend]], very personal incidents that only happens to special people (like {{Player Character}}s), or a combination, while the Daedric Princes influencing the world is a matter of historical record.
207* FlavorText: Each games includes tons of additional information about the game world in the form of NPC dialogue, {{Fictional Document}}s, and full blown [[InGameNovel In-Game Novels]]. Much of it is simply background details about the history of the ConstructedWorld of Nirn, it's religions, cosmology, and peoples that have no impact on the game itself.
208* FolkHero: Just about every race in the series has at least one, who is usually also a LongDeadBadass. These include Reman Cyrodiil, Tiber Septim, Indoril Nerevar, and many others.
209* ForcedMiscarriage: ''The Real Barenziah'', an [[Literature/TheElderScrollsInUniverseBooks in-universe biography]] of Queen Barenziah, claims that Barenziah had an affair with Emperor Tiber Septim and conceived a child by him, but he ordered his healer to terminate the pregnancy against Barenziah's wishes because of the threat that it posed to his legitimate heirs.
210* ForcedTransformation: Wabbajack, an artifact staff associated with Sheogorath, forces the target to transform. This being the staff of the [[MadGod God Of Madness]], the change is, of course, completely random. You could turn a bandit into a sheep... or a lesser Daedric monster. It's more for fun than anything else.
211* ForebodingArchitecture: Throughout the series, the architecture of a dungeon will typically give you a pretty good idea about the types of enemies you will encounter within. For example, [[OurDwarvesAreAllTheSame Dwemer]] ruins will typically contain their famous [[MechaMooks automatons]], Daedric ruins will typically contain their [[ScaryAmoralReligion worshipers]] and [[OurDemonsAreDifferent lesser Daedra]], tombs/crypts/catacombs will typically contain various forms of undead, etc. This isn't guaranteed, however, and if the dungeon is associated with a quest, the more important that quest is the more likely this trope will be averted.
212* ForeignersWriteBackwards: The Daedric language is simply a substitution cipher for English, give or take a few letters. However, it has notably been written in various ways throughout the series, including in reverse, from top to bottom, upside down, with the first letter much larger (and in a different color), and even with the characters superimposed on top of one another.
213* ForeignQueasine:
214** The Bosmer are bound to some unusual dietary restrictions due to the Green Pact, a deal they made with their patron deity to never harm the plant life in the forests of their homeland, Valenwood. Because they cannot harm the plant life in any way, they live on an almost strictly carnivorous diet (though it also includes honey, dairy, and mushrooms which do not count as plants), essentially [[InvertedTrope Inverting]] {{Veganopia}}. In order to get around these restrictions, they are also known to eat a variety of ''insects''. Thunderbugs in particular are used along with rotten meat to create the alcoholic beverage "[[GargleBlaster Rotmeth]]." Additionally, they are known to ''smoke'' insects in their bone pipes instead of the usual plant matter smoked by most races. These restrictions are significantly relaxed for Bosmer living outside of Valenwood. Another term of the Green Pact requires them to [[ImAHumanitarian consume the bodies of fallen enemies]], as they are not to be allowed to rot within Valenwood. It's been said in the lore that they fast before large battles so they can be hungry enough to eat their fallen foes. (This restriction is understandably relaxed for Bosmer outside of Valenwood, and its practice is said to be all but nonexistent as of the 4th Era.)
215** The Sload, a race of "slugmen" native to the Coral Kingdoms of Thras to the west of Tamriel, are said to serve various molds and fungi as meals. One account even mentions Sload consuming a regurgitated substance from one of their elders.
216* ForeignRulingClass:
217** After the death of Reman Cyrodiil III, the last in the Reman dynasty, at the end of the 2nd Era, his [[{{Wutai}} Akavari]] advisor, Versidue-Shaie, took over the Empire. Following his death, his son Savirien-Chorak, would continue to rule. The Akavari Potentates were members of the Tsaesci race, supposedly SnakePeople right down to having scales and serpentine lower bodies (though [[MultipleChoicePast other accounts]] state they were men little different than those from Tamriel with some East Asian features). Ultimately Savirien-Chorak and his heirs would die under mysterious circumstances, leading to the 400+ year Interregnum before Tiber Septim's rise to power.
218** The Septim dynasty, ruling family of the Third Tamriellic Empire during the first four games in the main series and a VestigialEmpire by the fifth, actively took steps to Downplay this trope in order to better pacify the provinces under their control. While their empire expanded to include all of Tamriel, they had a habit of appointing [[PuppetKing Puppet Rulers]] in the provinces drawn from Imperial loyalists of the native races. One prominent example is Queen Barenziah of Morrowind. At the onset of [[FounderOfTheKingdom Tiber Septim]]'s invasion of Morrowind, his forces sacked Morrowind's capital of Mournhold and [[RulingFamilyMassacre killed all but the young Barenziah of her noble Dunmeri family]]. Convinced by his Dunmeri General Symmachus to spare her as a useful pawn, she would be later appointed as the Imperial-supporting Queen of Morrowind in order to make the Dunmer more supportive of the Empire. (Barenziah is considered a very successful Queen who would [[LongLived outlive Tiber Septim by centuries]], but the ultimate result of Imperial rule in Morrowind is very mixed.) Another prominent example are the [[HornyVikings Nords]] of Skyrim. Dating back to the Pact of Chieftains (which was agreed to following a SuccessionCrisis where the last in [[FounderOfTheKingdom Ysgramor]]'s line died without an heir), the Jarls of Skyrim hold a "Moot" where a new High King of Skyrim is elected whenever the previous one dies. The High King is subservient to the Empire, with Skyrim having been one of the founding nations of the Septim Empire. (Of course, [[RebelLeader Ulfric Stormloak]] in the eponymous game seeks to change that...)
219* {{Foreshadowing}}: While each game obviously has plenty of foreshadowing to events that happen later within it, there are also plenty of instances of foreshadowing to the events of future games in the series. For example, each of ''Morrowind'''s expansions have quests which hint at the details of the future Oblivion Crisis.
220* ForestRanger:
221** The Bosmer (Wood Elves) of [[EnchantedForest Valenwood]] basically have this trope as a cultural hat. They are masterful archers and are bound by the "Green Pact", an agreement they made with their patron deity long ago to never harm or allow harm to come to the forests of Valenwood.
222** The [[BadassArmy Imperial Legion]] has a variation in the Imperial Foresters. During peacetime, they can be found in Cyrodiil's forests. During wartime, they serve as archers and scouts.
223* ForgedByTheGods:
224** The Daedric Artifacts (crossing over with {{Legendary Weapon}}s for those that are weapons) are some of the most legendary artifacts on Nirn. Each is associated with a particular [[OurGodsAreDifferent Daedric Prince]] and passes from owner to owner according to the wishes of those deities. It is implied that these artifacts were created by these deities, or are possibly even [[PiecesOfGod a part]] of the deities themselves. Famous recurring examples include the [[OurOrcsAreDifferent Malacath]]'s hammer Volendrung, the dagger [[DestroyerDeity Mehrunes]]' Razor, the Mace of [[GodOfEvil Molag Bal]] (see the page quote), [[FallenAngel Meridia]]'s sword Dawnbreaker, and [[MadGod Sheogorath]]'s staff Wabbajack. Non-weapons include [[GoodIsNotNice Azura]]'s Star (a reusable [[CrystalPrison Grand Soul Gem]]), [[ChronicBackstabbingDisorder Boethiah]]'s Ebony Mail, and the [[CoolMask Masque]] of [[DealWithTheDevil Clavicus Vile]].
225** The Aedra, deities who [[CreationMyth aided in the creation]] of Mundus (the mortal plane) primarily worshiped in the [[SaintlyChurch Nine Divines]] religion, have provided some legendary artifacts as well. Some of the most famous are Auri-El's Bow and Shield, Auri-El being the Aldmeri [[NobleBirdOfPrey eagle]] version of Akatosh, the [[DragonsAreDivine draconic]] God of Time. (The Bow is said to be the weapon that launched [[TheMaker Lorkhan]]'s [[CosmicKeystone Heart]] down into the world after he was [[GodIsDead "killed"]] for his perceived treachery during creation.) Similarly, the Divines each contributed to the Crusader's Relics. Originally worn by [[GodInHumanForm Pelinal]] [[EternalHero Whitestrake]] during the Alessian Revolt when he defeated Umaril the Unfeathered, they would have to be collected and sanctified by "[[PlayerCharacter Pelinal Reborn]]" in ''Oblivion''[='s=] ''Knights of the Nine'' expansion.
226* FormerlySapientSpecies:
227** The Falmer were originally the graceful [[OurElvesAreDifferent Snow Elves]], possessing a culture rivaling the Altmer (High Elves). However, after facing [[FinalSolution near-extinction]] at the hands of the [[HornyVikings Nords]], the Falmer turned to their estranged [[OurDwarvesAreDifferent Dwemer]] kin for aid. The Dwemer agreed to take in the surviving Falmer, but only if they blinding and mutating themselves with toxic fungi, [[InvokedTrope Invoking]] this trope . For centuries the Dwemer used the Falmer as servants and [[EnslavedElves slaves]], and may have performed experiments on them that caused them to further mutate into their present form. When the Dwemer abruptly vanished from Nirn, the Falmer were left behind as a race of blind, subterranean, [[TheMorlocks Morlock]]-like beasts with a [[AlwaysChaoticEvil primitive, xenophobic tribal culture]]. So significant was the de-evolution of the Falmer that it affected their very souls, turning them from "black" sapient souls into the "white" souls of creatures. By the time of ''Skyrim'', the Falmer seem to be regaining some of their lost sentience, forging better weapons and armor from farmed Chaurus chitin and practicing crude alchemy to create poisons from the plentiful mushrooms that grow in their underground lairs. The author of one in-game book in ''Skyrim'' even believes that the Falmer may be preparing to wage war on their surface dwelling ancestral enemies, which would be bad news for the already war-torn Skyrim. The ''Dawnguard'' expansion introduces Knight-Paladin Gelebor, the [[TheLastOfHisKind last surviving uncorrupted Falmer]]. He too believes the race is recovering its lost sentience, though it will be quite some time (if ever) that they fully recover.
228** The Dreugh, a race of [[FishPeople aquatic humanoid octopi]], once ruled the world in a previous kalpa, or cycle of time. However, that was one of the 12 worlds which were destroyed and the remnants pieced together to [[CreationMyth create Nirn]]. The Dreugh of early Nirn were still intelligent, but that diminished over time as their civilization fell and their intelligence devolved. Now, like the Falmer, their de-evolution from an intelligent, sapient race with their own civilization has included their souls becoming white, like those of animals.
229* FormulaicMagic: The Altmeri Clan Direnni were known to use "hidden magic" in the form of signs and runes in their ''financial reports'' in order to keep them out of the hands of their competitors. "Sorcerous precautions" were required on the part of the reader, lest these magic numbers prove fatal. Per one text on the subject:
230--> ''"Crucial pages were covered in spittle of the previous translator, who had babbled idiotically over the text for days before catching fire."''
231* ForScience:
232** The [[OurDwarvesAreDifferent Dwemer]] were said to have been, [[MageSpecies in contrast to most elves]], a highly scientific race who were able to develop complex machines and other fantastic devices, including a safe means of reading [[TomeOfEldritchLore the Elder Scrolls]]. They would also summon [[OurDemonsAreDifferent Daedra]] just to [[DidYouJustPunchOutCthulhu test their divinity]]. They were ruthless, amoral and arrogant, hostile to every other race they encountered and not above using them for experimentation and slave labour. Their scientific scepticism with Daedra and gods and reality itself eventually extended to encompass themselves, and in the 1st Era, their chief "Tonal Architect" Kagrenac attempted to make the Dwemer into immortal ascended beings by breaking them down to their base elements and then reforging them - it's possible Kagrenac succeeded or got the reforging step of the experiment wrong, but whatever the case, the entire Dwemer race simply vanished from the face of Nirn without a trace.
233** Members of the [[MagicalSociety Mages Guild]] have a habit of putting themselves and others in danger through the reckless research and testing methods they use to study their fields of FunctionalMagic. [[SummonMagic Summoning creatures]] and then losing control of them is a common example. Ironically, one of the reasons Galerion founded the Guild was to provide a safe place for magical experimentation.
234** The Dunmeri [[TheClan Great House]] Telvanni is a [[TheMagocracy Magocracy]] whose [[MightMakesRight lax]] [[KlingonPromotion rules]] create a breeding ground for EvilSorcerer types. With the ''ES'' universe treating [[FunctionalMagic magic as a science]], much of what they do crosses into MadScientist territory. Many of their Mage-Lords use foul magics to [[WizardsLiveLonger extend their lives]] and enjoy [[SummonMagic summoning]] [[OurDemonsAreDifferent lesser Daedra]] and/or practicing {{Necromancy}} to create guards and test subjects. Master Neloth, a Telvanni Councilor who appears in both ''Morrowind'' and ''Skyrim''[='s=] ''Dragonborn'' DLC, has a number of comments showing that he fits the trope:
235--> ''""I wonder if a dragon could be captured alive? It would make a fascinating test subject."''
236--> ''"The ash from Red Mountain holds secrets. Secrets I mean to uncover."''
237--> ''"How do you like my new laboratory? I use it to dissect spriggans. I've learned so much from them."''
238--> ''"It was fascinating to watch those tentacles grow out of your eyes."''
239* ForTheEvulz: This is a very common trait among the more outright malevolent Daedric Princes, including [[ChronicBackstabbingDisorder Boethiah]], [[DestroyerDeity Mehrunes Dagon]], and [[TheCorrupter Molag Bal]]. Getting mortals to betray, destroy, dominate, etc. one another are essentially their reasons for existing. None of them [[CardCarryingVillain attempt to hide this fact]]. Though not as outright malevolent, [[DealWithTheDevil Clavicus Vile]] likes making deals with mortals that they will alter regret, and enjoys granting their wishes in a LiteralGenie fashion. Vile also [[YourSoulIsMine collects souls]] simply for the sake of having them.
240* FounderOfTheKingdom:
241** Ysgramor created the earliest empire of men in Tamriel, after he and his [[BadassArmy 500 companions]] traveled to Skyrim from Atmora. They slaughtered the [[ScrewYouElves native Falmer]] and expanded into High Rock and Morrowind at the height of the empire. The [[HornyVikings Nords]] of Skyrim still revere him to this day.
242** Lord Indoril Nerevar is treated as this by the Dunmer (Dark Elf) people as the great unificator of Morrowind. The [[PhysicalGod Tribunal]] rule in his name (even though [[TheRashomon they very likely may be]] responsible for his death) and he is revered as a saint in the Tribunal Temple.
243** St. Alessia, the "Slave Queen," led an [[SlaveLiberation uprising]] of Cyrodiil's native human population against their [[AbusivePrecursors Ayleid]] masters with the aid of the Nordic Empire, [[TokenHeroicOrc rebel Ayleid lords]], and [[HumansAreSpecial the gods themselves]]. She would found the Alessian Empire, the first Empire of Men out of Cyrodiil. All recognized Cyrodiilic Emperors who have followed claim metaphysical descent from Alessia.
244** Reman Cyrodiil founded the Second Cyrodiilic Empire. According to legend, Reman was conceived in a union between the mortal petty King Hrol, the spirit of St. Alessia, [[TopGod Akatosh]], and the land of Cyrodiil itself. He was found born atop a mountain of mud with the [[OnlyTheChosenMayWield Amulet of Kings]], long since lost, in hand. [[AChildShallLeadThem Coronated as a child]], he would reunite the two halves of Cyrodiil (Colovia and Nibenay), then bring the other kingdoms of Men under his rule (High Rock and Skyrim). Later, he would defeat the [[{{Wutai}} Akaviri]] invaders and absorbed them into his fledgling proto-empire after they recognized him as "Dragonborn" and swore fealty to him. His dynasty would go on to conquer most of Tamriel, failing only to conquer the Dunmer (protected by their {{Physical God}}s) and the Altmer (protected by their [[MageSpecies powerful magics]]), though they did get the Altmer to join his empire peacefully by offering a treaty with exceptionally favorable terms to the Altmer.
245** Tiber Septim founded the Third Cyrodiilic Empire, and became the first to conquer all of Tamriel. He [[DeityOFHumanOrigin ascended]] ([[MergerOfSouls possibly with others]]) to [[GodEmperor godhood]] after his death, becoming [[WarGod Talos]], the [[OurGodsAreDifferent Ninth Divine]].
246* FourStarBadass: Tiber Septim, the [[FounderOfTheKingdom founder]] of the Third Tamriellic Empire who [[AscendToAHigherPlaneOfExistence ascended after his death]] as [[DeityOfHumanOrigin Talos]], the Ninth Divine, was a peerless General. He commanded the [[BadassArmy Imperial Legions]] into forging the first truly pan-Tamriellic Empire. He crossed over with FrontlineGeneral (and RiskingTheKing, naturally), at least early in his campaigns, though this was justified as he could use the Thu'um, a very powerful weapon.
247* FourthWallObserver: The series (since ''Morrowind'') has M'aiq the Lair, a recurring EasterEgg LegacyCharacter who has appeared in every game since ''Morrowind''. M'aiq is a known a Fourth Wall Observer (and [[LeaningOnTheFourthWall Leaner]] and ''[[BreakingTheFourthWall Breaker]]'') who [[AuthorAvatar voices the opinions]] of the series' creators and developers, largely in the form of {{Take That}}s, to both the [[TakeThatAudience audience]] (given the ''ES'' UnpleasableFanbase) and isn't above above [[SelfDeprecation taking some]] at [[TakeThatUs Bethesda itself]]. His "meta" dialogue understandably doesn't make any sense from an in-universe perspective and justifiably makes him seem [[CloudCuckoolander very detached from the game world]].
248* FragileSpeedster: The Redguards fit this role out of the [[HumansAreWarriors races of Men]]. Of the races of Men, they typically have the greatest natural athleticism and a preference for lighter armors which allow them to keep this advantage (and are simply more practical in their desert homeland). They are, however, typically more "fragile" physically than [[HumansAreAverage Imperials]] or [[HornyVikings Nords]] and are certainly more "fragile" magically than the [[AntiMagic Bretons]]. Those who [[MasterSwordsman excel exceptionally in swordsmanship]], their favored cultural weapon, can add the punch of a GlassCannon as well, essentially making them 2/3 of a physical LightningBruiser.
249* FreeRotatingCamera: Following the series' [[VideoGame3DLeap 3D Leap]] in ''Morrowind'', 1st Person and 3rd Person (in the AlwaysOverTheShoulder fashion) are both options. The games have the "Rotate and Zoom" version when standing still in 3rd Person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will [[CameraLockOn snap right back]] over the shoulder.
250* FreewareGames: ''Arena'' and ''Daggerfall'' have been released as freeware on the Bethesda website - despite being glitchy and having the devs deny they would ever be re-released. They're still unplayable on modern systems without UsefulNotes/DOSBox, though it is thankfully included in the file bundles.
251* FreezeFrameBonus: In the intro of ''The Elder Scrolls Adventures: Redguard'' spin-off game, the camera pans over a library. There is a set of five books where, if you pause, you can see that the books have the following titles: The Elder Scrolls Arena, The Elder Scrolls Daggerfall, The Elder Scrolls Morrowind (which was in pre-production), The Elder Scrolls Oblivion, and The Elder Scrolls Romanelli (this is simply a meaningless placeholder name since Bethesda hadn't settled on "Skyrim" yet). The amazing thing is that Bethesda had already decided on "Oblivion" for a title as far back as 1998 (''Oblivion'' being released eight years later) and they had decided on making a fifth game down the line.
252* FreudianExcuse: A number of examples throughout the series. They are listed by game on the trope page.
253* FreudianTrio:
254** According to the popular MergerOfSouls theory regarding the [[AscendToAHigherPlaneOfExistence apotheosis]] of [[DeityOfHumanOrigin Talos]], the three (main) beings who combined to form Talos fit the trio.
255*** Id: Wulfharth Ash-King - Ancient Hero-King of the [[HornyVikings Nords]], [[GodInHumanForm Shezarrine]], and KnightTemplar-level [[FantasticRacism hater of all things Elven]] who [[EternalHero died and came back to life]] at least three times. Preferred a LeaveNoSurvivors approach when it came to his enemies and wasn't afraid to order ThePurge.
256*** Ego: Tiber Septim (aka Talos Stormcrown, aka Hjalti Early-Beart, [[IHaveManyNames aka...]]) - [[FounderOfTheKingdom Founder of the Third Empire]] who was a [[FourStarBadass peerless general]] and [[GuileHero masterful, manipulative schemer]].
257*** Superego: Zurin Arctus - The first [[CourtMage Imperial Battlemage]] of the Third Empire and writer of Tamriel's BigBookOfWar who found a way to reactivate and control the [[HumongousMecha Numidium]] which Septim used to complete his conquests.
258** The Tribunal, a trio of [[PhysicalGod Physical Gods]] who've [[DeityOfHumanOrigin stolen divine power]] from the [[CosmicKeystone still-beating heart]] of the [[GodIsDead dead creator god]] Lorkhan.
259*** Id: Almalexia - ActionGirl, MamaBear, and [[FighterMageThief Fighter]] who has [[RoyalsWhoActuallyDoSomething repeatedly defended]] her Dunmer people from all manner of threats in ages past with her [[FlamingSword Lightning Sword]]. Has the most AGodAmI tendencies of the trio.
260*** Ego: Vivec - The [[ReasonableAuthorityFigure Mostly Reasonable]] WarriorPoet and [[FighterMageThief Thief]] leader of the trio. Even his "kill on sight" orders for anyone claiming to be the [[TheChosenOne Nerevarine]] are justified in that he believes YouCantFightFate and that all efforts to kill the true Nerevarine would fail, verifying him. Once you've proven yourself to him, he becomes a SupportingLeader BigGood who helps to defeat the BigBad, even at the cost of his own divinity.
261*** Superego: Sotha Sil - Wizard Mystic and [[FighterMageThief Mage]] of the trio who preferred not to intervene directly in mortal affairs, instead shaping the world from behind the scenes.
262
263* FriendsWithBenefits: The LostOrphanedRoyalty and future Queen of Morrowind, Barenziah, had such a relationship with the Nord stableboy, Straw, who helped her to escape from her foster family. Straw wanted it to be more, but Barenziah had no interest.
264* FriendToAllLivingThings:
265** Kynareth, the [[OurGodsAreDifferent Aedric Divine]] Goddess of the Air and Heavens, also has a significant association with nature and living things. Her [[TheCommandments Commandment]] states that one should "respect nature" and "use Nature's gifts wisely". She is a friend to all ''natural'' living things, anyway... Undead need not apply.
266** Meridia is a Daedric Prince whose sphere is obscured to mortals, but is associated with LifeEnergy, [[LightIsNotgood Light]], and [[ProudBeauty Beauty]]. Though she is associated with the "energy of living things", she technically [[SubvertedTrope Subverts]] it. There is a heavy emphasis on the ''Living'' part, for one. If you're Undead or a Necromancer, she ''will'' destroy you. If [[WhatIsOneMansLifeInComparison some living things have to die]] as collateral damage in order for her to achieve her greater goals, [[KnightTemplar she'll sacrifice them without a second thought]].
267* FromBadToWorse: For the Empire, following the Oblivion Crisis. The Oblivion Crisis was an utter disaster for Tamriel, no question. Cities were leveled, thousands of people killed, and, following a HeroicSacrifice to end it, the Third Empire of Tamriel was left without a Septim heir to the throne for the first time in nearly 500 years. Then, the [[ANaziByAnyOtherNAme Thalmor]], an Altmeri radical and [[StateSec militarized]] political party of religious extremists, use the chaos following the Crisis to [[StealingTheCredit claim credit]] for ending it. This brings them massive populist support in their homeland and allows them to rise to the highest levels of the Altmeri government. Ten years later, they assassinate [[RegentForLife Potentate]] Ocato, who was doing well at holding the fractured Empire together. Petty infighting erupts among the Elder Council, and the Summerset Isles, the Altmeri homeland, use the ensuing chaos to secede from the Empire under the leadership of the Thalmor. They annex neighboring Valenwood (homeland of the Bosmer) and announce the reformation of the [[AntiHumanAlliance Aldmeri Dominion]] of old, an ancient ArchEnemy to the various Cyrodiilic Empires. Through further manipulation, they convince the Khajiit of Elsweyr to join the Dominion as a vassal nation and then convince the Argonians to secede and then invade the [[ColonyDrop Red]] [[ChekhovsVolcano Year]] weakened Morrowind in [[TheDogBitesBack retaliation]] for thousands of years of their race's slavery at the hands of the Dunmer. Their actions essentially rob the [[VestigialEmpire Vestigial Third Empire]] of five former provinces. Titus Mede, a Colovian warlord, manages to capture the vacant Ruby Throne and declares himself to be the new Emperor, bringing some stability to the Empire for a time. However, the Dominion isn't satisfied. After building their nation back up, they attack the Empire in what becomes known as the "Great War". Dominion forces capture the Imperial City, but Emperor Titus Mede II (grandson of Titus Mede I) pulls his legions out and regroups with his forces from Skyrim. Together, they re-capture the Imperial City and push the Dominion out of Cyrodiil. The remaining strength of the Empire is greater than the Dominion anticipated, but they have a fallback: the White-Gold Concordat. With Mede II sensing that his forces are too weak to further pursue the Dominion, he reluctantly agrees. The Concordat, among other things, cedes large tracts of Hammerfell to the Dominion, bans the worship of [[DeityOfHumanOrigin Talos]], and allows Dominion agents to patrol the Empire to enforce these terms. Mede II's acceptance of the Concordat essentially [[WonTheWarLostThePeace wins the war but loses the peace]]. Hammerfell secedes and continues the war with the Dominion on their own. Civil War erupts in Skyrim as the Nords attempt to do the same... This all leads up to the events of ''Skyrim''.
268* FromNobodyToNightmare:
269** Each PlayerCharacter in the series, especially the ones who start out as prisoners, starts off about as close to a "nobody" as one can get. By the end of the game, they acquire skills, equipment, and abilities that make them one of the most powerful beings in all of Tamriel, and, in a few cases, SemiDivine or outright [[PhysicalGod Physical Gods]] capable of foiling the plans of truly god-like beings.
270** Vivec, the Dunmeri [[PhysicalGod Tibunal deity]], in the most [[UnreliableNarrator reliable version]] of his past, started off as the son of a poor Netch herder before rising up the ranks to become the NumberTwo to [[FounderOfTheKingdom Lord Nerevar]] as leader of the Chimer. Then, after [[TheRashomon probably]] having something to do with Nerevar's death, tapped into a forbidden power source to [[DeityOfHumanOrigin become a god]]. In supplementary works, Vivec also claims to have achieved "[[AscendToAHigherPlaneOfExistence CHIM]]", a god-like state of being even beyond that of deities like the Aedra and the Daedric Princes.
271* FrontlineGeneral: With Nirn being quite the WorldOfBadass, most military leaders seen throughout the series and in the {{Backstory}} are this. To note some specific examples:
272** Lord Indoril Nerevar, [[FounderOfTheKingdom revered ancient hero]] of the Dunmer people, was one of these. [[TheRashomon Most accounts]] have him personally leading forces into the [[OurDwarvesAreDifferent Dwemer]] stronghold at Red Mountain. It also helped lead to [[PlotTriggeringDeath his death]], either from wounds suffered there or by the betrayal of his allies within. (Again, depending on the version of the story you are reading.) His death and prophesied {{Reincarnation}} are major plot points in ''Morrowind''.
273** ''Any'' leader of any of the {{Proud Warrior Race}}s (Orcs, Nords, Redguards) qualifies. For the Nords in particular, AsskickingLeadsToLeadership and any leader is expected to be able to hold his or her own in battle, if not be the most outright badass figure on the battlefield. [[FounderOfTheKingdom Ysgramor]], [[EternalHero Wulfharth Ash-King]], and Talos Stormcrown (aka [[GodEmperor Tiber Septim]]) gained great renown as both warriors and generals. Should the player side with the Stormcloaks in ''Skyrim'', [[RebelLeader Ulfric]] will lead the charge in the final battle.
274** The ancient Yokudan ({{Precursors}} of the Redguards) hero Frandar Hunding was one. One of the legendary [[TheOrder Ansei]], or "Sword Saints", Frandar was quite possibly the greatest MasterSwordsman in the history of Nirn. He traveled Yokuda as a KnightErrant in his youth, slaying all manner of men and monsters, while [[BloodKnight testing his skills]] in 90 duels. He was never once defeated, leading him to believe that he was invincible, so he retired to Mount Hattu and wrote the Book of Circles to pass along his insights. After urging from his son and fellow Sword-Singers, Frandar reluctantly led the "greatly outnumbered" forces of the Ansei against the corrupt Yokudan Emperor Hira. Frandar and the Ansei were victorious, but were considered "red with blood" by the citizens and chose to self-exile to Tamriel following the conflict. There, he would eventually fall in battle with the giant goblins of Hammerfell while still serving as one ''in his 80s''.
275** Uriel Septim V's reputation as a warrior-emperor is considered second only to Tiber himself among the Septim dynasty. Inheriting an Empire wracked with internal strife and floundering support in the provinces, Uriel V would lead the Third Empire back to greatness by launching a series of invasions outside of Tamriel. Over a span of 13 years, he [[TheConqueror conquered]] several island nations in the Padomaic Sea to the east of Tamriel. Then, he invaded [[{{Wutai}} Akavir]] itself. Despite initial successes, he would fail to conquer Akavir as he had hoped, and would fall there in battle himself, making a HeroicSacrifice to cover the retreat of his legions.
276* FromZeroToHero: Every game in the series has the PlayerCharacter become one of these in both the main story and faction quests (although since its a sandbox game you can go FromNobodyToNightmare as well), generally BecauseDestinySaysSo (although how much each character's mentioned in the sequels vary).
277** ''Arena'': You go from a random (but loyal) Imperial guardsman to the Emperor's savior.
278** ''Daggerfall'': You begin as an acquaintance of the Emperor and go on to decide who gains control of a LostSuperweapon.
279** ''Morrowind'': You begin as an Imperial prisoner the Emperor's sent in. You're the Neverine, the reincarnation of an ancient hero (although it's implied you might have taken on the role by being a hero rather than destined for it).
280** ''Oblivion'': You start off as a common criminal in a cell. Then you meet the Emperor, witness his assassination and go on to become the Champion of Cyrodill.
281** ''Skyrim'': 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.
282* FullBoarAction:
283** Various types of boar (sometimes [[CallARabbitASmeerp under fantastical names]], such as the "tusked bristlebacks" of Solstheim) are found throughout Tamriel. Most are quite aggressive and will attack on sight.
284** [[OurWerecreaturesAreDifferent Wereboars]] are one type of lycanthrope in service to Hircine. (The player character can become on in ''Daggerfall''.)
285* FullFrontalAssault:
286** This is an option for the PlayerCharacter throughout the series, and it will spark witty remarks from [=NPC=]s who witness. It doesn't confer much of an advantage in combat, save for making you less encumbered if you actually ''drop'' your clothing and armor. The vanilla games include default underwear on non-[[CatFolk Khajiit]] and [[LizardFolk Argonian]] characters, but there are plenty of {{Game Mod}}s that remove even those, allowing it to be played entirely straight.
287** In-universe, [[TheCaligula Emperor Pelagius the Mad]] certainly lived up to his nickname with AxeCrazy outbursts and other extreme eccentricities. It was when he stripped naked in public and began attacking visitors that his advisors knew something was ''very'' wrong with him, and that he needed to be removed from the throne. He was institutionalized and died only a few years later, but his legacy as the Mad Emperor lives on.
288* FunctionalMagic:
289** Most magic in series is a mix of Rule, Force, and to some extent (with enchanted magical artifacts) Device magic. In terms of gameplay, casting spells is simply Rule magic. You learn spells and then, if you have sufficient [[{{Mana}} Magicka]], you can cast them. In-universe, magic is explained to exist as Force magic, thanks to a BackgroundMagicField. During the creation of Mundus, the mortal plane, Magnus, an [[OurGodsAreDifferent "et'Ada" (original spirit)]], discovered that by creating Mundus, he and his fellow et'Ada would be forever bound to it and significantly weakened as a result. He and his followers, the "Magna-Ge" (star orphans), [[ScrewThisImOuttaHere bailed out on creation]] and fled to Aetherius, the [[SpiritWorld realm of magic]]. As they fled, they punctured holes between Mundus and Aetherius which [[AlienSky we see as the sun and stars]]. Magic flows through them into Mundus, visible as nebulae.
290** After its founding, the [[MagicalSociety Mages Guild]] first codified and popularized the idea of the "Eight Schools" of magic (though by the 4th Era, Thaumaturgy and Mysticism would be absorbed by the other schools, and many of the individual spells would be re-classified between schools even before then). To note:
291*** [[AlchemyIsMagic Alchemy]], the study of the magical virtues of different forms of matter, their effects, combinations, and recombinations. To include the concoction of potions, elixirs, and magical draughts.
292*** [[RealityWarper Alteration]], the distortion of local reality through direct imposition of the mage's will. To include spells of paralysis, [[UtilityMagic levitation, jumping, water breathing, water walking, locking, lock opening, feather, burden]], and personal elemental shields such as flame cloaks.
293*** [[SummonMagic Conjuration]], the summoning and binding of spirits from Oblivion or Aetherius. To include [[YourSoulIsmine soul trapping]], spells that conjure Daedra or other creatures, spells to banish same, summoning of bound weapons and armor, as well as (for classification purposes) the forbidden necromantic arts of reanimation, conjuration, and manipulation of the undead.
294*** [[ElementalPowers Destruction]], the splintering of material bonds by the direct application of force, typically elemental in nature. To include damaging spells of [[PlayingWithFire flame]], [[AnIcePerson frost]], [[ShockAndAwe shock]], and disintegration, as well as magic that [[VampiricDraining drains essence]] or personal attributes.
295*** [[MasterOfIllusion Illusion]], the altering of perception in oneself or others. To include [[FantasticLightSource spells of light]], {{invisibility}}, fear, frenzy, and [[AntiMagic silence]], as well as magic that affects morale and obedience.
296*** Mysticism, the class of spells used to alter the nature of magic itself. To include effects that [[AntiMagic dispel]] or [[EnergyAbsorption absorb]] both spells and the magicka that feeds them, [[WarpWhistle teleportation]], as well as {{telekinesis}} (which fits here as well as anywhere).
297*** [[WhiteMagic Restoration]], the opposite of destruction, magic that [[HealingHands resists damage or restores wholeness]] by reknitting the damaged material. To include wards, healing, curing of disease and poison, physical fortification, and the turning of undead (a forced purification effect).
298*** Thaumaturgy, the magic that affects the [[MindControl will and personal state of mind]]. To include spells that calm or [[CharmPerson charm]] others.
299** Still other types of magic exist, which don't fit neatly into the "schools" at all. One example is the Thu'um, the [[OurDragonsAreDifferent draconic]] LanguageOfMagic which allows for small scale [[RealityWarper Reality Warping]]. The Thu'um crosses over Force magic with Divine magic, since ''ES'' dragons are [[DragonsAreDivine divine Aedric]] beings. Another example is the magic channeled from the [[CosmicKeystone Heart of Lorkhan]], the [[GodIsDead "dead" creator god]] of Mundus. It too is similar to Divine magic, but with a much more [[EldritchAbomination eldritch]] twist. It's power has been used to [[DeityOfHumanOrigin turn mortals]] into {{Physical God}}s, as well as create a MysticalPlague which warps and twists the affected into [[BodyHorror terrifying]] {{Humanoid Abomination}}s.
300* FungusHumongous:
301** Vvardenfell, the central island of Morrowind, has giant tree-sized mushrooms growing throughout the island. [[TheClan Great House]] [[TheMagocracy Telvanni]] settlements consist almost exclusively of magically-grown mushroom houses, while the Telvanni magisters themselves live in gigantic mushroom {{Mage Tower}}s. The Dunmer ''really'' like their giant mushrooms. They even transplant some (along with a Telvanni tower) to Solstheim when they are forced to move there following the Red Year.
302** The Shivering Isles, the [[EldritchLocation Daedric Plane]] of [[MadGod Sheogorath]], is home to some impressively large mushrooms.
303** Deep beneath Skyrim, there is a gigantic underground Dwemer city named Blackreach that is lit up partially by giant, glowing mushooms.
304* FunPersonified: Sanguine, the [[OurGodsAreDifferent Daedric Prince]] of [[ItAmusedMe Debauchery]] and [[TheHedonist Hedonism]]. Given [[AnthropomorphicPersonification the nature]] of most deities in the ''ES'' universe, Sanguine is ''literally'' this trope. His sphere includes both the good and bad aspects of debauchery, hedonism, revelry, and passion. He can most commonly be found trying to tempt mortals into sin using various vices. Additionally, his thousands of [[EldritchLocation realms of Oblivion]] reform to [[HappyPlace cater to the needs of whoever visits]].
305* FunSize:
306** Scamps are the [[TheGoomba weakest]] known form of [[OurDemonsAreDifferent lesser Daedra]], and also the smallest, standing just over half the height of an average man. Appearances earlier in the series, particularly the [[LethalJokeCharacter Scamp merchant]] Creeper in ''Morrowind'', gained Scamps some fans for their "cuteness", though their LooksLikeOrlok appearance in ''The Elder Scrolls Online'' is much more ugly and demonic.
307** Rieklings (a blue-skinned race of humanoids native to [[GrimUpNorth Solstheim]]) stand only about half the height of an average man. While their exact appearance has [[ArtEvolution changed with each entry in the series]], their diminutive size and gibberish language tends to get them the UglyCute treatment.
308* FunWithAutocensors: Around the time of ''Oblivion''[='s=] release, the official Bethesda Forums replaced the word "ass" with "spotted owl" and "asshole" with "spotted owl habitat". They had other odd replacements for various swear words, but the "spotted owl" became so popular that people still typed it in even after the forums switched to just using [CENSORED] for everything. They even have a spotted owl emoticon. Other examples include typing "Website/FourChan" will give you a [CENSORED] tag, [[TakeThat typing "In Soviet Russia" will give you "I am not funny"]], and "Oblivion sucks" will turn into "The Elder Scrolls: Oblivion is the best game in the universe".
309* FurAgainstFang: The series generally averts this trope. Outside of a very few specific examples, vampires and werewolves don't really care about each other. Interestingly, both have similar origins: Both are creations of Daedric Princes - [[GodOfEvil Molag Bal]], Prince of [[NamesToRunAwayFromReallyFast Domination]] and [[TheCorrupter Corruption]] created the vampires, while [[EgomaniacHunter Hircine]], Prince of [[HuntingTheMostDangerousGame the Hunt]], created the Werewolves. Both are [[ViralTransformation diseases]] which can be spread through any wound inflicted by an infected individual. Both offer IdealIllnessImmunity, making them mutually exclusive to one another canonically (barring exploits or {{Game Mod}}s).
310* FurBikini: Sometimes worn by members of the series' BarbarianTribe type groups, often taking the form of skimpy fur "armor".
311* FuturePrimitive:
312** The Falmer have degenerated from graceful Snow Elves with a culture rivaling the Altmer into a race of blind, subterranean, [[TheMorlocks Morlock]]-like beasts with a [[AlwaysChaoticEvil primitive, xenophobic tribal culture]]. The [[OurDwarvesAreDifferent Dwemer]], who took the surviving Falmer in after their [[FinalSolution near-extinction]] at the hands of the ancient [[HornyVikings Atmorans/Nords]], forced the Falmer to blind themselves with poisonous mushrooms in exchange. The Dwemer used them as servants and [[EnslavedElves slaves]], and may have performed experiments on them that caused them to further mutate into their present form. So significant was the de-evolution of the Falmer that it affected their very souls, turning them from "black" sapient souls into the "white" souls of creatures.
313** The Dreugh, a race of [[FishPeople aquatic humanoid octopi]], once ruled the world in a previous kalpa, or cycle of time. However, that was one of the 12 worlds which were destroyed and the remnants pieced together to [[CreationMyth create Nirn]]. The Dreugh of early Nirn were still intelligent, but that diminished over time as their civilization fell and their intelligence devolved. Now, like the Falmer, their de-evolution from an intelligent, sapient race with their own civilization has included their souls becoming white, like those of animals.
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