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History Franchise / TheElderScrolls

19th May '16 11:16:30 AM BeerBaron
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* ExploitedImmunity: The [[LizardFolkd Argonians]] have a racial ability which allows them to breathe underwater. They also have a reputation for being skilled at guerrilla warfare, constructing underwater camps (which are naturally hard for non-Argonians to assault) and one of their favorite tactics being to grapple their victims, drag them underwater, and keep them there until they drown. (Unfortunately, due to a lack of grappling mechanics, Argonian players are [[GameplayAndStorySegregation unable to do this in the games themselves]].)

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* ExploitedImmunity: The [[LizardFolkd [[LizardFolk Argonians]] have a racial ability which allows them to breathe underwater. They also have a reputation for being skilled at guerrilla warfare, constructing underwater camps (which are naturally hard for non-Argonians to assault) and one of their favorite tactics being to grapple their victims, drag them underwater, and keep them there until they drown. (Unfortunately, due to a lack of grappling mechanics, Argonian players are [[GameplayAndStorySegregation unable to do this in the games themselves]].)


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* FantasticCasteSystem: Dremora, a type of lesser Daedra, have one. They're divided into three "soldier" classes (Churls, Caitiffs, and Kynvals), two "officer" classes (Kynreeves and Kynmarchers), and two "noble" classes (Markynaz and Valkynaz).
* 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").


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* FantasyMetals: Several forms are staples throughout the series.
** Ebony is a dark grayish/brownish/purplish mineral with some characteristics of volcanic glass. 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 dead creator god Lorkhan, as it's greatest deposits are near Red Mountain where Lorkhan's heart fell from the sky.
** 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.
** 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 the lore, the Dwemer would bend the laws of time, physics, and nature in order to make their creations last.
** "Glass", like Ebony, is treated here as metal-like. It is an iridescent-Green mineral mined primarily in Morrowind. After most of Morrowind was rendered uninhabitable, it is smelted artificially by melting moonstone and malachite together.
** 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.
** Mithril is a lightweight, mid-level metal used to make armor. It's otherwise typical and fairly unremarkable.
** 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.
19th May '16 10:55:38 AM BeerBaron
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* EmpathicWeapon:
** The artifacts associated with Daedric Princes have a tendency to leave their user if that user abuses them or starts to become too dependent on them. Depending on the wishes of their associated Prince, they can reappear in a different time or place, sometimes being handed out directly by their Prince. They tend to show up where important events are unfolding, which may draw the Princes' attention.

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* EmpathicWeapon:
**
EmpathicWeapon: The artifacts associated with Daedric Princes have a tendency to leave their user if that user abuses them or starts to become too dependent on them. Depending on the wishes of their associated Prince, they can reappear in a different time or place, sometimes being handed out directly by their Prince. They tend to show up where important events are unfolding, which may draw the Princes' attention.



* EmptyRoomPsych: Happens frequently throughout the series. Given that exploration is one of the mean focuses of the series, it would make sense that some places have nothing of interest or value in them at all.

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* EmptyRoomPsych: Happens frequently throughout the series. Given that exploration is one of the mean main focuses of the series, it would make sense that some places have nothing of interest or value in them at all.


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* EvilIsNotAToy: There are metaphysical "rules" in place that bar most from being able to summon Daedra, specifically to prevent this sort of thing from happening. This doesn't always work, however. One in-game book, for example, tells the story of a boy who summons a Dremora to practice his Conjuration. The Dremora says the boy will need a soul gem to advance further, and hey! He just happens to have one on him that the boy can use. The boy accepts the soul gem... and the Dremora demonstrates how to use it by tearing the kid's heart out and trapping him in the gem. The book ends with the moral that you never accept a freely given gift from a summoned Daedra, because this breaks the magical bond that keeps them from killing you.
* EvilMakesYouUgly: Subverted by the Dunmer. Previously, they were known as the Chimer and had pretty golden skin. According to one legend, when the Tribunal betrayed Nerevar, Azura cursed the whole species with eyes as red as fire and skin as grey as ash. Somewhat subverted in that the Tribunal kept their former appearance; the evil-looking Dunmer really had nothing to do with the betrayal. Also, the whole story [[UnreliableNarrator may just be allegorical]] for the physical changes caused by living in a blasted hellscape of ash and lava.


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* EvilSoundsDeep: Many of the voiced [[BigBad Big Bads]] of the series have deep voices. Included are Dagoth Ur, Mehrunes Dagon, and Alduin, as well as numerous villains in the various guild and faction questlines.
* EvilWeapon: While the BlueAndOrangeMorality of the Daedra tends to put them AboveGoodAndEvil, ''you'' will need to do some fairly evil things in order to obtain and/or power up some of their associated artifacts. A few examples:
** Umbra is a powerful soul-stealing sword created by a witch for Clavicus Vile. It tends to take over the mind of its wielder, turning them into insane [[BloodKnight Blood Knights]].
** The Ebony Blade is an artifact associated with Mephala, and in order to power it up, you need to use it kill people who trust or love you.
** In order to receive any artifacts from Mehrunes Dagon, Molag Bal, Malacath, or any of the other traditionally "evil" Daedra, you are almost certainly going to have to do something evil for them, ranging from corruption to outright murder.


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* ExcusePlot: Downplayed, but present. Each game does have a deep main quest, but the series' emphasis on freedom and exploration means you are free to never touch the main quest while still playing for potentially hundreds of hours.
* ExploitedImmunity: The [[LizardFolkd Argonians]] have a racial ability which allows them to breathe underwater. They also have a reputation for being skilled at guerrilla warfare, constructing underwater camps (which are naturally hard for non-Argonians to assault) and one of their favorite tactics being to grapple their victims, drag them underwater, and keep them there until they drown. (Unfortunately, due to a lack of grappling mechanics, Argonian players are [[GameplayAndStorySegregation unable to do this in the games themselves]].)
19th May '16 10:34:54 AM BeerBaron
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* EmpathicWeapon:
** The artifacts associated with Daedric Princes have a tendency to leave their user if that user abuses them or starts to become too dependent on them. Depending on the wishes of their associated Prince, they can reappear in a different time or place, sometimes being handed out directly by their Prince. They tend to show up where important events are unfolding, which may draw the Princes' attention.



* EmptyRoomPsych: Happens frequently throughout the series. Given that exploration is one of the mean focuses of the series, it would make sense that some places have nothing of interest or value in them at all.
* EnslavedElves: Unusually for the trope, both examples are cases of Elves being enslaved by other Elves.
** When the Nords came to Skyrim and began eradicating the native Falmer ("Snow Elves",) the surviving Falmer were taken in by their Dwemer cousins. However, they were not benevolent. The Dwemer enslaved the Falmer, blinded them, and twisted them into barely-sapient creatures along the lines of Goblins. Prior to this, the Falmer had a civilization to rival even the Altmer.
** While it may not be full blown slavery, the Bosmer of Valenwood are treated as second-class citizens to the Altmer under the Aldmeri Dominion. Things became even worse when the Thalmor rose to power, as they even treat other Altmer as beneath them if those Altmer do not subscribe to the beliefs of the Thalmor.



* EternalHero: The various incarnations of the spirit of Lorkhan/Shezzar/Shor, the dead creator god. Known as "Shezzarines," these heroes appear as great champions of mankind, usually fighting against elves. The best example (apart from the god-emperor Talos) is Wulfharth Ash-King, who has died and come back to life at least three times.

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* EternalHero: The various incarnations of the spirit of Lorkhan/Shezzar/Shor, the dead creator god. Known as "Shezzarines," these heroes appear as great champions of mankind, mankind during times of crisis, usually fighting against elves. The best example (apart from the god-emperor Talos) is Wulfharth Ash-King, who has died and come back to life at least three times.


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* EveryoneIsASuper: Essentially anyone is capable of using magic. Some races are born with this inherent as a natural ability, while those who are not can still head to the local chapel or Mages group to be trained. Those who do not use magic simply have chosen to focus on other areas, rather than being incapable of spells. Many races also start with free skill points in at least one magical discipline and/or supernatural special abilities which require no training, skill, or even magicka. Even Nords, who typically ridicule magic users, can call on magical frost once a day and get skill points in Restoration magic. Your birth sign can grant you further powers, including turning invisible.
19th May '16 10:05:28 AM rmctagg09
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* EmotionBomb: Several varieties. For added effect, each can be crafted into a massive area of effect spell, making it even more "bomb" like.

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* EmotionBomb: Several varieties. For added effect, each can be crafted into a massive area of effect spell, making it even more "bomb" like.like:
19th May '16 8:53:23 AM BeerBaron
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* ElementalEmbodiment: Atronochs, also known as "Elemental Daedra," commonly come in Flame, Frost, and Storm varieties. While they are lesser Daedra, they are not aligned to any particular Daedric Prince. They are the Daedra most commonly summoned by conjurers.
* ElementalPowers: The three main varieties of Destruction magic are Fire, Frost, and Shock.


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* EmotionBomb: Several varieties. For added effect, each can be crafted into a massive area of effect spell, making it even more "bomb" like.
** The Calm spell will turn hostile foes non-hostile for the duration of the spell.
** The Frenzy spell will turn non-hostile foes hostile for the duration fo the spell.
** The Rally spell will turn neutral targets into allies for the duration of the spell.
19th May '16 8:24:28 AM BeerBaron
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** EldritchLocation: Any of the Daedric planes qualifies. These are spaces within the infinite Oblivion surrounding the mortal realm where the Daedric Princes have total reign. They can vary from beautiful places, like Azura's Moonshadow, which is so beautiful that it is said to "half blind" mortals who lay eyes up on it, to FireAndBrimstoneHell places like Mehrunes Dagon's Deadlands. And then there are the places that Cthulhu himself would find cozy, like Hermaeus Mora's Apocrypha.

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** * EldritchLocation: Any of the Daedric planes qualifies.qualify. These are spaces within the infinite Oblivion surrounding the mortal realm where the Daedric Princes have total reign. They can vary from beautiful places, like Azura's Moonshadow, which is so beautiful that it is said to "half blind" mortals who lay eyes up on it, to FireAndBrimstoneHell places like Mehrunes Dagon's Deadlands. And then there are the places that Cthulhu himself would find cozy, like Hermaeus Mora's Apocrypha.
19th May '16 8:23:50 AM BeerBaron
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* EarlyGameHell: Every game in the main series except for ''Oblivion'' features this is some form. ''Arena'' and ''Daggerfall'' are absolutely hellish, where even basic enemies like rats can kill you in a couple of hits if you aren't careful. wkward controls, no health regen and the ability to only cast one or two spells before magicka runs out means players will usually die a myriad of times in the tutorial dungeon alone until they figure out what they are doing. ''Morrowind'' starts you off in an [[EasingIntoTheAdventure easy-going]] starting town, but from there, things get hellish very quickly. Once you've gained experience and better equipment, this turns around, allowing you to go quickly from schmuck to god-slayer. ''Skryim'' is similar, though not quite as harsh as the other games.

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* EarlyGameHell: Every game in the main series except for ''Oblivion'' features this is some form. ''Arena'' and ''Daggerfall'' are absolutely hellish, where even basic enemies like rats can kill you in a couple of hits if you aren't careful. wkward Awkward controls, no health regen and the ability to only cast one or two spells before magicka runs out means players will usually die a myriad of times in the tutorial dungeon alone until they figure out what they are doing. ''Morrowind'' starts you off in an [[EasingIntoTheAdventure easy-going]] starting town, but from there, things get hellish very quickly. Once you've gained experience and better equipment, this turns around, allowing you to go quickly from schmuck to god-slayer. ''Skryim'' is similar, though not quite as harsh as the other games.



* EldritchAbomination: The Sixth House, and also some of the Daedra, Hermaeus Mora in particular. But especially Sithis, who is the primal Is Not according to the Dark Brotherhood.
* ElementalCrafting

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* EldritchAbomination: The Sixth House, and also some EldritchAbomination:
** Sithis. He is related to (or may even ''be'') Padomay, the personification
of the Daedra, primordial state of chaos, and is typically represented as a "great void." He is the patron of the Dark Brotherhood, who refer to him as the primal "Is Not."
** The Daedric Princes are alien beyond human understanding, though they can take any form they like, and so will often take a humanoid form to deal with mortals. Gender has no actual meaning to them and some appear as female, but they are referred to as "princes" as a whole. [[BlueAndOrangeMorality They don't share the sense of "good" and "evil" mortals have]]. How they feel about the mortal races varies from prince to prince; many enjoy being worshiped, some just enjoy 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.
***
Hermaeus Mora in particular. But especially Sithis, doesn't even bother with the "humanoid form" thing. His true form is a mind-shattering, seemingly infinite mass of eyes and tentacles.
** The Sixth House minions of Dagoth Ur. Using the divine power of the Heart of Lorkhan, Dagoth Ur has twisted them into BodyHorror abominations. Eventually, they cross the BishonenLine, as his most powerful followers revert back to mostly humanoid appearance, though with occasional extra parts.
** EldritchLocation: Any of the Daedric planes qualifies. These are spaces within the infinite Oblivion surrounding the mortal realm where the Daedric Princes have total reign. They can vary from beautiful places, like Azura's Moonshadow, which is so beautiful that it is said to "half blind" mortals
who is lay eyes up on it, to FireAndBrimstoneHell places like Mehrunes Dagon's Deadlands. And then there are the primal Is Not according to places that Cthulhu himself would find cozy, like Hermaeus Mora's Apocrypha.
* ElementalCrafting: Played straight throughout
the Dark Brotherhood.
* ElementalCrafting
series with an occasional variation. It is based on the weight/defense ratio of the armor or lethality of the weapon and gear made of different materials are more clearly crafted differently.
19th May '16 7:53:54 AM BeerBaron
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* EarlyGameHell: Every game in the main series except for ''Oblivion'' features this is some form. ''Arena'' and ''Daggerfall' are absolutely hellish, where even basic enemies like rats can kill you in a couple of hits if you aren't careful. wkward controls, no health regen and the ability to only cast one or two spells before magicka runs out means players will usually die a myriad of times in the tutorial dungeon alone until they figure out what they are doing. ''Morrowind'' starts you off in an [[EasingIntoTheAdventure easy-going]] starting town, but from there, things get hellish very quickly. Once you've gained experience and better equipment, this turns around, allowing you to go quickly from schmuck to god-slayer. ''Skryim'' is similar, though not quite as harsh as the other games.

to:

* EarlyGameHell: Every game in the main series except for ''Oblivion'' features this is some form. ''Arena'' and ''Daggerfall' ''Daggerfall'' are absolutely hellish, where even basic enemies like rats can kill you in a couple of hits if you aren't careful. wkward controls, no health regen and the ability to only cast one or two spells before magicka runs out means players will usually die a myriad of times in the tutorial dungeon alone until they figure out what they are doing. ''Morrowind'' starts you off in an [[EasingIntoTheAdventure easy-going]] starting town, but from there, things get hellish very quickly. Once you've gained experience and better equipment, this turns around, allowing you to go quickly from schmuck to god-slayer. ''Skryim'' is similar, though not quite as harsh as the other games.
19th May '16 7:53:10 AM BeerBaron
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* DarkAgeEurope: Tamriel went through their own version during the Interregnum, a 500 year span between the fall of the 2nd Empire under the Akaviri Potentates until the rise of Tiber Septim's 3rd Empire. And much like the real world "Dark Ages," this period wasn't as bad as it is made to seem. Yes, there was a lot of warring between petty kingdoms and many of the achievements of the fallen empire were lost, but factions like the Dark Brotherhood and Fighters Guild grew in popularity while many former enemies (Daggerfall/Hammerfell/Orsinium and Skyrim/Morrowind/Argonia) formed [[EnemyMine Enemy Mines]] to repel outside invaders (Reachmen and the Kamal, respectively,) showing that the former provinces of the empire could still work together when they had to.

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* DarkAgeEurope: Tamriel went through their own version during the Interregnum, a 500 year span between the fall of the 2nd Empire under the Akaviri Potentates until the rise of Tiber Septim's 3rd Empire. And much like the real world "Dark Ages," this period wasn't as bad as it is made to seem. Yes, there was a lot of warring between petty kingdoms and many of the achievements of the fallen empire were lost, but factions like the Dark Brotherhood and Fighters Guild grew in popularity while many former enemies (Daggerfall/Hammerfell/Orsinium and Skyrim/Morrowind/Argonia) formed [[EnemyMine Enemy Mines]] to repel outside invaders (Reachmen and the Kamal, respectively,) showing that the former provinces of the empire could still work together when they had to. ''The Elder Scrolls Online'' is set during this time period, giving it an up-close look.


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* EarlyGameHell: Every game in the main series except for ''Oblivion'' features this is some form. ''Arena'' and ''Daggerfall' are absolutely hellish, where even basic enemies like rats can kill you in a couple of hits if you aren't careful. wkward controls, no health regen and the ability to only cast one or two spells before magicka runs out means players will usually die a myriad of times in the tutorial dungeon alone until they figure out what they are doing. ''Morrowind'' starts you off in an [[EasingIntoTheAdventure easy-going]] starting town, but from there, things get hellish very quickly. Once you've gained experience and better equipment, this turns around, allowing you to go quickly from schmuck to god-slayer. ''Skryim'' is similar, though not quite as harsh as the other games.


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* EarthDrift: The series has this as a CyclicTrope. The first two games are basically standard RPG settings. ''Morrowind'' then swings to a very unconventional and alien setting. ''Oblivion'' swings back to a standard "medieval Europe" setting. ''Skyrim'' swings back, yet again, into a more fantastical setting with random dragon encounters and draugrs, the Nordic equivalent of zombies.
* EasyExp: Skill books can be found which automatically increase one of your skills upon reading them.
* EgomaniacHunter: Hircine is the Daedric Prince of the Hunt. He hunts solely for the sport, including having his own pack of hunting dogs (read: werewolves), and partakes in HuntingTheMostDangerousGame every so often.
* ElaborateEqualsEffective: The effectiveness of a weapon can usually be easily judged just by looking at it. A basic iron or steel weapon will inevitably be less effective than an iridescent-green Glass weapon or a black, red, and spiky Daedric weapon. Usually applies to artifact class weapons as well, which have unique models almost always more elaborate than the basic weapons of the same class.
* ElaborateUndergroundBase:
** The Dwemer were fond of these, creating entire city complexes deep underground. Thousands of years later, during the time the games take place, the Dwemer have been long gone and their ruins now function as these for new inhabitants.
** Common as standard "dungeons," usually inhabited by bandits, smugglers, and the like. They can range from a few rooms with crates and hammocks to massive complexes with multiple entrances and exits. Some are natural caves, while others are in places where they would have needed to be dug out by hand.
19th May '16 7:35:24 AM BeerBaron
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* DarkAgeEurope: Tamriel went through their own version during the Interregnum, a 500 year span between the fall of the 2nd Empire under the Akaviri Potentates until the rise of Tiber Septim's 3rd Empire. And much like the real world "Dark Ages," this period wasn't as bad as it is made to seem. Yes, there was a lot of warring between petty kingdoms and many of the achievements of the fallen empire were lost, but factions like the Dark Brotherhood and Fighters Guild grew in popularity while many former enemies (Daggerfall/Hammerfell/Orsinium and Skyrim/Morrowind/Argonia) formed [[EnemyMine Enemy Mines]] to repel outside invaders (Reachmen and the Kamal, respectively,) showing that the former provinces of the empire could still work together when they had to.



* DungAges: Tamriel went through their own version during the Interregnum, a 500 year span between the fall of the 2nd Empire under the Akaviri Potentates until the rise of Tiber Septim's 3rd Empire. And much like the real world "Dark Ages," this period wasn't as bad as it is made to seem. Yes, there was a lot of warring between petty kingdoms and many of the achievements of the fallen empire were lost, but factions like the Dark Brotherhood and Fighters Guild grew in popularity while many former enemies (Daggerfall/Hammerfell/Orsinium and Skyrim/Morrowind/Argonia) formed [[EnemyMine Enemy Mines]] to repel outside invaders (Reachmen and the Kamal, respectively,) showing that the former provinces of the empire could still work together when they had to.
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