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moved from vendor trash disambiguation

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* ShopFodder:
** There are a ''lot'' of useless items scattered all throughout the game world that you can pick up and stash in your inventory. Pretty much any object that you could realistically pick up with one hand, you can take along with you. You can sell them off to willing merchants, though the majority of these things are worth no more than a few coins (even if, realistically speaking, said items ''should'' be quite valuable, such as silverware).
** You can also ''make'' shop fodder. Alchemy recipes that provide both harmful and beneficial effects are ''generally'' useless in combat (i.e., a potion that buffs a magical school but drains magicka) but still sell pretty well, and are generally just meant to level up the skill. Enchanting with anything less than a grand soul is similar, no matter how good your enchanting skill is. Even smithing is going to turn out dozens of copies of one item or another you're probably just going to sell to make back whatever you spent on the ingredients.
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* PuppeteerParasite: One of the dungeons in the ''Dragonborn'' DLC, Whiteridge Sanctum, is filled with bandits who have been taken over by magically-infused, mind-controlling spiders. After dealing with the mad mage who created the spiders, the player can use her imbuing device to create mind control spiders of their own, which they can chuck at enemies to turn them into temporary allies.
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* The general gameplay seems to encourage this. Most of your enemies will be undead or vampires, so they’re weak to fire, necromage makes the damage further efficient, and aspect of Terror has a glitch that adds extra fire damage in most case (making flames actually viable later in the game).

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* ** The general gameplay seems to encourage this. Most of your enemies will be undead or vampires, so they’re weak to fire, necromage makes the damage further efficient, and aspect of Terror has a glitch that adds extra fire damage in most case (making flames actually viable later in the game).
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* NeutralInNameOnly: Jarl Balgruuf, who rules the strategically important city of Whiterun, declares himself neutral and "on the side of Whiterun," supporting neither the Imperial regime nor the Stormcloak rebellion. However, his city's reliance on trade with the Imperials means that he privately leans much more toward them, and he ultimately chooses to support them openly when the Stormcloaks demand he make a choice.
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* NamedAfterTheInjury: A few characters are given sobriquets based on the fact that they've lost an eye, such as King Olaf One-Eye.
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* ThirdPartyDealBreaker: Attempted when [[PlayerCharacter the Dovahkiin]] convenes a peace talk between the Imperial Legion and the Stormcloak rebels (assuming they haven't resolved the Skyrim Civil War by that point in the main quest). The Thalmor, who [[DivideAndConquer want the war to continue in order to keep both sides as weak as possible]], send their ambassador Elenwen to gate-crash the talks and demand a seat at the negotiating table; if she's allowed to remain, she will spend most of the talks trying to antagonize the Stormcloak leader Ulfric in the hopes of collapsing the talks.
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* OverlyNarrowSuperlative: "Welcome to Markarth, traveler. Safest city in the Reach." It's also the ''only'' city in the Reach.
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* TrainingFromHell: If you feel like your Restoration is taking a long time to level up (and odds are you '''will''', as it takes '''ages''' to level up organically), you can always go the route of getting yourself into a situation where you're taking constant damage, and heal it off ''ad infinitum'' until you max out. You can do this with basically any enemy with a decent damage output, but the snowstorm barring the path to Paarthurnax up in High Hrothgar is also a perennial favorite for its power and consistency. With the right spells and equipment, you can easily outheal a beast's claws or the wrath of the elements, but from your character's perspective, this is several hours of unrelenting pain spent at death's door.
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* StatusEffects: There are too many possible effects to list them all, but when you access the Magic section of your inventory, a category called 'Active Effects' lists every last one that is currently in place on your character. Ones with a timer attached (such as spells and alchemical buffs) will wear off eventually, while ones without (e.g. armor enchantments, racial bonuses, even diseases) remain in effect indefinitely, unless you remove the enchanted gear or cure the ailment with a potion or shrine. They're also ColorCodedForYourConvenience: white for a StatusBuff and red for a StatusAilment.

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* StatusEffects: There are too many possible effects to list them all, but when you access the Magic section of your inventory, a category called 'Active Effects' lists every last one that is currently in place on your character. Ones with a timer attached (such as spells and alchemical buffs) will wear off eventually, while ones without (e.g. armor enchantments, racial bonuses, even diseases) remain in effect indefinitely, unless you remove the enchanted gear or cure the ailment with a potion or shrine. They're also ColorCodedForYourConvenience: white for a StatusBuff and red for a StatusAilment.{{Status Effect|s}}.
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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the the Greybeards and later their leader [[spoiler: a Dragon named Parthunaax]] who lives on the peak.

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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the the Greybeards and later their leader [[spoiler: a Dragon named Parthunaax]] who lives on the peak.
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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the botg the Greybeards and later their leader [[spoiler: a Dragon named Parthunaax]] who lives on the peak.

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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the botg the Greybeards and later their leader [[spoiler: a Dragon named Parthunaax]] who lives on the peak.
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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the the leader of the Greybeards who lives on the peak [[spoiler: a Dragon named Parthunaax]].

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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the the leader of botg the Greybeards who lives on the peak and later their leader [[spoiler: a Dragon named Parthunaax]].Parthunaax]] who lives on the peak.
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* ScalingTheSummit: This is done as part of the main storyline when the Dragonborn has to scale ''The Throat of the World'' in order to speak to the the leader of the Greybeards who lives on the peak [[spoiler: a Dragon named Parthunaax]].
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** Doubling as a ShoutOut, in 2011, PC Gamer magazine jokingly said that Skyrim will release a "Crab Armor" DLC for $5.99, in a parody of the infamous "Horse Armor" DLC for ''Oblivion''. In 2017, they released the Dwarven Armored Mudcrab Creation for what would normally be 50 Creation credits, but it's always 100% off.
*** In 2021, they also released a Horse Armor Creation, also for free.
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* SeriesContinuityError: The Creation Club added a few.
** In the ''Divine Crusader'' download, you could find a couple random bandits wearing and wielding the Relics of the Crusader from the ''Knights of the Nine'' DLC from ''Oblivion''. Now, if you have 2 or more points of Infamy in ''Knights of the Nine'', which consists of killing in cold blood or generally evil choices, you are excluded from being able to equip the Divine Crusader armor and weapons. The''Anniversary Edition'' update updated it to add an explanation as to why bandits had them equipped: The two bandits were newbies and haven't killed anyone. Any other bandits in the group were unable to equip the armor, and if they were trying to wield the sword or mace "You try and swing one of the weapons, and you feel sick to your stomach."
** The unique mace Scourge, from the ''The Cause'' Creation Club would banish any Daedra that tried to wield it back to Oblivion in ''Battlespire''. However, it's wielded by a Dremora that you have to defeat. The creators weren't aware of that particular ''Battlespire'' lore, and were only going by it's appearance in ''Morrowind'' and said they're going to update it.
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* OvertOperative: You may occasionally get Dark Brotherhood assassins sent after you, all of whom don't even bother trying to be discreet and [[LeeroyJenkins just charge straight at you swords already drawn.]]
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crosswicking a new trope

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* OverheadInteractionIndicator: [=NPCs=] associated with the active quest have an arrow above their heads.

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Crosswicking.


** While some of the armors are unrealistically fantastic, most of the higher quality armors tend to have either gambesons(padded jackets) or chainmail under the plates, which is what real medieval armor usually had.

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** While some of the armors are unrealistically fantastic, most of the higher quality armors tend to have either gambesons(padded gambesons (padded jackets) or chainmail under the plates, which is what real medieval armor usually had.


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* StaminaBurn: There's things which attack the Stamina value:
** The "Ravage Stamina" poison reduces the target's ''maximum'' stamina, instead of the current.
** [[AnIcePerson frost damage]] can cause the victim to lose stamina as well as health.
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* SavedByTheCoffin: A Dark Brotherhood aligned Dovahkiin needs to hide inside the Night Mother's coffin when [[spoiler:The Penitus Oculatus raze the Falkreath sanctuary]].
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* TheNecromancer:

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* TheNecromancer: {{Necromancer}}:
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* NeglectedGarden: In ''Dawnguard'', the Dragonborn and Serana will make their way through the bowels of Castle Volkihar and find the castle courtyard. Serana's mother Valerica, a master alchemist, used to spend her afternoons tending the courtyard gardens. In the present day, the courtyard has fallen into disarray (by design, as Valerica knew Harkon would never visit the courtyard and the entrance to her secret tower was hidden here). Serana wistfully remembers time spent in the courtyard with her mother thousands of years ago, back when their family was happy before Lord Harkon became obsessed with ending the tyranny of the sun.
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* RedOniBlueOni: Ulfric is brash, prideful, and aggressive, while Tullius is calm, caring, and defensive; this is ironic, since the Empire wears red and the Stormcloaks blue. Even then, the game makes strides proving they're NotSoDifferent.

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* RedOniBlueOni: Ulfric is brash, prideful, and aggressive, while Tullius is calm, caring, and defensive; this is ironic, since the Empire wears red and the Stormcloaks blue. Even then, the game makes strides proving they're NotSoDifferent.not so different

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** The trailer on characters seems to depict General Tullius as an ObstructiveBureaucrat who doesn't pay any heed to his subordinate's advice. In reality, he's a ReasonableAuthorityFigure and WellIntentionedExtremist [[NotSoDifferent just like Ulfric Stormcloak]].

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** The trailer on characters seems to depict General Tullius as an ObstructiveBureaucrat who doesn't pay any heed to his subordinate's advice. In reality, he's a ReasonableAuthorityFigure and WellIntentionedExtremist [[NotSoDifferent just like Ulfric Stormcloak]].Stormcloak.



* NotSoDifferent:
** General Tullius and Ulfric Stormcloak are on opposite sides of the Civil War, but both hate the Thalmor and the White-Gold Concordat, which bans the worship of Talos and is one of the main reasons Ulfric rebelled.
** This is also exemplified by the bard songs "Age of Aggression" and "Age of Oppression", sung by bards in pro-Imperial or pro-Stormcloak holds, respectively. The song tunes are identical and both songs have parts where the lyrics are the same.
** Try saving before the peace treaty and take different dialogue options to favor the Empire or Stormcloaks, and make note of how often the two sound just like the other between dialogue trees.
** If you finish the Civil War before the final battle, [[spoiler:you'll meet Rikke if you sided with the Stormcloaks, or Ulfric and Galmar if you sided with the Empire, in Sovngarde. It seems as far as the gods, or at least Shor, is concerned, they're all honorable heroes worthy of the afterlife. Tullius is only excluded because he's not a Nord, and so couldn't enter Sovngarde.]]
** Paarthurnax points this out to the Dragonborn, as s/he has the soul of a dragon and therefore is driven by the same urges as all dragons: to hurt, kill, dominate, and destroy. Takes on an extra-vicious edge if you've been indulging in VideoGameCrueltyPotential by that point.
*** A more lighthearted example of the Dragonborn being like other dragons is the hoarding. Most players have a tendency to hoard ''something'' during the course of the game, whether it's precious gems or gold or alchemy ingredients or cheese wheels. Dragons in most fantasy stories have a tendency to amass large hoards of valuables; the Dragonborn is clearly no different in that respect.
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* PixelHunt: Of a sort, and likely not deliberate. It's entirely possible to knock items off of tables, shelves, etc, either physically or by utlizing The Voice. It's therefore possible to knock a quest item, for instance, between a table and a wall without realizing you've done so (you can even do this from a considerable distance, if utilizing The Voice) making it extremely difficult to find as your item indicator will in this case still inidicate that the item is in it's original general location.
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Fixed an instance of "it's" being used when it should be "its".


* TakingOverTheTown: A group of Vampires plan to take over Morthal and turn it's people into [[MindControl Thralls]]. Naturally, [[PlayerCharacter The Dragonborn]] stops them.

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* TakingOverTheTown: A group of Vampires plan to take over Morthal and turn it's its people into [[MindControl Thralls]]. Naturally, [[PlayerCharacter The Dragonborn]] stops them.
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* StatusEffect: There are too many possible effects to list them all, but when you access the Magic section of your inventory, a category called 'Active Effects' lists every last one that is currently in place on your character. Ones with a timer attached (such as spells and alchemical buffs) will wear off eventually, while ones without (e.g. armor enchantments, racial bonuses, even diseases) remain in effect indefinitely, unless you remove the enchanted gear or cure the ailment with a potion or shrine. They're also ColorCodedForYourConvenience: white for a StatusBuff and red for a StatusAilment.

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* StatusEffect: StatusEffects: There are too many possible effects to list them all, but when you access the Magic section of your inventory, a category called 'Active Effects' lists every last one that is currently in place on your character. Ones with a timer attached (such as spells and alchemical buffs) will wear off eventually, while ones without (e.g. armor enchantments, racial bonuses, even diseases) remain in effect indefinitely, unless you remove the enchanted gear or cure the ailment with a potion or shrine. They're also ColorCodedForYourConvenience: white for a StatusBuff and red for a StatusAilment.

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* RealityEnsues:
** In the ''Dragonborn'' DLC, cultists approach [[PlayerCharacter the Dragonborn]] in a public (and possibly well-guarded) place, and proceed to taunt and attack them. [[CurbStompBattle We think you can figure out what happens next.]]
** Using Dragon Shouts in a city or town will result in a guard asking you to stop. Magic or not, those shouts are ''awfully'' loud, so of course they'd cause a noise complaint. Even setting aside the ability of Shouts to spew fire, ice, or pure force, or call down lightning storms from a clear blue sky, there's also the fact that Skyrim's High King was recently murdered (or defeated in a fair challenge) by someone who "Shouted him apart."
** If the Dragonborn already has a bounty on them in Whiterun when they try to enter the city for the first time, the Guard will try to arrest them, since a known criminal has just walked up to them. If you rack up a high enough bounty (likely by repeated murder) at any point with a Hold, the guards will decide you're too dangerous to try arresting and will just attack on sight.
** If the Dragonborn takes too long to make it to safety during the tutorial, then the Dragon that is destroying Helgan will begin to attack them too. [[spoiler:This is because Alduin is trying to kill them specifically and standing around gives him the time he needs to find who he is looking for.]]
** Come across any daedra-hunting Vigilants of Stendarr while carrying a daedric artifact or wearing full daedric armor and expect some trouble. Similarly, wearing an Amulet of Talos will ''not'' go over well with any Thalmor that weren't already attacking you, as they're trying to stamp out Talos worship.
** Realizing he's lost, [[spoiler:Alduin]] decides TheBattleDidntCount and retreats. While he plays it off as inconsequential, his followers, staunch believers in AsskickingEqualsAuthority, are not pleased that their leader ran from a fight his opponent rightfully won. It makes quite a few question his authority and right to lead.
** In the "Ancestral Worship" sidequest, a Nord NPC named Golldir asks the Dragonborn help to get rid of a necromancer who is working on the corpses of his deceased family members inside his family's funeral crypt. Golldir reacts angrily (then begrudgingly accepts, considering it would count as a reward for your help) if he spots you taking things inside the crypt, since you're stealing riches and funeral offerings from his family. Notably, even if all you do is look inside - possibly clicking on an urn purely out of habit - he still acts as though you took something.
** This is why Valerica is opposed to Harkon's plot to darken the sun in ''Dawnguard''. While vampires would technically be free to wander around day and night, she assumes (probably correctly) that mortals would ''not'' be happy about TheNightThatNeverEnds and would find and kill every single vampire on Nirn in both retribution and desperation to have the sun come back.
** [=NPCs=] will notice and react to the player dropping things in front of them. This can range from trying to return it, if friendly, to taking it for themselves. Guards in particular will notice and collect any weapons left lying around in plain view - possibly even giving you a fine for disturbing the peace, if you respond to their warning in the wrong way.
** In "Laid To Rest", the people of Morthal will gather their TorchesAndPitchforks and join the Dragonborn as they head off to deal with the Vampires outside town. However, they'll all chicken out once they reach the lair. While they certainly want to help, they're completely aware that they're a bunch of ordinary townsfolk and would almost certainly die trying to kill the vampires.
** When asked why the Dark Brotherhood didn't respond to Aventus's call, Astrid explains that it was because he had no money. While anyone can call them using a Black Sacrament, the client still needs to be able to ''pay'' for their services, and he is after all only an orphaned child.
** The Thalmor are so utterly despised by everybody else that the guards are willing to overlook crimes taken against them. Murdering a Thalmor agent in cold blood in Imperial-controlled territory will only net you a measly 40 gold bounty for assault (a slap on the wrist compared to the 1000 gold bounty for murder). Stormcloak guards don't even charge you ''at all''. To underline this further, you can butcher the immensely arrogant Thalmor ambassador and his two bodyguards right in the middle of the court of the Jarl of Markarth, and the Jarl will slip you enough money under the table that even if you choose to pay off the bounty you will come out 50 gold up. It's almost like he is ''thanking you'' for getting rid of the asshole.
** On a more subtle note, Fur Armor provides one of the weakest armor ratings in the entire game, which makes sense considering how most of it is clearly designed to either have a ChainmailBikini or cause a WalkingShirtlessScene, meaning that it doesn't actually provide a lot of protection in combat. This is averted for Forsworn Armor, though, but that can be {{Hand Wave}}d as a result of the Forsworn using special rituals to enchant their armor and make it tougher than it normally would.
** In "A Daedra's Best Friend", Barbas warns the Dragonborn that Clavicus Vile is a JerkassGenie and that they ''should not'' accept any of his offers. If they ignore this advice and kill Barbas to keep the Rueful Axe, they'll discover that it's actually quite terrible and isn't a daedric artifact like the item they passed up on to get it. What else would they expect from a god known for screwing people over?


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* SurprisinglyRealisticOutcome:
** In the ''Dragonborn'' DLC, cultists approach [[PlayerCharacter the Dragonborn]] in a public (and possibly well-guarded) place, and proceed to taunt and attack them. [[CurbStompBattle We think you can figure out what happens next.]]
** Using Dragon Shouts in a city or town will result in a guard asking you to stop. Magic or not, those shouts are ''awfully'' loud, so of course they'd cause a noise complaint. Even setting aside the ability of Shouts to spew fire, ice, or pure force, or call down lightning storms from a clear blue sky, there's also the fact that Skyrim's High King was recently murdered (or defeated in a fair challenge) by someone who "Shouted him apart."
** If the Dragonborn already has a bounty on them in Whiterun when they try to enter the city for the first time, the Guard will try to arrest them, since a known criminal has just walked up to them. If you rack up a high enough bounty (likely by repeated murder) at any point with a Hold, the guards will decide you're too dangerous to try arresting and will just attack on sight.
** If the Dragonborn takes too long to make it to safety during the tutorial, then the Dragon that is destroying Helgan will begin to attack them too. [[spoiler:This is because Alduin is trying to kill them specifically and standing around gives him the time he needs to find who he is looking for.]]
** Come across any daedra-hunting Vigilants of Stendarr while carrying a daedric artifact or wearing full daedric armor and expect some trouble. Similarly, wearing an Amulet of Talos will ''not'' go over well with any Thalmor that weren't already attacking you, as they're trying to stamp out Talos worship.
** Realizing he's lost, [[spoiler:Alduin]] decides TheBattleDidntCount and retreats. While he plays it off as inconsequential, his followers, staunch believers in AsskickingEqualsAuthority, are not pleased that their leader ran from a fight his opponent rightfully won. It makes quite a few question his authority and right to lead.
** In the "Ancestral Worship" sidequest, a Nord NPC named Golldir asks the Dragonborn help to get rid of a necromancer who is working on the corpses of his deceased family members inside his family's funeral crypt. Golldir reacts angrily (then begrudgingly accepts, considering it would count as a reward for your help) if he spots you taking things inside the crypt, since you're stealing riches and funeral offerings from his family. Notably, even if all you do is look inside - possibly clicking on an urn purely out of habit - he still acts as though you took something.
** This is why Valerica is opposed to Harkon's plot to darken the sun in ''Dawnguard''. While vampires would technically be free to wander around day and night, she assumes (probably correctly) that mortals would ''not'' be happy about TheNightThatNeverEnds and would find and kill every single vampire on Nirn in both retribution and desperation to have the sun come back.
** [=NPCs=] will notice and react to the player dropping things in front of them. This can range from trying to return it, if friendly, to taking it for themselves. Guards in particular will notice and collect any weapons left lying around in plain view - possibly even giving you a fine for disturbing the peace, if you respond to their warning in the wrong way.
** In "Laid To Rest", the people of Morthal will gather their TorchesAndPitchforks and join the Dragonborn as they head off to deal with the Vampires outside town. However, they'll all chicken out once they reach the lair. While they certainly want to help, they're completely aware that they're a bunch of ordinary townsfolk and would almost certainly die trying to kill the vampires.
** When asked why the Dark Brotherhood didn't respond to Aventus's call, Astrid explains that it was because he had no money. While anyone can call them using a Black Sacrament, the client still needs to be able to ''pay'' for their services, and he is after all only an orphaned child.
** The Thalmor are so utterly despised by everybody else that the guards are willing to overlook crimes taken against them. Murdering a Thalmor agent in cold blood in Imperial-controlled territory will only net you a measly 40 gold bounty for assault (a slap on the wrist compared to the 1000 gold bounty for murder). Stormcloak guards don't even charge you ''at all''. To underline this further, you can butcher the immensely arrogant Thalmor ambassador and his two bodyguards right in the middle of the court of the Jarl of Markarth, and the Jarl will slip you enough money under the table that even if you choose to pay off the bounty you will come out 50 gold up. It's almost like he is ''thanking you'' for getting rid of the asshole.
** On a more subtle note, Fur Armor provides one of the weakest armor ratings in the entire game, which makes sense considering how most of it is clearly designed to either have a ChainmailBikini or cause a WalkingShirtlessScene, meaning that it doesn't actually provide a lot of protection in combat. This is averted for Forsworn Armor, though, but that can be {{Hand Wave}}d as a result of the Forsworn using special rituals to enchant their armor and make it tougher than it normally would.
** In "A Daedra's Best Friend", Barbas warns the Dragonborn that Clavicus Vile is a JerkassGenie and that they ''should not'' accept any of his offers. If they ignore this advice and kill Barbas to keep the Rueful Axe, they'll discover that it's actually quite terrible and isn't a daedric artifact like the item they passed up on to get it. What else would they expect from a god known for screwing people over?
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*** You normally cannot achieve a full immunity to magic, since resistances cap at 85%... but the rarer and more powerful magic '''absorption''', on the other hand, has no cap. This means it is possible to become completely immune to all magic while simultaneously [[FeedItWithFire recovering magicka whenever you are hit with a spell]]. This always requires the Atronach Stone sign and the Atronach perk, which combined raise magic absorption to 80%. In order to take it further (without the usage of mods), you need to either A) be a [[GameBreaker vampire with the Necromage perk]] or B) wear Miraak's Robes and either his gloves or his boots. This not only protects you from hostile spells, but also from some environmental effects, so you can stand in the blizzard that blocks the way to Paarthurnax, walk around in the poison gas-flooded passage in Calcelmo's Laboratory, and even '''swim in lava''' with no ill effects, while normally any of these things would get you killed in seconds, regardless of resistance. However, the Drain Vitality shout used by high-level dragons can bypass magic absorption.

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*** You normally cannot achieve a full immunity to magic, since resistances cap at 85%... but the rarer and more powerful magic '''absorption''', on the other hand, has no cap. This means it is possible to become completely immune to all magic while simultaneously [[FeedItWithFire recovering magicka whenever you are hit with a spell]]. This always requires the Atronach Stone sign and the Atronach perk, which combined raise magic absorption to 80%. In order to take it further (without the usage of mods), you need to either A) be a [[GameBreaker vampire with the Necromage perk]] or B) wear Miraak's Robes and either his gloves or his boots. This not only protects you from hostile spells, but also from some environmental effects, so you can stand in the blizzard that blocks the way to Paarthurnax, walk around in the poison gas-flooded passage in Calcelmo's Laboratory, and even '''swim in lava''' with no ill effects, while normally any of these things would get you killed in seconds, regardless of resistance. However, the Drain Vitality shout used by high-level dragons can bypass magic absorption. Additionally, it does come with an odd drawback: Your conjuration spells are counted by the game as spells cast on you, which means they can also be absorbed, preventing them from actually working. This makes spell absorption rather problematic for a conjuration focused character.
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* ThemeTuneCameo: A variation. The lyrics for "Dragonborn" can be found in-game in the book ''[[http://www.uesp.net/wiki/Skyrim:Songs_of_Skyrim Songs of Skyrim]]'', along with a translation.
** Ironically, the tune that goes with the lyrics has been lost to time in-universe. You know, that tune you have probably heard a hundred times over. It has been suggested by some players that the correct tune is the one heard in [[spoiler:Sovngarde]], where the song is effectively on continuous repeat.
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** "No One Escapes Cidhna Mine": Either escape with Madanach and kill Thonar for the Armor of the Old Gods, kill Madanach and escape using the key on his body and get the Silver-Blood Family Ring from Thonar...[[spoiler: or side with Madanach up until you get the armor, then kill him and escape]].

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** "No One Escapes Cidhna Mine": Either escape with Madanach and kill Thonar for the Armor of the Old Gods, kill Madanach and escape using the key on his body and get the Silver-Blood Family Ring from Thonar...[[spoiler: or side with Madanach up until you get the armor, then kill him and escape]].escape...then kill Thonar yourself]].

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