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* SinisterDeerSkull: The Forsworn (a terroristic sub-sect of Reachmen rebels) Headdress is a light armor helmet that is literally a deer skull adorned with feathers and furs. Forsworn encampments are also liberally adorned with deer skull ornaments.
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* OverflowError: It is possible to abuse the [[https://elderscrolls.fandom.com/wiki/Forum:Skyrim:Alchemy/Enchanting_Loop alchemy/enchanting loop]] to enhance gear so far it acquires negative armor or damage ratings.
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Crosswicking

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* TemporaryPlatform: A sidequest in the ''Dragonborn'' DLC takes the player into an ancient Nordic tomb where floating magical platforms provide the only way across a deep flooded hallway with nasty undead creatures lurking in its depths. The platforms start to appear when you pull a switch, then form a sort of moving walkway, with new platforms appearing as the old ones vanish. They appear and disappear faster as you get deeper into the tomb, so you have to move faster to avoid being dropped into the pit.
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* SealedEvilInADuel:
** After inadvertently waking the Dragon Priest, Morokei, in the depths of Labyrinthian, Savos Aren contained him by enthralling his dead colleague's spirits in an eternal magical duel, preventing Morokei from being unleashed upon an unsuspecting Skyrim. He feels guilty about it to this day; the nature of the spell meant he couldn't sacrifice himself in their place.
** The Nord ruin of Valthume is the tomb-turned-prison of the dragon priest Hevnoraak, who made plans for his own resurrection as a lich. A Nord warrior named Valdar discovered Hevnoraak's plans, however, locking himself inside the tomb and binding himself to the dragon priest to prevent him from returning for thousands of years. By the time the Dragonborn finds him, Hevnoraak is close to overthrowing Valdar, forcing them to team up and accelerate the resurrection and kill him again before he can escape.

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Massive example crosswicking. Also removed some cruft and natter, links and potholes to Trivia, YWWV and even Flame Bait pages, a trope slash, and a very blatant misuse of the invoked markup to add a string of YMMV examples as well as potholes to such pages, fixed several issues regarding indentation and alphabetic example placement. Funnily enough, I ended up adding a folder for good old Q! Lastly, I moved a Trivia example (corresponding to an entry that was still listed under its old name) to the Trivia tab


* NailedToTheWagon: A [[CatFolk Khajiit]] by the name of J'zhar signs both himself and his brother J'darr up for an expedition to a remote ruin in order to break J'Darr's [[FantasticDrug Skooma]] addiction. It doesn't go well, and J'Darr eventually murders his brother with an ax.



** [[invoked]] Unintentional example. Until the 1.9 patch, a bug sometimes caused the courier to make his deliveries [[http://steamcommunity.com/id/StarSword_C/screenshot/452848015066825877 wearing nothing but a hat and a loincloth.]] It renders him TheComicallySerious.

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** [[invoked]] Unintentional example. Until the 1.9 patch, a bug sometimes caused the courier to make his deliveries [[http://steamcommunity.com/id/StarSword_C/screenshot/452848015066825877 wearing nothing but a hat and a loincloth.]] It renders him TheComicallySerious.



*** With the ''Dragonborn'' DLC, we get Ahzidal (Bitter Destroyer), Dukaan (Dishonor), and Zahkriisos (Sword Blood/Finite Kill Blood/Bloody Sword). Only Vahlok (Spring Sky/Guardian), Qahnaarin (Vanquisher) and [[spoiler:Miraak (Allegiance Guide)]] break the tradition.

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*** ** With the ''Dragonborn'' DLC, we get Ahzidal (Bitter Destroyer), Dukaan (Dishonor), and Zahkriisos (Sword Blood/Finite Kill Blood/Bloody Sword). Only Vahlok (Spring Sky/Guardian), Qahnaarin (Vanquisher) and [[spoiler:Miraak (Allegiance Guide)]] break the tradition.



* NamesToTrustImmediately: Subverted with Grelod the Kind. Played (arguably) straight with Elisif the Fair and Balgruuf the Greater.

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* NamesToTrustImmediately: Subverted with Grelod the Kind. Played (arguably) straight with Elisif the Fair and Balgruuf the Greater.



* {{Nerf}}: Standard magical spells got this treatment as a justification for the new MakeMeWannaShout powers that you can unlock throughout the game. In practice, this leads to spellcasters having a very awkward growth where they struggle with enemies as they scale beyond the set damage of the spell(s) until they have enough to get to the next level (Apprentice -> Adept -> Expert -> Master). When the school (Alteration, Conjuration, Restoration, Destruction, Illusion) reaches master level, that is it; there is no way of making stronger spells, and you have to face against stronger and stronger foes with spells that CantCatchUp. Shouts themselves only have set effects too, with the stronger the effect having a longer cooldown period. This may have been done to make sure that the completely broken Magic system in ''Oblivion'' wouldn't be abused again but led to only weapons scaling instead and improving with Smiting, Enchanting, and Alchemy.



* NeutralityBacklash: [[TheGoodKing Jarl Balgruuf]] attempts to remain neutral in the conflict between the Imperials and the Stormcloaks, but the city winds up subject to a siege regardless and, depending on which side you pick, Balgruuf may wind up losing his position.
* NeutralNoLonger: Jarl Balgruuf the Greater of Whiterun initially maintains a position of neutrality in the Civil War, refusing to get involved (though he has no fondness for Ulfric Stormcloak). Eventually, if you start the questline, regardless of which faction you side with Ulfric chooses to invade Whiterun, forcing Balgruuf to side with the Imperials. Speaking to him afterwards will have him reveal that he has nothing but contempt for Ulfric, who he regards as a power-hungry barbarian and that he favors the Empire for economic reasons.



* NeverGotToSayGoodbye: You can meet a mad vagrant named Narfi who laments that, unlike the rest of his deceased family, he never got to say goodbye to his sister before she disappeared. If you investigate, you will learn that [[spoiler: she is dead, and you will have the option of giving him the bad news or lying to give him hope.]]



*** Ulfric fulfills the trope on another level, too. [[spoiler:The civil war, in which "the sons of Skyrim spill their own blood," is the final portent in the Prophecy of the Dragonborn. Because of his rebellion, the dominoes of fate are lined up for Alduin's return.]]

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*** ** Ulfric fulfills the trope on another level, too. [[spoiler:The civil war, in which "the sons of Skyrim spill their own blood," is the final portent in the Prophecy of the Dragonborn. Because of his rebellion, the dominoes of fate are lined up for Alduin's return.]]



* NinjaPirateZombieRobot:
** Your character has the soul of a Dragon. This person could also be a thief, fighter or mage or some combination of the three, the champion of several god/demon beings simultaneously, vampire or werewolf (but not both, sadly) and one of nine races including a Half-Elf, an Orc or a Lizard/Cat Person.
** It used to be possible via a glitch to be a Werepyre, but it has since been patched out. There are also plenty of mods that allow it.



* NoCampaignForTheWicked: Neither the Thalmor nor the Forsworn can be joined, despite both being arguably valid factions in the Civil War questline.

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* NoCampaignForTheWicked: Neither the Thalmor nor the Forsworn can be joined, despite both being arguably valid factions in the Civil War questline.



* NoGearLevel:
** The "No One Escapes Cidhna Mine" sidequest, which strips you of all your inventory items (though magic is still available, you're given a pickaxe, and you can [[ChainOfDeals bargain with your fellow inmates for a shiv]]). Your stuff is all given back to you at the very end, however.
** Averted in the main quest when you must infiltrate the Thalmor embassy. A collaborator can smuggle some equipment in for you, and instructs you to bring only what is absolutely necessary, but [[GameplayAndStorySegregation there's no weight limit on what he smuggles in]], so you can dump your entire inventory on him and pick it up again ten minutes later without ever having to get into a fight.
** Mastering the ultimate [[HealingMagic Restoration]] spell requires performing a ritual in which the player character is locked in a small room, stripped of all their gear and clothes, and must survive long enough being attacked by mage ghosts, or outright defeat them.



** The Master-level Destruction spells, but in particular Firestorm and Blizzard. The former is basically a fantasy nuke centered on you, obliterating anyone without fire protection in the area. The latter conjures up a devastating hailstorm that constantly chews away at the health of everyone within the vicinity. Both will pretty much guarantee that you kill anything and everything with an HP bar dead. The problem is this would often kill friendlies too, which will cause everyone you didn't hit to start attacking you (and potentially racking up an impossibly huge bounty). This makes both of them completely unusable if you're running around with allies, or fighting in a neutral zone with people you don't wanna piss off. Factor in the fact that most bandits are Nords and in the Reach there are the Brenton Forsworn means that your seemingly fearsome Blizzard is not hitting quite as hard as you like you got a huge waste of both time and magicka though at least it slows down the guys with weapons (the mages? Not so much).
* NoOntologicalInertia: ZigZagged. Attacking summoners and necromancers plays this straight: their zombies and/or atronachs will vanish or disintegrate. However, unlike in ''Oblivion'', where the gates vanish after banishing Dagon, [[spoiler: the dragons are still around after you kill Alduin.]] Justified in that [[spoiler: Alduin ''revived'' a bunch of dead dragons, but he isn't ''keeping'' them alive, so they can continue to exist after he's gone.]]
* NoSell: If you hit an atronach with a destruction spell of its elemental alignment, it just stands there. It doesn't aggro, it doesn't stagger. You get a notification that it "resisted" the attack too.
** Easily invoked by the player character, in several possible ways at that:
*** The most straightforward way is to simply raise your armor/blocking effectiveness or elemental/magic resistances up to the caps, depending on which type of attack you're facing. Combined with a respectable health pool, this results in you taking barely noticeable amounts of damage even on the highest difficulty setting.
*** The Deflect Arrows perk out of the Block tree describes itself as causing arrows that hit your shield to "do no damage." In practice, it's not ''quite'' that effective; it automatically raises the percentage of damage blocked to the maximum (85%) when blocking arrows, which is still pretty close to the described effect.
*** Once they are fully charged up, wards can achieve this with respect to blocking magic spells. Even dragon shouts can be negated by them!
*** This is the whole point of the Become Ethereal shout, which causes not just enemy attacks but even ''fall damage'' to NoSell against you.
*** 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.
* NoSenseOfDirection: Plautis Carvain and Salonia Carvain, two Imperial nobles who are on their way from Cyrodiil to Solitude to attend a wedding. You can encounter them all over Skyrim, except near the place they need to be. In fact, they'll never make it to Solitude and instead end up in Windhelm, which lies in the north''east'' of Skyrim, while Solitude lies in the north''west''. Quite the accomplishment, because while Skyrim is a big place, sticking to the main roads and following the signs normally gets you where you need to be - not to mention that there are carriages (including at Windhelm) that can take you to Solitude for a small amount of gold.
** Another character you can meet on the road is Faldrus. He's a Dark Elf on his way to the Shrine of Azura. No matter how many times you encounter him in locations that are miles apart, he never seems to reach the shrine. However, if you follow him after encountering him, he does eventually reach the shrine
* NoTrueScotsman: Heard on both sides of the Civil War. The Stormcloaks believe that the Empire is weak, and no true Nord would surrender to the Aldmeri Dominion or agree to the White-Gold Concordat; while the Imperial-allied Nords believe that Skyrim has always been a loyal part of the Empire and no true Nord would be only a fair-weather ally.
** Dragons too. [[spoiler: Alduin fleeing from the player after being beaten at the Throat of the World makes other dragons question his leadership, as a ''true'' dovah would either die fighting or submit to his superior.]]
** If you're a [[MySpeciesDothProtestTooMuch High Elf]] Dragonborn, Thalmor goons will utter some phrases to this effect at you as you have at them.
** If you're a Nord, enemies that are also Nords may sometimes shout "true Nords never back down!" or "Skyrim belongs to the Nords!" while they're fighting you.
* NoiselessWalker: The Muffle spell reduces or completely silences the sound of your footsteps. Joining the Dark Brotherhood gets you a pair of boots enchanted with a permanent Muffle effect.
* NonMammalMammaries: The Argonian females, again.
** Also, Flame Atronachs and Spriggans. Flame Atronachs do at least have the excuse of being Daedra, to which different sexes are nothing more than a mortal contrivance and they simply choose to take a female form because of their whim (as is the case for Daedric Princes too).

to:

** The Master-level Destruction spells, but in particular Firestorm and Blizzard. The former is basically a fantasy nuke centered on you, obliterating anyone without fire protection in the area. The latter conjures up a devastating hailstorm that constantly chews away at the health of everyone within the vicinity. Both will pretty much guarantee that you kill anything and everything with an HP bar dead. The problem is this would often kill friendlies too, which will cause everyone you didn't hit to start attacking you (and potentially racking up an impossibly huge bounty). This makes both of them completely unusable if you're running around with allies, or fighting in a neutral zone with people you don't wanna piss off. Factor in the fact that most bandits are Nords and in the Reach there are the Brenton Forsworn means that your seemingly fearsome Blizzard is not hitting quite as hard as you like you got a huge waste of both time and magicka though at least it slows down the guys with weapons (the mages? Not so much).
* NoOntologicalInertia: ZigZagged. Attacking summoners and necromancers plays this straight: their zombies and/or atronachs will vanish or disintegrate. However, unlike in ''Oblivion'', where the gates vanish after banishing Dagon, [[spoiler: the dragons are still around after you kill Alduin.]] Justified in that [[spoiler: Alduin ''revived'' a bunch of dead dragons, but he isn't ''keeping'' them alive, so they can continue to exist after he's gone.]]
* NoSell: If you hit an atronach with a destruction spell of its elemental alignment, it just stands there. It doesn't aggro, it doesn't stagger. You get a notification that it "resisted" the attack too.
** Easily invoked by the player character, in several possible ways at that:
*** The most straightforward way is to simply raise your armor/blocking effectiveness or elemental/magic resistances up to the caps, depending on which type of attack you're facing. Combined with a respectable health pool, this results in you taking barely noticeable amounts of damage even on the highest difficulty setting.
*** The Deflect Arrows perk out of the Block tree describes itself as causing arrows that hit your shield to "do no damage." In practice, it's not ''quite'' that effective; it automatically raises the percentage of damage blocked to the maximum (85%) when blocking arrows, which is still pretty close to the described effect.
*** Once they are fully charged up, wards can achieve this with respect to blocking magic spells. Even dragon shouts can be negated by them!
*** This is the whole point of the Become Ethereal shout, which causes not just enemy attacks but even ''fall damage'' to NoSell against you.
*** 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.
* NoSenseOfDirection: Plautis Carvain and Salonia Carvain, two Imperial nobles who are on their way from Cyrodiil to Solitude to attend a wedding. You can encounter them all over Skyrim, except near the place they need to be. In fact, they'll never make it to Solitude and instead end up in Windhelm, which lies in the north''east'' of Skyrim, while Solitude lies in the north''west''. Quite the accomplishment, because while Skyrim is a big place, sticking to the main roads and following the signs normally gets you where you need to be - not to mention that there are carriages (including at Windhelm) that can take you to Solitude for a small amount of gold.
** Another character you can meet on the road is Faldrus. He's a Dark Elf on his way to the Shrine of Azura. No matter how many times you encounter him in locations that are miles apart, he never seems to reach the shrine. However, if you follow him after encountering him, he does eventually reach the shrine
* NoTrueScotsman: Heard on both sides of the Civil War. The Stormcloaks believe that the Empire is weak, and no true Nord would surrender to the Aldmeri Dominion or agree to the White-Gold Concordat; while the Imperial-allied Nords believe that Skyrim has always been a loyal part of the Empire and no true Nord would be only a fair-weather ally.
** Dragons too. [[spoiler: Alduin fleeing from the player after being beaten at the Throat of the World makes other dragons question his leadership, as a ''true'' dovah would either die fighting or submit to his superior.]]
** If you're a [[MySpeciesDothProtestTooMuch High Elf]] Dragonborn, Thalmor goons will utter some phrases to this effect at you as you have at them.
** If you're a Nord, enemies that are also Nords may sometimes shout "true Nords never back down!" or "Skyrim belongs to the Nords!" while they're fighting you.
* NoiselessWalker: The Muffle spell reduces or completely silences the sound of your footsteps. Joining the Dark Brotherhood gets you a pair of boots enchanted with a permanent Muffle effect.effect.
* NonCombatEXP: the system is similar but has a few major changes. First, there are no longer Attributes. Increasing your skills 10 times still allows you to level up, but instead of increasing Attributes, you choose to add 10 points to your [[HitPoints Health]], [[{{Mana}} Magicka]], or Stamina. Secondly, leveling up allows you to choose a Perk in one of the skill trees, with more Perks being unlocked the higher your level in that skill.
* NonIndicativeName:
** Inverted. Despite the name of the series, it's only in this game that the titular "Elder Scrolls" have started actually being an important part of the plot.
** The Dwemer, a sub-species of [[OurElvesAreDifferent Mer (Elves)]], are also known as "[[OurDwarvesAreDifferent Dwarves]]". Though they do still have some similarities to typical fantasy Dwarves (they were expert arcane craftsmen and enchanters, had a tendency to build deep underground, and their men tended to wear long beards), the term is an archaeological misnomer. The term "dwarf" was given to them by the Giants of the Velothi Mountains; the Dwemer were the first non-giant race with whom they came into contact, so they seemed very small even though they were average sized among the Tamrielic races. After it was picked up by the Nords (and through them, the other races of Men), the name stuck.

* NonMammalMammaries: The Argonian females, again.
**
again. Also, Flame Atronachs and Spriggans. Flame Atronachs do at least have the excuse of being Daedra, to which different sexes are nothing more than a mortal contrivance and they simply choose to take a female form because of their whim (as is the case for Daedric Princes too).



* NoobCave: Helgen Keep and the adjoining caverns. Several locales around Riverwood are also toned down in difficulty, like Bleakfalls Barrow and Embershard Mine.
* NoodleImplements: After winning a staff in a drinking contest, the guy you made the bet with leaves you a note saying he needs a hagraven feather, giant's toe, and holy water to fix the staff. [[spoiler:[[SubvertedTrope It turns out to be an elaborate prank on his part.]]]]

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* NoobCave: NoobCave:
**
Helgen Keep and the adjoining caverns. Several locales around Riverwood are also toned down in difficulty, like Bleakfalls Barrow and Embershard Mine.
** Considering its prominence, both visually (as you near Riverwood) and promotionally in pre-release demos, plus its appearance in both an early available side quest and one of the first main quests as well, Bleak Falls Barrow seems to be what Bethesda are treating as Skyrim's first 'real' dungeon. It also has two [[WarmUpBoss Warm Up Bosses]] - a Giant Frostbite Spider and a leveled Draugr "boss" in the room with the Word Wall.
* NoodleImplements: NoodleImplements:
**
After winning a staff in a drinking contest, the guy you made the bet with leaves you a note saying he needs a hagraven feather, giant's toe, and holy water to fix the staff. [[spoiler:[[SubvertedTrope It turns out to be an elaborate prank on his part.]]]]



* NoodleIncident: Unlike the previous games, this time we know why and how the player character ended up being imprisoned. However, it's unclear why the player character was crossing the border into Skyrim in the first place, nor is there any set canon on whether or not the player ever did anything more illegal than just being around a bunch of Stormcloaks. (Dialogue at a few points will let the player decide this, but it's just for flavor.)

to:

* NoodleIncident: NoodleIncident:
**
Unlike the previous games, this time we know why and how the player character ended up being imprisoned. However, it's unclear why the player character was crossing the border into Skyrim in the first place, nor is there any set canon on whether or not the player ever did anything more illegal than just being around a bunch of Stormcloaks. (Dialogue at a few points will let the player decide this, but it's just for flavor.)



* NostalgiaLevel: Solstheim, for veterans of ''Morrowind'' and ''Bloodmoon''.
* NotMeThisTime: During the "Diplomatic Immunity" mission, you can ask someone to do you a favor and distract everyone at the party so you can sneak off. Unless you're asking Razelan himself (who gives a sarcastic toast) or Erikur (who hits on a serving girl), the distraction will usually consist of the person walking up to Razelan and accusing him of saying something horrible. Razelan protests, claiming that ''this'' time he's completely innocent! It's an example of this trope because Razelan is a notorious drunkard, so whatever he's being accused of saying would not be out of character for him to say; it's just that ''this'' time he didn't actually say it.
* NotSoHarmlessVillain: In the ''Dragonborn'' DLC, Hermaeus Mora's [[FauxAffablyEvil facade as a friendly]] [[DotingGrandparent Doting Grandfather]]-like figure slips when he shows us just what he does to people [[BerserkButton who try to keep secrets from him.]] [[ImpaledWithExtremePrejudice The results are not pretty.]] We also get to see what he ''really'' looks like.
* NotSoWellIntentionedExtremist: [[VanHelsingHateCrimes The Silver Hand]]. While one can certainly see where they're coming from, considering how terrifying and dangerous [[OurWerewolvesAreDifferent werewolves]] actually are, the fact that the Silver Hand extends their hatred to that of the [[FriendlyNeighborhoodVampires friendly werewolves just trying to live their own lives without hurting other people]] ''and'' even [[BadPeopleAbuseAnimals ordinary wolves]] makes it clear that they're all just a bunch of insane extremists who deserve to be put to the sword.
* NotTheFallThatKillsYou: Some incredibly long falls can be survived just by dropping into SoftWater, such as [[BottomlessPit Kagrenzel]] and Bard's Leap (although the latter is said to have killed many people who tried to make it before you).
** The lethality of the most famous [[MakeMeWannaShout Shout]], [[BlownAcrossTheRoom Unrelenting Force]], is not from the blast wave but from the potential of inflicting this. If the sudden stop at the end doesn't kill a foe outright, oftentimes they'll still be really hurtin'.
* NotTheIntendedUse: The shout "Elemental Fury" is clearly meant to be used in battle so you can get more swings of your weapon in. However, since the pickaxe is counted as a weapon, using Elemental Fury will let you mine from an ore vein faster than normally interacting with one vein.
* NotUsingTheZWord: They're called "Draugr", a name taken from Myth/NorseMythology.
** Averted with the Zombies ''you'' raise, however.

to:

* NostalgiaLevel: Solstheim, for veterans of ''Morrowind'' NoOntologicalInertia: ZigZagged. Attacking summoners and ''Bloodmoon''.
* NotMeThisTime: During the "Diplomatic Immunity" mission, you can ask someone to do you a favor and distract everyone at the party so you can sneak off. Unless you're asking Razelan himself (who gives a sarcastic toast) or Erikur (who hits on a serving girl), the distraction
necromancers plays this straight: their zombies and/or atronachs will usually consist of the person walking up to Razelan and accusing him of saying something horrible. Razelan protests, claiming that ''this'' time he's completely innocent! It's an example of this trope because Razelan is a notorious drunkard, so whatever he's being accused of saying would not be out of character for him to say; it's just that ''this'' time he didn't actually say it.
* NotSoHarmlessVillain: In the ''Dragonborn'' DLC, Hermaeus Mora's [[FauxAffablyEvil facade as a friendly]] [[DotingGrandparent Doting Grandfather]]-like figure slips when he shows us just what he does to people [[BerserkButton who try to keep secrets from him.]] [[ImpaledWithExtremePrejudice The results are not pretty.]] We also get to see what he ''really'' looks like.
* NotSoWellIntentionedExtremist: [[VanHelsingHateCrimes The Silver Hand]]. While one can certainly see
vanish or disintegrate. However, unlike in ''Oblivion'', where they're coming from, considering how terrifying and dangerous [[OurWerewolvesAreDifferent werewolves]] actually are, the fact gates vanish after banishing Dagon, [[spoiler: the dragons are still around after you kill Alduin.]] Justified in that the Silver Hand extends their hatred to that of the [[FriendlyNeighborhoodVampires friendly werewolves just trying to live their own lives without hurting other people]] ''and'' even [[BadPeopleAbuseAnimals ordinary wolves]] makes it clear that they're all just [[spoiler:Alduin ''revived'' a bunch of insane extremists who deserve to be put to the sword.
* NotTheFallThatKillsYou: Some incredibly long falls
dead dragons, but he isn't ''keeping'' them alive, so they can be survived just by dropping into SoftWater, such as [[BottomlessPit Kagrenzel]] continue to exist after he's gone.]]
* NoOSHACompliance: The Dwemer ruins are a rare [[SubvertedTrope subversion]], at least with regards to labels
and Bard's Leap (although the latter is said to have killed many people who tried colors. It's sometimes hard to make it before you).
** The lethality
out due to the lighting, but if you look closely, there's gold-black trim on almost any surface that could be an occupational hazard (such as pipes, steam vents, or even the pressure plates that activate traps), while safe surfaces are a flat silver-white color. It's like a SteamPunk version of caution stripes in our world. And all the really big moving parts that aren't part of a trap are behind solid grates. Even better, most of the most famous [[MakeMeWannaShout Shout]], [[BlownAcrossTheRoom Unrelenting Force]], is not from the blast wave but from the potential of inflicting this. If the sudden stop at the end doesn't kill a foe outright, oftentimes they'll still be really hurtin'.
* NotTheIntendedUse: The shout "Elemental Fury" is clearly
traps were meant to be used on the Falmer, who are ''blind''. Naturally, the trap plates were made very easy to see so the Dwemer could avoid them, but the sightless Falmer would run right over them. On the other hand, they have the usual distinct lack of railings despite ramps crossing high up in battle large rooms being a common design feature.
* NoSell: If you hit an atronach with a destruction spell of its elemental alignment, it just stands there. It doesn't aggro, it doesn't stagger. You get a notification that it "resisted" the attack too. Easily invoked by the player character, in several possible ways at that:
** The most straightforward way is to simply raise your armor/blocking effectiveness or elemental/magic resistances up to the caps, depending on which type of attack you're facing. Combined with a respectable health pool, this results in you taking barely noticeable amounts of damage even on the highest difficulty setting.
** The Deflect Arrows perk out of the Block tree describes itself as causing arrows that hit your shield to "do no damage." In practice, it's not ''quite'' that effective; it automatically raises the percentage of damage blocked to the maximum (85%) when blocking arrows, which is still pretty close to the described effect.
** Once they are fully charged up, wards can achieve this with respect to blocking magic spells. Even dragon shouts can be negated by them!
** This is the whole point of the Become Ethereal shout, which causes not just enemy attacks but even ''fall damage'' to NoSell against you.
** 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 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 more swings you killed in seconds, regardless of your weapon in. resistance. However, since the pickaxe is 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 a weapon, using Elemental Fury will let you mine spells cast on you, which means they can also be absorbed, preventing them from an ore vein faster than actually working. This makes spell absorption rather problematic for a conjuration focused character.
* NoSenseOfDirection:
** Plautis Carvain and Salonia Carvain, two Imperial nobles who are on their way from Cyrodiil to Solitude to attend a wedding. You can encounter them all over Skyrim, except near the place they need to be. In fact, they'll never make it to Solitude and instead end up in Windhelm, which lies in the north''east'' of Skyrim, while Solitude lies in the north''west''. Quite the accomplishment, because while Skyrim is a big place, sticking to the main roads and following the signs
normally interacting with one vein.
* NotUsingTheZWord: They're called "Draugr",
gets you where you need to be - and there are carriages (including at Windhelm) that can take you to Solitude for a name taken from Myth/NorseMythology.small amount of gold.
** Averted Another character you can meet on the road is Faldrus. He's a Dark Elf on his way to the Shrine of Azura. No matter how many times you encounter him in locations that are miles apart, he never seems to reach the shrine. However, if you follow him after encountering him, he does eventually reach the shrine.
* NoSidepathsNoExplorationNoFreedom: While the large world is the [[WideOpenSandbox polar opposite of this]], its dungeons are almost uniformly single-path affairs
with only one way to proceed and no meaningful branches,. There are exceptions, but very few (not including [[spoiler: Labyrinthian, a dungeon from Arena noted for being very unlinear]]).
* NostalgiaLevel: The DLC ''Dragonborn'' is set on Solstheim, an island that was
the Zombies ''you'' raise, however.setting for the ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' expansion pack ''Bloodmoon''. By extension, it harkens back to ''Morrowind'' itself, as the southern half of the island is covered in ash from the (nowadays constantly erupting) Red Mountain, which, combined with typical Vvardenfell architecture and flora, paints a very nostalgic picture. You can even see the northern Ashlands across the strait from Tel Mithryn, for maximum nostalgia trip.
* NotCheatingUnlessYouGetCaught: Worship of Talos is illegal in the Empire... but it's illegal through a treaty with [[ScrewYouElves a bunch of Nazi elves that everyone hates]], so it's never really enforced until the civil war. Whiterun, ostensibly an Imperial city, has a preacher crying Talos' praises openly in the streets while the civil war rages (though if the Imperials secure the city he will be sent to the dungeon, where he will continue his sermons).



** All dragon words literally glow, accompanied by a vortex of wind that clouds your vision of everything ''but'' the word as you get close; and if that doesn't clue you in, the crescendo [[OminousLatinChanting chorus of dragon words]] will.
*** Lampshaded in the ''Dragonborn'' DLC, where one of the walls is buried under the Red Mountain ash, but you can hear the chorus calling you.

to:

** All dragon words literally glow, accompanied by a vortex of wind that clouds your vision of everything ''but'' the word as you get close; and if that doesn't clue you in, the crescendo [[OminousLatinChanting chorus of dragon words]] will.
***
will. Lampshaded in the ''Dragonborn'' DLC, where one of the walls is buried under the Red Mountain ash, but you can hear the chorus calling you.you.
* NotInThisForYourRevolution: It is possible to play this way by avoiding the CivilWar storyline almost entirely. During the one part of the main quest where it is required to deal with it (getting the sides to agree to a ceasefire in order to deal with the [[OurDragonsAreDifferent dragon]] threat), you can ensure that neither side leaves the parlay with more gains than the other side, meaning they'll pick right back up where they left off once the war restarts.
* NotMeThisTime: During the "Diplomatic Immunity" mission, you can ask someone to do you a favor and distract everyone at the party so you can sneak off. Unless you're asking Razelan himself (who gives a sarcastic toast) or Erikur (who hits on a serving girl), the distraction will usually consist of the person walking up to Razelan and accusing him of saying something horrible. Razelan protests, claiming that ''this'' time he's completely innocent! It's an example of this trope because Razelan is a notorious drunkard, so whatever he's being accused of saying would not be out of character for him to say; it's just that ''this'' time he didn't actually say it.
* NotSoHarmlessVillain: In the ''Dragonborn'' DLC, Hermaeus Mora's [[FauxAffablyEvil facade as a friendly]] [[DotingGrandparent Doting Grandfather]]-like figure slips when he shows us just what he does to people [[BerserkButton who try to keep secrets from him.]] [[ImpaledWithExtremePrejudice The results are not pretty.]] We also get to see what he ''really'' looks like.
* NotSoWellIntentionedExtremist: [[VanHelsingHateCrimes The Silver Hand]]. While one can certainly see where they're coming from, considering how terrifying and dangerous [[OurWerewolvesAreDifferent werewolves]] actually are, the fact that the Silver Hand extends their hatred to that of the [[FriendlyNeighborhoodVampires friendly werewolves just trying to live their own lives without hurting other people]] ''and'' even [[BadPeopleAbuseAnimals ordinary wolves]] makes it clear that they're all just a bunch of insane extremists who deserve to be put to the sword.
* NotTheFallThatKillsYou: Some incredibly long falls can be survived just by dropping into SoftWater, such as [[BottomlessPit Kagrenzel]] and Bard's Leap (although the latter is said to have killed many people who tried to make it before you). The lethality of the most famous [[MakeMeWannaShout Shout]], [[BlownAcrossTheRoom Unrelenting Force]], is not from the blast wave but from the potential of inflicting this. If the sudden stop at the end doesn't kill a foe outright, oftentimes they'll still be really hurtin'.
* NotTheIntendedUse: The shout "Elemental Fury" is clearly meant to be used in battle so you can get more swings of your weapon in. However, since the pickaxe is counted as a weapon, using Elemental Fury will let you mine from an ore vein faster than normally interacting with one vein.
* NotUsingTheZWord: Played with. The word "zombie" ''is'' used, but it's for temporarily-risen bodies that crumble to dust after a while and generally look the same as they did when they were alive. Also unlike traditional zombies, they can talk and seem to be self-aware (but incapable of controlling their actions). The more traditional rotten shambling corpses are "Draugr", ancient undead Nords who also have elements of Mummies and first showed up in the series in Morrowind's Bloodmoon expansion. (The word "draugr" exists in real life languages in northern Europe, and essentially means "undead").



* NunTooHoly: Danica Pure-Spring, the high priestess of [[NatureSpirit Kynareth]] in Whiterun. She consoles Ahlam about the {{Jerkass}} proclivities of Ahlam's husband... not in being faithful to him, but agreeing with Ahlam's assessment that he's a jerkass and maybe that if the [[CivilWar Stormcloaks]] attack the city then maybe he'll be killed.



* ObstructiveBureaucrat:
** One particularly vicious and procedure-oriented Imperial captain hears one of her subordinates protesting that one of the traitorous rebels being sent to the block for execution is not on the list of Stormcloak rebels sentenced to death. She promptly shouts him down, since the prisoner is in that cart, so that prisoner is going to the block, and nothing is stopping this execution [[spoiler: save for the dragon-god showing up a few minutes later]]. Said prisoner is ''you'', the player-character. It is entirely possible after you escape [[RoaringRampageOfRevenge to join up with the Stormcloaks and proceed to utterly destroy the entire Imperial presence in Skyrim out of raw fury at your near-experience with a Viking crewcut]]... [[DisproportionateRetribution because one jerk didn't double-check the list]].
** Should you favor the Stormcloaks during your escape[[note]]By following Ralof, the same Stormcloak official who you shared the cart ride with at the first minutes of the game, inside the fort.[[/note]], the player can get retribution against said Captain, who's one of the enemy [=NPCs=] spawned inside said fort, right at the doors. No such chance is given if the player follows Hadvar, the Imperial officer, instead. This, of course, shifted ''many'' players in favor of the Stormcloaks.



* OddFriendship: In ''Dawnguard'', this can potentially occur with Serana (Vampire) and the Dragonborn (VampireHunter).

to:

* OddFriendship: OddFriendship:
**
In ''Dawnguard'', this can potentially occur with Serana (Vampire) and the Dragonborn (VampireHunter).



* OddJobGods: Alduin, the BigBad of the game, is specifically the god of "world-eating"; a BeastOfTheApocalypse who returns the world to its primordial state so that it can be reborn into a new world. While performing his duties as the World Eater, he is said to be an invincible monster who dwarfs mountains and eats entire countries in a single bite. When he's not, [[BroughtDownToBadass he's simply a very powerful and almost-invincible dragon]].



*** Hilariously, as - unlike Morrowind and Oblivion where weapons are sorted by Blade and Blunt - Skyrim separates weapons by one or two-handed, this can lead to cutting a foes head clean off with a ''mace'', a ''wooden sword'', or even a '''''[[LethalJokeWeapon fork]]'''''.



* OffingTheOffspring: Done in a very twisted and tragic fashion, by a certain man in Morthal. Turns out [[spoiler:it was an enthralled vampire who actually did the act, but he himself was enthralled to not give half a donkey's ass about it.]] Ironic, because children can't be killed in the game.

to:

* OffingTheOffspring: OffingTheOffspring:
**
Done in a very twisted and tragic fashion, by a certain man in Morthal. Turns out [[spoiler:it was an enthralled vampire who actually did the act, but he himself was enthralled to not give half a donkey's ass about it.]] Ironic, because children can't be killed in the game.



* OhCrap: "Never shoulda come here!"
** Also with the very first dragon the Dragonborn will slay.

to:

* OhCrap: "Never shoulda come here!"
OhCrap:
** Also Occurs with the very first dragon the Dragonborn will slay.



* [[OminousLatinChanting Ominous Draconic Chanting]]: A rare heroic version in the Dragonborn's theme songs, "Dragonborn" and "One They Fear," as well as "Watch The Skies" which alternately plays when a dragon attacks.

to:

* [[OminousLatinChanting Ominous Draconic Chanting]]: OminousLatinChanting: A rare heroic version in the Dragonborn's theme songs, "Dragonborn" and "One They Fear," as well as "Watch The Skies" which alternately plays when a dragon attacks.attacks.
* OneHitKill:
** Easily performed by the player character with sufficiently high abilities and/or if playing on lower difficulty settings, usually accompanied by a flashy execution sequence. Meanwhile, Legendary difficulty is notorious because of how easy it is for certain enemies to do this to ''you''.
** [[OurGiantsAreBigger Giants]] can smash you with their clubs so hard that you ''fly into the atmosphere'', and dragons have an attack where they break your neck with their teeth if you're standing too close.
** Using the Alchemy/Enchanting exploit, it's possible to craft weapons with an attack power of over one million, making [[ThereIsNoKillLikeOverkill very easy to kill anything]] in one hit.
** The Wabbajack, Sheogorath's Daedric artifact in this game, is a staff that [[RandomEffectSpell casts various random spells on its targets]]. Two of its possible effects are turning enemies into sweetrolls and transforming them into a shower of coins, from which targets obviously do not recover. It also has a chance to just make targets drop dead on the spot.
* OneSizeFitsAll: Armor and clothing has separate versions depending on whether they're worn on a male or female character, sometimes drastically (e.g. the Ragged Trousers are just that if equipped on a male, but on a female it also includes a full shirt), but this has no effect on a character's ability to equip it. Interestingly, when looting/pickpocketing armor off of an NPC, the version shown on the menu is that of the player's gender and not the item's owner. It gets even worse playing a beast race. Somehow, they can squash all of those horns, long ears and muzzles into a human head-shaped helmet.
* OneTimeDungeon:
** Skuldafn, which the Dragonborn cannot reach after the first run through it because one needs to be able to fly to reach it, and the friendly dragon who let you ride him there won't do it again. [[GameplayAndStorySegregation You can't even return after you gain the ability to tame and ride dragons]] from the ''Dragonborn'' DLC.
** ''Skyrim'' also has [[spoiler:[[WarriorHeaven Sovngarde]]]], which is only accessible through Skuldafn, and, by extension, cannot be returned to.
* OneWingedAngel: In the ''Dawnguard'' DLC, if the [[PlayerCharacter Dragonborn]] sides with the titular [[CreatureHunterOrganization Dawnguard]] against the Volkihar vampires, the final battle against [[BigBad Lord Harkon]] sees him immediately transform into his Vampire Lord form.
* OneWomanWail: "Night Theme 6,", AKA "Aurora", combined with some Ominous Chanting and bits of DroneOfDread.
* OnlyFleshIsSafe: The Adept-level Alteration spell Telekinesis cannot be used on living targets. It ''can'' be used to throw objects at them.
* OnlySmartPeopleMayPass: Subverted with the combination locks on the claw-operated doors in draugr barrows. One of the books you can read in-game contains speculation as to why these puzzles were made so easy (the combination is engraved on the key itself). The answer, according to the author, is that the combination is there in order to ensure that the door is being opened by a sentient being, rather than a mindless undead. In other words, the doors aren't there to keep people from getting ''in'' - they're there to [[SealedEvilInACan keep things from getting]] ''[[SealedEvilInACan out]]''.



* OneHitKill: Easily performed by the player character with sufficiently high abilities and/or if playing on lower difficulty settings, usually accompanied by a flashy execution sequence. Meanwhile, Legendary difficulty is notorious because of how easy it is for certain enemies to do this to ''you''.
* OneSizeFitsAll: Armor and clothing has separate versions depending on whether they're worn on a male or female character, sometimes drastically (e.g. the Ragged Trousers are just that if equipped on a male, but on a female it also includes a full shirt), but this has no effect on a character's ability to equip it. Interestingly, when looting/pickpocketing armor off of an NPC, the version shown on the menu is that of the player's gender and not the item's owner.
** It gets even worse playing a beast race. Somehow, they can squash all of those horns, long ears and muzzles into a human head-shaped helmet.
* OneWomanWail: "Night Theme 6,", AKA "Aurora", combined with some Ominous Chanting and bits of DroneOfDread.
* OnlyFleshIsSafe: The Adept-level Alteration spell Telekinesis cannot be used on living targets. It ''can'' be used to throw objects at them.
* OnlySmartPeopleMayPass: Subverted with the combination locks on the claw-operated doors in draugr barrows. One of the books you can read in-game contains speculation as to why these puzzles were made so easy (the combination is engraved on the key itself). The answer, according to the author, is that the combination is there in order to ensure that the door is being opened by a sentient being, rather than a mindless undead. In other words, the doors aren't there to keep people from getting ''in'' - they're there to [[SealedEvilInACan keep things from getting]] ''[[SealedEvilInACan out]]''.



* OpeningTheSandbox: Lampshaded by the Dragonborn after escaping their execution as well as the sudden attack from the first appearing dragon. Once they set foot in the overworld, the player is free to explore it in detail.
->''"I have escaped both my execution and a dragon attack at Helgen. I now have my freedom to do as I see fit in Skyrim."''



* OrchestralBombing: The themes "One They Fear" and "Watch The Skies", which play every time a dragon shows up. The former in particular is an insanely epic reworking of the main ''Elder Scrolls'' theme featuring [[OminousLatinChanting Ominous Dovahzuul Chanting]] and bombastic brass.



** OrphanageOfLove: [[spoiler:Once Grelod is out of the way]], the much kinder Constance Michel (herself another poor soul who chafed under Grelod's tyranny) takes over tending the orphanage.

to:

** * OrphanageOfLove: [[spoiler:Once Grelod is out of the way]], the much kinder Constance Michel (herself another poor soul who chafed under Grelod's tyranny) takes over tending the orphanage.



* OurGiantsAreBigger: Giants are enormous humanoids about three times the size of humans. They are roughly comparable to cavemen, and form camps with mammoths, which they apparently use as pets, guard animals, and a source of milk and cheese. Giants are generally peaceful unless you intrude into their camps, though you periodically get bounties on giants that have been stealing cattle or raiding farms; if you have ''Hearthfire'' installed, random encounters at the homes you build may include a giant showing up to kill your cow. (Even if you don't have a cow, they sometimes show up anyway, and [[SugarWiki/FunnyMoments stare at the empty cow pen in utter confusion]].) Otherwise, [[BullyingADragon anyone provoking a giant]] [[MegatonPunch gets exactly]] [[TooDumbToLive what they deserve.]]
** Alternatively, [[VideoGameCrueltyPotential you're attacking a peaceful giant, who would never attack you if you just left it alone.]] This does not apply to the ones who attack your home, of course.

to:

* OurGiantsAreBigger: OurGiantsAreBigger:
**
Giants are enormous humanoids about three times the size of humans. They are roughly comparable to cavemen, and form camps with mammoths, which they apparently use as pets, guard animals, and a source of milk and cheese. Giants are generally peaceful unless you intrude into their camps, though you periodically get bounties on giants that have been stealing cattle or raiding farms; if you have ''Hearthfire'' installed, random encounters at the homes you build may include a giant showing up to kill your cow. (Even if you don't have a cow, they sometimes show up anyway, and [[SugarWiki/FunnyMoments stare at the empty cow pen in utter confusion]].) Otherwise, [[BullyingADragon anyone provoking a giant]] [[MegatonPunch gets exactly]] [[TooDumbToLive what they deserve.]]
** Alternatively, [[VideoGameCrueltyPotential you're attacking a peaceful giant, who would never attack you if you just left it alone.]] This does not apply to the ones who attack your home, of course.
]]



* OurVampiresAreDifferent: In this game, ''Sanguinare Vampiris'' is a contracted disease that, if left untreated, eventually turns you into a traditional blood-sucking fiend; but in an inversion from the typical rules, the strength of your powers is proportional to how hungry you are. This results in a careful balancing act as you become more conspicuous to townsfolk as your hunger increases. Vampires in ''Skyrim'' also show a marked preference for ice magic and cold environments. Being undead and thus having an increased weakness to fire will do that to you.

to:

* OurVampiresAreDifferent: OurVampiresAreDifferent:
**
In this game, ''Sanguinare Vampiris'' is a contracted disease that, if left untreated, eventually turns you into a traditional blood-sucking fiend; but in an inversion from the typical rules, the strength of your powers is proportional to how hungry you are. This results in a careful balancing act as you become more conspicuous to townsfolk as your hunger increases. Vampires in ''Skyrim'' also show a marked preference for ice magic and cold environments. Being undead and thus having an increased weakness to fire will do that to you.



** As per the lore, Molag Bal, the King of Rape and Daedric Prince of domination and enslavement, created pure vampires (read: not bitten) and allows them to transform into Vampire Lords. By entering Lord Harkon's court, you are turned into a pure vampire. Harkon made a pact with Molag to not only become one of these himself, but also to have his wife and daughter turned into them. Harkon's court view vampires turned by a bite to be mere half-breeds and thus lesser than a true vampire blessed by Molag.
*** Despite vampirism being Molag's trick, Clavicus Vile, Daedric Prince of Tricks and Deals, has a group of followers that he turned into vampires to grant them immortality (possibly by having a vampire bite them) and lets you kill them to grant their wish for death. [[JerkassGenie Vile's a real dick like that.]]
* OurWerewolvesAreDifferent: As with ''Morrowind'', they're the man-wolf variety. If you become one [[spoiler:by accepting the Companions' offer]], you can transform regardless of the time of day, but the transformation only lasts for 210 seconds, plus 30 for every human you eat while transformed. ''Dawnguard'' adds a skill tree mirroring that of the Vampire Lord, and there's an achievement earned by unlocking all of the perks on one or the other.

to:

** As per the lore, Molag Bal, the King of Rape and Daedric Prince of domination and enslavement, created pure vampires (read: not bitten) and allows them to transform into Vampire Lords. By entering Lord Harkon's court, you are turned into a pure vampire. Harkon made a pact with Molag to not only become one of these himself, but also to have his wife and daughter turned into them. Harkon's court view vampires turned by a bite to be mere half-breeds and thus lesser than a true vampire blessed by Molag.
***
Molag. Despite vampirism being Molag's trick, Clavicus Vile, Daedric Prince of Tricks and Deals, has a group of followers that he turned into vampires to grant them immortality (possibly by having a vampire bite them) and lets you kill them to grant their wish for death. [[JerkassGenie Vile's a real dick like that.]]
* OurWerewolvesAreDifferent: OurWerewolvesAreDifferent:
**
As with ''Morrowind'', they're the man-wolf variety. If you become one [[spoiler:by accepting the Companions' offer]], you can transform regardless of the time of day, but the transformation only lasts for 210 seconds, plus 30 for every human you eat while transformed. ''Dawnguard'' adds a skill tree mirroring that of the Vampire Lord, and there's an achievement earned by unlocking all of the perks on one or the other.



* OutlawCouple: Astrid and Arnbjorn are a HappilyMarried pair of killers who run the local chapter of the [[MurderInc Dark Brotherhood]]. In a variant, Arnbjorn explains that his wife doesn't usually tell people that they're married because as the Matron of the Brotherhood, she doesn't want to give the appearance that she plays favorites. Doesn't in the least stop him from talking about his "beautiful wife."
* OutsideContextProblem: Nearly everyone is blindsided by the return of the [[OurDragonsAreDifferent dragons]]. [[NotSoExtinct Supposedly rendered extinct]] following a concerted hunting effort thousands of years ago, they are now suddenly returning in vast numbers. Naturally, all of the parties involved in the Skyrim CivilWar blame one another for the sudden reappearance of the dragons. The only group to have any idea where they came from are the [[OldMaster Greybeards]], and that's only because their mentor [[spoiler:''is'' a [[TokenHeroicOrc dragon]]]].



* OutsideTheBoxTactic:
** The "Raise Zombie" spell reanimates an intact dead body and makes it your minion for the next sixty seconds (longer with certain perks) until it turns into a pile of ash [[note]]The "Dead Thrall" spell, however, allows you to ''reuse the same dead body'' over and over again without having it crumbling into dust[[/note]]. The zombie, by itself, is fairly weak, since it fights only with the armor and weapons it had when it died (that is, if you haven't already looted them). However, since you looted their items, it's only logical that you can put items ''back''. Raise a zombie, put some good armor and a strong weapon on it, and send it in from a safe distance to rip apart foes (for extra VideoGameCrueltyPotential, said foes might have been its former allies!) Once the spell runs out or your zombie re-dies, you can collect its equipment from the ash pile it leaves behind. Said zombie can also function as a handy pack-mule: give your heaviest items to the zombie until you get under the CriticalEncumbranceFailure limit (300 lbs. with no perks or Stamina boosts). Fast-travel to the nearest town, and your zombie will follow! However, it will crumble to dust the moment you arrive, but that's fine, you can just pick your stuff up and drag it to the nearest store; you'd rather walk 200 feet with a over-heavy load than the three miles it probably would have been without the zombie.
** In a similar vein, the Dremora Merchant is more often than not used as a garbage dump rather than an actual Shop Keep as he was intended; not only can you summon him anywhere in the world, you can also just wait for his gold to replenish in a day or two. On top of that, he takes nearly everything you can sell him, unlike most other traders who only take specific types of items. It gets to the point that various guides have to remind you that he actually has higher spawn-rates for high-level gear that other shop keeps don't!



* OverratedAndUnderleveled:
** Ulfric Stormcloak, should the player pursue the Imperial questline. The game practically treats Ulfric as a king-slaying, [[LoudOfWar Thu'um throwing]], MemeticBadass, if dialogue is to be believed. Yet when an Imperial-Alligned Dragonborn storms his castle, his own [[TheDragon Dragon]] is harder to kill than him. The meta reason takes this trope literally. Up until patch 1.6, all [=NPCs=] were leveled based on when the player first encounters them. And Ulfric is the 3rd character you see in the opening sequence. So, you were essentially fighting what would be a challenging enemy, ''if you were at level 1''. Even with the patch to buff his health, his outfit possesses a whopping '''7''' armor rating (the weakest item in the weakest armor set in the game gives an 8), so any decently-skilled character will wipe the floor with him. Humorously, if one uses the console to spawn Torygg (the king he murdered) and set them to attack each other, Torygg will win most of the time, even if Ulfric shouts him down.
** Lord Harkon, BigBad of the ''Dawnguard'' DLC, claims that the Vampire Lord transformation will make you "a lion among lambs". Regular city guards can defeat you easily in this form, and you're often better off as your normal self, as the Vampire Lord cannot use equipment (other than certain rings) and doesn't have access to your regular set of spells. It can be useful in areas where you're deprived of your regular equipment, such as Cidhna Mine. If you manage to get it as early as you can, [[DiscOneNuke it can be extremely useful early on]] for caster characters, who in the early game struggle to hurl more than one or two firebolts before running out of Magicka - the Vampire Lord form gives you a decently powerful projectile with a low mana cost that also heals you. It's only later on in the game, when you properly level up your crafting skills, that [[ClippedWingAngel its usefulness falls off]], but then again, Destruction magic in Skyrim is underwhelming in general due to the lack of an enchantment to increase its damage. Werewolves suffer the same problem in the lategame, where their claws no longer compare to a good blade and their lack of armor cripples them severely, considering that they are melee-oriented.
** Several of the Daedric artifacts are talked up as world-shakingly powerful, which they don't live up to. For example, the Rueful Axe is described by its creator as "incredibly powerful" and guards will remark on how it could cut through ''gods''. While it's got good base damage, it's far from the most dangerous of its type, and its enchantment adds stamina damage, which is hardly that exciting. Adding to the problem is the fact that most of these artifacts, for no discernable reason, do not benefit from smithing perks, meaning that you can upgrade them by only ''half'' of what you could do with a regular weapon. For that reason, the most useful Daedric artifacts are ironically the ones that are not combat-oriented at all.



* OxygenMeter: There's a meter that indicated how much oxygen the player's character has left when swimming underwater. Unlike before, however, this game makes it invisible -- so the only indication that you've been underwater too long is when your health starts draining. Water Breathing is a spell effect to boost the duration, and it also comes in the form of enchantments and potions. While under the Water Breathing effect, your breath meter will not decrease. [[LizardFolk Argonians]], who canonically possess gills, have Water Breathing as a racial ability. In series' lore, they will use this as an ExploitedImmunity. Renowned for their prowess in guerilla warfare, Argonians are known to ambush enemies from underwater and will often drag them into the water in order to drown them.



* PainfullySlowProjectile: The game has retained the slow arrows and now they cut both ways as enemies are slightly CrosshairAware (unless you're hidden...but sometimes ''[[TheAllSeeingAI even then]]'') and will strafe to avoid your shots. Fortunately, enemies are still completely unable to adjust for movement. Slow projectile spells also remain for the most part, though "Shock" spells are now instant.
* PantheraAwesome: Sabre Cats (both the normal brown variety and the tougher Snowy Sabre Cats) can be found in the wilds of Skyrim... if they don't find you first.



* ParentalIncest: An intrepid player can piece together some very {{squick}}y hints about the Black-Briar family: Maven has three children, Hemming, Sibbi, and Ingun. She calls them her children, they call her their mother. However, Hemming will also refer to Sibbi and Ingun as ''his'' children, and peeking at the character files shows that Maven is designated as Sibbi and Ingun's ''grand''mother. It's possible that this is just an oversight, but they've yet to clarify the issue and thus the implications remain, whether erroneous or intentional.
** Given that Sibbi is AxeCrazy and Ingun is fond of [[MasterPoisoner poison]], this actually would explain a ''[[RoyallyScrewedUp lot]]''.
** An alternate explanation is a FamilyRelationshipSwitcheroo in which Hemming is actually their father and Maven is their grandmother, but for whatever reason it was more socially acceptable for her to pretend that he's their brother and she's their mother. (Maybe her ego refuses to let her accept that she's old enough to have adult grandchildren.) Again, as there is no spelled out explanation for this, the implementation of either of these tropes is ambiguous.
*** A third possible explanation, which has been given in some fan-made analysis videos, is that Hemming was originally coded to be Maven's husband, with Sibbi and Ingun as their children. This accounts for the fact that he sleeps in the same bed with her. For some reason, when the game launched, he was mistakenly flagged as her son instead.

to:

* ParabolicPowerCurve: The game borrows the LevelScaling system from ''VideoGame/{{Fallout}}'', which helps to Downplay this trope especially when compared to ''Oblivion''. Most enemies simply get replaced by tougher variants in high-level areas, and while some do directly scale with player level the curve is now a lot less exponential with many enemy types having a level bracket with a minimum and maximum level (i.e. Sabre Cats have a minimum of lvl 5 and a maximum of lvl 11). Random loot also scales, as do many pieces of unique equipment (which makes it advantageous to wait to collect some of them, lest they become [[SoLastSeason less useful later on]]). It is still possible to grind non-combat skills and end up facing very difficult opponents relative to one's combat ability, although almost every skill has ''some'' combat utility if applied with creativity. Failing that, dungeons are locked to the level you were at when you first entered, so if you do find an area too difficult you can simply leave and come back later when you're more powerful, meaning the game never becomes straight-up unwinnable. Though, due to how magic works in this game (doing a set amount of damage and having very little in the way to squeeze out more damage), spell slingers can find themselves being outmatched by tougher and tougher foes while doing the same damage they were doing levels ago.
* ParentalIncest: An intrepid player can piece together some very {{squick}}y naughty hints about the Black-Briar family: Maven has three children, Hemming, Sibbi, and Ingun. She calls them her children, they call her their mother. However, Hemming will also refer to Sibbi and Ingun as ''his'' children, and peeking at the character files shows that Maven is designated as Sibbi and Ingun's ''grand''mother. It's possible that this is just an oversight, but they've yet to clarify the issue and thus the implications remain, whether erroneous or intentional.
** Given that Sibbi is AxeCrazy and Ingun is fond of [[MasterPoisoner poison]], this actually would explain a ''[[RoyallyScrewedUp lot]]''.
** An alternate explanation is a FamilyRelationshipSwitcheroo in which Hemming is actually their father and Maven is their grandmother, but for whatever reason it was more socially acceptable for her to pretend that he's their brother and she's their mother. (Maybe her ego refuses to let her accept that she's old enough to have adult grandchildren.) Again, as there is no spelled out explanation for this, the implementation of either of these tropes is ambiguous.
*** A third possible explanation, which has been given in some fan-made analysis videos, is that Hemming was originally coded to be Maven's husband, with Sibbi and Ingun as their children. This accounts for the fact that he sleeps in the same bed with her. For some reason, when the game launched, he was mistakenly flagged as her son instead.
intentional.



* PensieveFlashback: After viewing an Elder Scroll, the player is transported to the moment a few Nord heroes banished the dragon [[BigBad Alduin]], thousands of years ago. However, the player can only observe the battle take place and is unable to move around without the use of bugs.



* PhysicalGod: Alduin takes the form of a dragon, [[spoiler:and is the Nordic aspect of Akatosh, as well as his firstborn (despite being older). Therefore, he is the physical incarnation of an aspect of Time itself. He is unable to be slain within the bounds of Mundus.]]

to:

* PhysicalGod: Alduin takes PhysicalGod:
** [[GodIsEvil Alduin]], [[PlanetEater
the form of a dragon, [[spoiler:and World Eater]] is the Nordic an aspect of (or son of, it's complicated) Akatosh, as well as his firstborn (despite being older). Therefore, the Aedric Dragon God of Time. Fittingly, he is the physical incarnation most powerful dragon you'll fight in the game (besides the legendary ones you encounter in ''Dawnguard'') and is totally invincible [[spoiler:until the Dovahkiin learns to foist mortality on him using the [[BrownNote Dragonrend shout]].]]
** The Dovahkiin is also implied to have the potential to become one: [[JackassGenie Clavicus Vile, the Daedric Prince
of an aspect corrupted wishes]] tells the Dragonborn (while in a greatly weakened state, no less) that they are about half as powerful as He is, in a quest that becomes available at Level 10 - the level {{Cap}} is 81, by the way. There is also a line in the Dovahkiin song ([[spoiler:the one you hear in Sovngarde]]), "Voth aan suleyk wah ronit faal krein", which translates to ''"With power to rival the sun"''. In the cosmology of Time itself. He the setting, [[YouCannotGraspTheTrueForm the sun is unable no celestial body, but actually a gaping hole in Aetherius]] created by Magnus, the God of Magic, when he created the mortal plane and [[ScrewThisImOuttaHere ran away]], and the hole is believed to be slain within the bounds ''the source of Mundus.]]all magic in Nirn''.



* PlatonicDeclarationOfLove: If the Dragonborn joins the Companions, Farkas may tell him/her about how he and his fraternal twin brother Vilkas came to be part of the group. Should the Dragonborn then speak to Vilkas about what Farkas said, Vilkas makes some corrections to the story -- but he prefaces his remarks with the stern assertion that "I love my brother." Vilkas is the more abrasive of the twins, but his devotion to Farkas is uncontested.
* PlayableEpilogue: You can keep playing after you've beaten the main quest. In addition to completing [[SidequestSidestory Faction questlines]] and [[LoadsAndLoadsOfSidequests sidequests]], each game also typically offers some new quests and special items to acquire that are only available once you've beaten the game. Most [=NPCs=] also recognize your accomplishments and comment accordingly, though [[DudeWheresMyRespect don't expect much more than that from them]].
* PlayingCyrano: There is a sidequest called The Book of Love, where you must [[MatchMakerQuest reconcile people's love problems]]. The second part of the quest involves commissioning a bard/mercenary to rewrite (ghostrewrite?) an old poem of his for a several-centuries-old [[OurElvesAreDifferent Altmer]] to woo his [[InterspeciesRomance (human) Redguard]] love interest.



* PlayingWithFire: Sunderstone Gorge, a cave/Nord barrow in eastern Falkreath Hold, has fire as a motif. Inside, you find a myriad of Fire mages, fire pots, oil slicks (which light up when subject to fire), fire salts here and there, varying stock alchemy potions and poisons related to fire resilience, a flamethrower soul gem turret, a flame atronach summoning circle, and most importantly, a [[KillItWithFire Fire Breath]] Shout word wall.

to:

* PlayingWithFire: PlayingWithFire:
**
Sunderstone Gorge, a cave/Nord barrow in eastern Falkreath Hold, has fire as a motif. Inside, you find a myriad of Fire mages, fire pots, oil slicks (which light up when subject to fire), fire salts here and there, varying stock alchemy potions and poisons related to fire resilience, a flamethrower soul gem turret, a flame atronach summoning circle, and most importantly, a [[KillItWithFire Fire Breath]] Shout word wall.



* PoliceAreUseless: In regards to you, at least, there may as well not be any guards in town. As long as you don't commit any major crimes like murder, guards can be bribed through use of a perk or your membership with the Thieves' Guild; and if you're Thane of the settlement, you can pull rank to get them to leave you alone (but only once). If you've committed a minor crime, like trying to break into a locked house or stealing a potion, you can just convince them you aren't worth the time. Walking around town while you have a small bounty will prompt mutters of "wait, I know you" from guards you pass, but none of them will actually try and apprehend you.

to:

* PointOfNoReturn: Entering the Skuldafn temple near the end of the main quest storyline. The only way to get there is by riding a dragon, and he tells you he can't stay there. You'll only be able to return to the mainland of Skyrim after defeating Alduin [[spoiler:in Sovngarde]] (and players who intend to achieve HundredPercentCompletion are advised to get the Shout skill and Dragon Mask before clearing the temple, as it doubles as a OneTimeDungeon).
* PoisonMushroom: Due to the way Alchemy works, an inattentive player can ''[[HoistByHisOwnPetard make their own]]'' Poison Mushrooms. Alchemy ingredients have four effects each, and mixing them will make a potion which includes any effects which any two of the ingredients share with each other. If the ingredients share both a positive and negative effect (say, they both cause Restore Stamina and they both cause Damage Health) the potion will do ''both'' those things, but only be named after the most prominent effect, potentially producing a "Potion of Stamina" whose [[ReadTheFinePrint Small Print]] reminds you that it also drains your health. Fortunately, such potions' value increases with each effect, even if they cancel each other out.
* PoliceAreUseless: In regards to you, at least, there may as well not be any guards in town. town.
**
As long as you don't commit any major crimes like murder, guards can be bribed through use of a perk or your membership with the Thieves' Guild; and if you're Thane of the settlement, you can pull rank to get them to leave you alone (but only once). If you've committed a minor crime, like trying to break into a locked house or stealing a potion, you can just convince them you aren't worth the time. Walking around town while you have a small bounty will prompt mutters of "wait, I know you" from guards you pass, but none of them will actually try and apprehend you.



** Saadia also has a copy of ''Thief of Virtue'' under her bed. ''Thief of Virtue'' is a raunchy pulp romance novel featuring an encounter between a dashing Imperial master thief and a Redguard noblewoman. Eugh.
* PowerCopy: A variation. You learn a Word of Power simply from hearing someone speak it or reading it on Word Walls, but you can't "decode" them without using the knowledge in a dragon's soul. So it's a two-part deal: steal their voice weapon, then steal their ability to use it.
* PowerGlows: All enchanted items have a colored glow around them, and these auras are generally visible even outside your inventory. The Dragon Aspect shout gives the Dragonborn themselves a glow of power.
* ThePowerOfTheSun: With Auriel's Bow and sun-hallowed arrows, you can fire arrows directly at the sun itself, causing it to ignite and rain fiery bolts upon all your enemies. Alternately, you can use this same bow to squelch the power of the sun with bloodcursed arrows.

to:

** Saadia also has a copy of ''Thief of Virtue'' under her bed. ''Thief of Virtue'' is a raunchy pulp romance novel featuring an encounter between a dashing Imperial master thief and a Redguard noblewoman. Eugh.
noblewoman.
* PowerCopy: PortTown: Solitude and Windhelm (Dawnstar was one according to previous lore, but by its appearance has been retconned or for unexplained reasons degenerated to a port ''village'').
* PowerCopying:
A variation. You learn a Word of Power simply from hearing someone speak it or reading it on Word Walls, but you can't "decode" them without using the knowledge in a dragon's soul. So it's a two-part deal: steal their voice weapon, then steal their ability to use it.
* PowerGlows: All enchanted items have a colored glow around them, and these auras are generally visible even outside your inventory. The Dragon Aspect shout gives the Dragonborn themselves a glow of power.
* ThePowerOfTheSun: With Auriel's Bow and sun-hallowed arrows, you can fire arrows directly at the sun itself, causing it to ignite and rain fiery bolts upon all your enemies. Alternately, you can use this same bow to squelch the power of the sun with bloodcursed arrows.
it.



* PowerupLetdown: Gaining access to the Master level spells of the Destruction school requires a lot of grinding, including through low levels where using spells as your main damage-dealer results in a much harder game, then finding and completing a special quest. When you finally get them, you find that they require two hands instead of one, take an insanely long casting time during which you're very likely to get interrupted by an enemy attack, and even if you do get one off, they do less damage for the magicka and less damage per second than lower-level spells, and - since Destruction damage doesn't scale with level - CantCatchUp to archery or swordplay. ...Congrats?
** There is one exception in Lightning Storm, which sends out a sustained lightning bolt that does high damage over time for an acceptable magicka cost, with extreme range and hitscan speed that make it perfect for destroying enemies like dragons at long range. Compared to spamming the lower tier thunderbolt, it deals somewhat less damage for a whole lot less magicka... which makes it great up until the point when your character can achieve -100% magicka cost and the formerly prohibitively expensive thunderbolt trumps it. Unfortunately, for many characters the free casting comes before achieving the master level destruction spells, relegating Lightning Storm to the same heap that Fire Storm and Blizzard reside in.

to:

* PowerupLetdown: PowerGlows: All enchanted items have a colored glow around them, and these auras are generally visible even outside your inventory. The Dragon Aspect shout gives the Dragonborn themselves a glow of power.
* ThePowerOfTheSun: With Auriel's Bow and sun-hallowed arrows, you can fire arrows directly at the sun itself, causing it to ignite and rain fiery bolts upon all your enemies. Alternately, you can use this same bow to squelch the power of the sun with bloodcursed arrows.
* PowerPerversionPotential:
** There is a dungeon called Yngvild where a shunned necromancer named Arondil has taken refuge. After he starts resurrecting the bodies in the crypt he finds that all of them are female, and he slowly realizes the advantages of having an army of reanimated women that bend to his will. Then it gets weird. He discovers it feels a lot better to feel up the ghosts than have sex with the bodies, and proceeds to have his zombies go kidnap more women from the town he was shunned from so that he can murder them and bind their ghosts to his will. And yes, this is ''exactly'' as creepy and disturbing as it sounds.
** If you level up your pickpocketing skill to 100, you can get the Perfect Touch perk, which lets you steal people's equipped items. Like their clothes. ''That they are currently wearing''. This leads to many of Skyrim's women suddenly losing everything but their lingerie and continuing their daily lives while almost naked[[note]]or literally naked if one modded the game[[/note]], all thanks to one lusty Dragonborn.
* PowerupLetdown:
**
Gaining access to the Master level spells of the Destruction school requires a lot of grinding, including through low levels where using spells as your main damage-dealer results in a much harder game, then finding and completing a special quest. When you finally get them, you find that they require two hands instead of one, take an insanely long casting time during which you're very likely to get interrupted by an enemy attack, and even if you do get one off, they do less damage for the magicka and less damage per second than lower-level spells, and - since Destruction damage doesn't scale with level - CantCatchUp to archery or swordplay. ...Congrats?\n** There is one exception in Lightning Storm, which sends out a sustained lightning bolt that does high damage over time for an acceptable magicka cost, with extreme range and hitscan speed that make it perfect for destroying enemies like dragons at long range. Compared to spamming the lower tier thunderbolt, it deals somewhat less damage for a whole lot less magicka... which makes it great up until the point when your character can achieve -100% magicka cost and the formerly prohibitively expensive thunderbolt trumps it. Unfortunately, for many characters the free casting comes before achieving the master level destruction spells, relegating Lightning Storm to the same heap that Fire Storm and Blizzard reside in.



** The Aetherial Staff from the quest "Lost To The Ages" is thankfully not the '''only''' reward from that quest (the other two being the Aetherial Crown, which is a GameBreaker, and the Aetherial Shield, which has some use for crowd control purposes), but is an absolute noob trap. Summoning Dwarven automatons sounds cool and all... but even at the highest possible level variation of the staff, even the '''better''' outcome - the Sphere - absolutely pales in comparison to the Dremora summoned by the much easier to acquire Sanguine Rose. Oh, and no matter the level, there's always a chance that the automaton created by the staff will be literally '''dead on arrival'''.

to:

** The Aetherial Staff from the quest "Lost To The Ages" is thankfully not the '''only''' reward from that quest (the other two being the Aetherial Crown, which is a GameBreaker, and the Aetherial Shield, which has some use for crowd control purposes), but is an absolute noob trap. Summoning Dwarven automatons sounds cool and all... but even at the highest possible level variation of the staff, even the '''better''' outcome - the Sphere - absolutely pales in comparison to the Dremora summoned by the much easier to acquire Sanguine Rose. Oh, and no matter the level, there's always a chance that the automaton created by the staff will be literally '''dead on arrival'''.



* PreFinalBoss:
** Before facing Alduin in Sovngarde in the main quest, the Dragonborn must first do battle with the Nord god Tsun in front of the Whalebone Bridge in order to be granted entrance to the Hall of Valor.
** For the ''Dawnguard'' expansion, the last proper boss fight before doing battle with Lord Harkon is with the Falmer vampire Arch-Curate Vyrthur in the Forgotten Vale located between Skyrim proper and High Rock's Western Reach.
* {{Prehistoria}}: In many ways, a standard fantasy setting with a specifically Scandinavian flavour, but [[MedievalPrehistory nonetheless]] inhabitant by caveman-like [[OurGiantsAreBigger giants]], woolly mammoths, and sabre-toothed cats. And there are lots of caves, and DinosaursAreDragons.
* PressurePlate:
** ''Skyrim'' has a perk which prevents the PlayerCharacter from setting off pressure plate traps, but said perk doesn't apply to your ''followers'', meaning that, if you're not careful, you can still die a horrible, spiky death as a result of your follower haplessly stepping on the trap trigger you presumably deftly avoided.
** A cave-dungeon in the ''Dawnguard'' DLC introduces a variant: several pressure plates must be triggered together to open a particular gate, while a bridge and a couple of other gates must be triggered by somehow setting off pressure plates mounted vertically on targets some distance away.



* PrisonEpisode: When you first enter Markarth you get to witness an innocent woman (potentially - you can stop it if you're quick) being murdered in the middle of a crowded city square. If you work with a local miner to investigate, the corrupt guards eventually pin the murder on you and throw you in prison. You're [[PlotTunnel stuck in there]] until you find a way to escape.
* {{Protectorate}}:
** The Companions guild treat the entirety of Skyrim, particularly Whiterun hold, as being under their protection. They are also fiercely protective of one another.
** Housecarls are a deliberate invocation of this trope. The primary function of a housecarl is to loyally defend the life, property, and loved ones of the person to whom they are pledged. The Jarl of each hold has one, and the [[PlayerCharacter Dovahkiin]] is assigned one every time they are declared thane of a hold where they can own a house.



** The dragons, without exception. While crueler and arguably less noble than most examples, they are all [[BloodKnight eager to battle]] and possess a [[BlueAndOrangeMorality bizarre but firm code of honor]], and admire strength above all else. In the main quest, Salhoknir boasts of his prowess and taunts the Dovahkiin during their duel and Odahviing is quick to respond to the Dovahkiin's challenge. Durnehviir, who resides in the Soul Cairn in the ''Dawnguard'' expansion, is so thrilled to have met someone who can face him in combat that he [[DefeatMeansFriendship formally introduces himself and strikes up an acquaintance]].

to:

** The dragons, without exception. While crueler and arguably less noble than most examples, they are all [[BloodKnight eager to battle]] and possess a [[BlueAndOrangeMorality bizarre but firm code of honor]], and admire strength above all else. In the main quest, Salhoknir boasts of his prowess and taunts the Dovahkiin during their duel and Odahviing is quick to respond to the Dovahkiin's challenge. Durnehviir, who resides in the Soul Cairn in the ''Dawnguard'' expansion, is so thrilled to have met someone who can face him in combat that he [[DefeatMeansFriendship formally introduces himself and strikes up an acquaintance]].



** The Redguards are supposed to be one, although this isn't as thoroughly explored. Their pride in warrior ways seems more focused upon skill with weaponry than bravado or testing how much punishment they can take.
*** There is, however, a Redguard known as the Ebony Warrior. He is the single hardest battle in the vanilla game, and he, like the old orc above, seeks honor in death, that he may journey to Sovngarde proudly.

to:

** The Redguards are supposed to be one, although this isn't as thoroughly explored. Their pride in warrior ways seems more focused upon skill with weaponry than bravado or testing how much punishment they can take.
***
take. There is, however, a Redguard known as the Ebony Warrior. He is the single hardest battle in the vanilla game, and he, like the old orc above, seeks honor in death, that he may journey to Sovngarde proudly.



* PublicDomainArtifact: The Jagged Crown is based on the Crown of Thorns. It even has a quest related to finding it.



* PhysicalGod: [[GodIsEvil Alduin]], [[PlanetEater the World Eater]] is an aspect (or son of, it's complicated) Akatosh, the Aedric Dragon God of Time. Fittingly, he is the most powerful dragon you'll fight in the game (besides the legendary ones you encounter in ''Dawnguard'') and is totally invincible [[spoiler:until the Dovahkiin learns to foist mortality on him using the [[BrownNote Dragonrend shout]].]]
** The Dovahkiin is also implied to have the potential to become one: [[JackassGenie Clavicus Vile, the Daedric Prince of corrupted wishes]] tells the Dragonborn (while in a greatly weakened state, no less) that they are about half as powerful as He is, in a quest that becomes available at Level 10 - the level {{Cap}} is 81, by the way. There is also a line in the Dovahkiin song ([[spoiler:the one you hear in Sovngarde]]), "Voth aan suleyk wah ronit faal krein", which translates to ''"With power to rival the sun"''. In the cosmology of the setting, [[YouCannotGraspTheTrueForm the sun is no celestial body, but actually a gaping hole in Aetherius]] created by Magnus, the God of Magic, when he created the mortal plane and [[ScrewThisImOuttaHere ran away]], and the hole is believed to be ''the source of all magic in Nirn''.

to:

* PhysicalGod: [[GodIsEvil Alduin]], [[PlanetEater PurpleIsPowerful: [[OurDragonsAreDifferent Legendary Dragons]] from the World Eater]] is an aspect (or son of, it's complicated) Akatosh, DLC ''Dawnguard'' are clad in purple scales and markings, and they have stronger stats than ''[[FinalBoss Alduin]]'', making them the Aedric Dragon God of Time. Fittingly, he is the most powerful strongest dragon you'll fight in breed. Not only can they breathe fire or frost, they can drain the game (besides player's health, magicka, and stamina with the legendary ones you encounter in ''Dawnguard'') and is totally invincible [[spoiler:until the Dovahkiin learns Drain Vitality dragon shout, which cannot be countered with spell absorption or spell resistance. Thanks to foist mortality on him using the [[BrownNote their high level of 75, Legendary Dragons have a chance to drop Daedric gear or other high-quality loot.
* PurposelyOverpowered: The
Dragonrend shout]].]]
** The Dovahkiin is also implied to have
Shout. You get it near the potential to become one: [[JackassGenie Clavicus Vile, the Daedric Prince of corrupted wishes]] tells the Dragonborn (while in a greatly weakened state, no less) that they are about half as powerful as He is, in a quest that becomes available at Level 10 - the level {{Cap}} is 81, by the way. There is also a line in the Dovahkiin song ([[spoiler:the one you hear in Sovngarde]]), "Voth aan suleyk wah ronit faal krein", which translates to ''"With power to rival the sun"''. In the cosmology end of the setting, [[YouCannotGraspTheTrueForm main quest by reading an [[TomeOfEldritchLore Elder Scroll]] on the sun is no celestial body, but actually a gaping hole in Aetherius]] [[TimeCrash Time Wound]], which causes you to flash back to witness the people who first created and used it. It only affects Dragons, by Magnus, causing them to fall out of the God of Magic, when he created sky and become more vulnerable. Without the mortal plane and [[ScrewThisImOuttaHere ran away]], ability to fly, Dragons become far easier to fight. Other Shouts include Storm Call, which creates a thunderstorm that hits everyone in the area except you with bolts of lightning; two different shouts that let you summon dragons to your aid, making nearly any humanoid enemy completely irrelevant; and the hole is believed to be ''the source classic Unrelenting Force, which when fully unlocked ragdolls everyone in front of all magic in Nirn''.you and can even disintegrate them (that is, if you haven't already thrown them off a cliff with it).



[[folder:Q]]
* QuestGiver: The ThievesGuild questline can be initiated by someone coming up to you.
* QuicklyDemotedLeader: In a long-term {{subversion}} to an example from ''Oblivion'', [[Literature/TheElderScrollsInUniverseBooks there is a book about what happened]] to that game's main character. History is a bit fuzzy on the details, but the [[PlayerCharacter Hero of Kvatch]] is remembered for a dizzying mix of heroic deeds, while Martin Septim is only really known for his HeroicSacrifice.
* QuietingTheUnquietDead:
** An early sidequest in Whiterun involves this. The local priest of Arkay, the Divine of life and [[GodOfTheDead death]], has misplaced the amulet that allows him to confront and bring peace to the restless dead. The [[PlayerCharacter Dragonborn]] is tasked with going down into the catacombs, fighting through the skeletons that have arisen, and recovering the amulet so the priest can do his duties.
** A quest for the Temple of Mara, the [[LoveGoddess Divine of love and marriage]], also involves this. Most of the quest involves helping various separated lovers reunite or realize their feelings for one another, but the last pair are two ghosts who died far apart from one another. Bringing their spirits back together allows them to finally be at peace and move on to the afterlife.
[[/folder]]



* RagnarokProofing:

to:

* RagnarokProofing: RagdollPhysics: More so than in ''Oblivion''. The physics engine can [[https://www.youtube.com/watch?v=7ZIiDS_RYVY do some]] [[https://www.youtube.com/watch?v=7x9Qw1KSyIs&list=LLxvXtj-uENUUIgHdzg4R7hw&index=2&feature=plpp_video wonky things]].
* RagnarokProofing:



* RagtagBunchOfMisfits: The titular Dawnguard from the ''Dawnguard'' DLC - a ragtag bunch of weirdos dedicated to hunting vampires. In fact, they were such a bunch of misfits that they split up years ago, and you (if you choose that path) have to help with PuttingTheBandBackTogether if you want to have a shot at defeating the blood-sucking menace.
** Interestingly, the 'minor', low-ranking members of the Dawnguard, who don't play any particular role in the story, seem to be fairly normal people who simply decided to do their part in fighting the (genuinely dangerous) vampires. So apparently, being a ragtag bunch of misfits isn't a requirement for joining, it's just a requirement for advancement.

to:

* RagtagBunchOfMisfits: The titular Dawnguard from the ''Dawnguard'' DLC - a ragtag bunch of weirdos dedicated to hunting vampires. In fact, they were such a bunch of misfits that they split up years ago, and you (if you choose that path) have to help with PuttingTheBandBackTogether if you want to have a shot at defeating the blood-sucking menace.
**
menace. Interestingly, the 'minor', low-ranking members of the Dawnguard, who don't play any particular role in the story, seem to be fairly normal people who simply decided to do their part in fighting the (genuinely dangerous) vampires. So apparently, being a ragtag bunch of misfits isn't a requirement for joining, it's just a requirement for advancement.



** If you're Imperial and wearing heavy armor, a Nord might say you "[[StayInTheKitchen clang like a kitchen and should stay in one.]]" A Nord in heavy armor, on the other hand, will get compliments. However, regardless of race, wearing a set of ''dragonbone'' armor will elicit nothing but envious awe from anyone who comments on it. A lot of Nords would give just about anything for a set of those, and you're the only person in the entire world who knows how to make it.

to:

** If you're Imperial and wearing heavy armor, a Nord might say you "[[StayInTheKitchen clang like a kitchen and should stay in one.]]" A Nord in heavy armor, on the other hand, will get compliments. However, regardless of race, wearing a set of ''dragonbone'' armor will elicit nothing but envious awe from anyone who comments on it. A lot of Nords would give just about anything for a set of those, and you're the only person in the entire world who knows how to make it.



* [[RealMenLoveJesus Real Nords Love Talos]]: The major cause for the Stormcloak rebellion is that TheEmpire [[LesCollaborateurs caved to the demands]] of the [[ANaziByAnyOtherName Thalmor]] and outlawed worship of their native god-man.

to:

* [[RealMenLoveJesus Real Nords Love Talos]]: RealMenLoveJesus: The major cause for the Stormcloak rebellion is that TheEmpire [[LesCollaborateurs caved to the demands]] of the [[ANaziByAnyOtherName Thalmor]] and outlawed worship of their native god-man. god-man.
* RealIsBrown: The game drops much of the bright colors of its predecessor. It takes place in Tamriel's [[GrimUpNorth far northern]] province of Skyrim, which is largely snow and tundra, so large chunks of the game world are washed in shades of gray, blue, and white. Even the greener areas tend toward darker and duller colors. The [[UpdatedRerelease remastered edition]] of the game for [=PS4=] and Xbox One is considerably brighter in many locations.



** Vampires, with special mention going to a 300-year-old vampire assassin who takes advantage of looking like the ten-year-old girl she was when she was turned.
*** Of particular note, Serana was put away during the Interregnum in the Second Era, before the Third Empire of Cyrodiil, at ''least'' 635 years before the game's time period. Probably even longer, as the Third Era was only declared when all of Tamriel was brought under Tiber Septim's banner, and it took the closing years of the Second Era for Tiber to achieve that. She and her parents are likely the oldest surviving vampires in Nirn.

to:

** Vampires, with special mention going to a 300-year-old vampire assassin who takes advantage of looking like the ten-year-old girl she was when she was turned.
***
turned. Of particular note, Serana was put away during the Interregnum in the Second Era, before the Third Empire of Cyrodiil, at ''least'' 635 years before the game's time period. Probably even longer, as the Third Era was only declared when all of Tamriel was brought under Tiber Septim's banner, and it took the closing years of the Second Era for Tiber to achieve that. She and her parents are likely the oldest surviving vampires in Nirn.



* ReallyMovesAround: The PlayerCharacter can own up to five houses (eight with ''Hearthfire'') in different locations, and nothing is really forcing them to make any one of them their permanent residence. They can impose this upon their family, as well. The fact that each Hold is a different jurisdiction and the entire point of the large number of houses is to enable the player to have homes in different Holds makes this a viable means to escape law enforcement.



** [[http://i.imgur.com/iXl5a.jpg Let Jarl Balgruuf educate you.]]



* RedAndBlackAndEvilAllOver: Dremora Daedra and, by association, Daedric equipment. Also the Dark Brotherhood uniform.

to:

* RedAndBlackAndEvilAllOver: RedAndBlackAndEvilAllOver:
**
Dremora Daedra and, by association, Daedric equipment. Also the Dark Brotherhood uniform.



* RedEyesTakeWarning: [[UnreliableNarrator Maybe]]. The Dunmer aren't evil as a race, but their red eyes are the result of evil. Long before the events of ''Skyrim'', the Tribunal, a trio of PhysicalGods, broke a sacred promise in order to obtain their divinity. The Daedric prince Azura punished them and their entire race by giving them the dark skin and red eyes they now have... however, if you ask Azura, it just happened without her interference.

to:

* RedEyesTakeWarning: [[UnreliableNarrator Maybe]]. RedEyesTakeWarning:
**
The Dunmer aren't evil as a race, but their red eyes are the result of evil. Long before the events of ''Skyrim'', the Tribunal, a trio of PhysicalGods, broke a sacred promise in order to obtain their divinity. The Daedric prince Azura punished them and their entire race by giving them the dark skin and red eyes they now have... however, if you ask Azura, it just happened without her interference.



* RedShirt: When you go to [[spoiler:trap the dragon Odahviing in Dragonsreach]], the people on the Dragonsreach balcony are you, the Jarl of Whiterun, his adjutant, and some nameless guard. No points for guessing which one gets snapped up and spectacularly flung into the distance on [[spoiler:Odahviing's]] first pass.
** The Vigilant of Stendarr are an entire faction of this in ''Dawnguard''. The moment the DLC is installed, everyone at their headquarters is killed by the Volkihar Vampires.[[note]]Well, almost the moment. If you have the DLC installed prior to starting a new game, the Hall of the Vigilant will remain intact until you reach level 10.[[/note]]
*** Not just killed. Before ''Dawnguard'' is installed, the Hall of the Vigilant is a fully stocked home base for a sect of Daedra hunters. After installation, it becomes a burned-out husk filled with corpses.
* RegeneratingHealth: Your health bar will slowly refill - emphasis on ''slowly.'' This is so you don't have to waste your precious health potions between battles; it's not really meant for recovery in the middle of one.
** This also seems to apply to all humanoid [=NPCs=] as well. Possibly a fix for the issue seen in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas,'' where caravans and traveling [=NPCs=] would slowly run out of health and eventually die due to fighting minor enemies over the course of several days.
** And the Argonian special ability, Histskin, multiplies their health regen by 10, bringing them up to HealingFactor levels.

to:

* RedShirt: RedShirt:
**
When you go to [[spoiler:trap the dragon Odahviing in Dragonsreach]], the people on the Dragonsreach balcony are you, the Jarl of Whiterun, his adjutant, and some nameless guard. No points for guessing which one gets snapped up and spectacularly flung into the distance on [[spoiler:Odahviing's]] first pass.
** The Vigilant of Stendarr are an entire faction of this in ''Dawnguard''. The moment the DLC is installed, everyone at their headquarters is killed by the Volkihar Vampires.[[note]]Well, almost the moment. If you have the DLC installed prior to starting a new game, the Hall of the Vigilant will remain intact until you reach level 10.[[/note]]
*** Not just killed.
[[/note]] Before ''Dawnguard'' is installed, the Hall of the Vigilant is a fully stocked home base for a sect of Daedra hunters. After installation, it becomes a burned-out husk filled with corpses.
* RegeneratingHealth: RedSkyTakeWarning:
** Hircine's quest involves going to a valley where he's made blood-red moon appear, turning the sky red and compelling his worshippers to start HuntingTheMostDangerousGame. The quarry in question? The werewolf that gave you the quest, whom you can either fight alongside or hunt yourself. The sky returns to normal after either outcome is achieved.
** The ''Dawnguard'' DLC revolves around an ancient vampire lord's plan to darken the sun forever so that his kin can walk the world without being WeakenedByTheLight. No matter which side you decide to join, once the quest line is completed, you can enact this plan yourself by shooting the sun with a special bow and arrows dipped in pure vampire blood. This results in the sky darkening and the sun turning into a black void surrounded by a blood-red corona for 24 in-game hours. It not only looks creepy as hell but also results in Death Hounds, gargoyles and vampire hunting parties spawning absolutely everywhere, which is most definitely not a good thing even if you're a vampire yourself.
* ReducedManaCost: There are enchantments that reduce Magicka cost for specific schools. With a maxed out Enchanting skill and all the relevant perks, a single enchantment will reduce the cost of that school by 25%, so if you equip four pieces of gear with that enchantment, the cost will be reduced to zero. The final Enchanting perk allows you to put two enchantments on one piece of gear, meaning you can have two free schools of magic at once. And that's ''without'' abusing Alchemy to create a feedback loop of potions that boost your Enchanting and enchantments that boost your Alchemy.
* ReedRichardsIsUseless: Magical healing is commonplace enough that every player character starts with it by default. Every major holdfast has a court wizard who can teach the basics of it to anyone willing to pay a modest fee. For those too poor for that, any shrine of the Divines can heal virtually any injury or disease short of death itself, and most curses, perfectly and instantly for free, and there is, again, at least one shrine in every major holdfast and most minor ones. Despite this, a simple arrow to the knee is all it takes to injure a promising young adventurer so badly that they give up on their dreams for good.
* RegeneratingHealth:
**
Your health bar will slowly refill - emphasis on ''slowly.'' This is so you don't have to waste your precious health potions between battles; it's not really meant for recovery in the middle of one.
**
one. This also seems to apply to all humanoid [=NPCs=] as well. Possibly a fix for the issue seen in ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas,'' ''VideoGame/FalloutNewVegas'', where caravans and traveling [=NPCs=] would slowly run out of health and eventually die due to fighting minor enemies over the course of several days.
** And the The Argonian special ability, Histskin, multiplies their health regen by 10, bringing them up to HealingFactor levels.



** Notably absent with werewolves. If a werewolf needs to heal, it needs to eat someone. On the plus side, one or two feedings is usually good enough to get back to full health.

to:

** Notably absent with werewolves. If a werewolf needs to heal, it needs to eat someone. On the plus side, one or two feedings is usually good enough to get back to full health. Also averted with vampires during day.



** TheEmpire itself is a mere shadow of its former glory, with only three provinces remaining under its control. Three (Summerset Isle, Elsweyr and Valenwood) have seceded and have become part of what is now the Third Aldmeri Dominion while the other two (Black Marsh and Hammerfell) have gone completely independent (Black Marsh has also expanded north, conquering a fair quantity of what is left habitable in Morrowind). Out of the three provinces that the Empire still controls, only High Rock has been untouched by either war or natural disaster.
*** The Dovahkiin can further this decline by helping the Stormcloaks throw the Imperial Legion out of Skyrim and [[spoiler:assassinating the Emperor]].

to:

** TheEmpire itself is a mere shadow of its former glory, with only three provinces remaining under its control. Three (Summerset Isle, Elsweyr and Valenwood) have seceded and have become part of what is now the Third Aldmeri Dominion while the other two (Black Marsh and Hammerfell) have gone completely independent (Black Marsh has also expanded north, conquering a fair quantity of what is left habitable in Morrowind). Out of the three provinces that the Empire still controls, only High Rock has been untouched by either war or natural disaster.
***
disaster. The Dovahkiin can further this decline by helping the Stormcloaks throw the Imperial Legion out of Skyrim and [[spoiler:assassinating the Emperor]].



* RenovatingThePlayerHeadquarters: As the player completes small jobs for Delvin and Vex as part of the Thieves Guild questline, the guild will slowly start to upgrade itself as it regains its reputation, including new fences and merchant stalls within the Guild headquarters and the Ragged Flagon.
* RepeatableQuest: The game uses the Radiant Quest system that uses base quest templates (fetch That Item for That NPC at That Place) to generate an infinite amount of tasks, most of which are fetch quests.



* ReviveKillsZombie: Not directly, but the [[LightEmUp Sunfire]] spell set only damages undead (for a significantly lower magicka cost than comparable Destruction spells) and are in the same school of magic as healing spells.

to:

* ReviveKillsZombie: RevengeIsNotJustice: Twice during the Companions questline.
** [[spoiler: When Skjor is killed by the Silver Hand before Aela the Huntress and the Dragonborn could meet up with him. Aela vengefully directs the Dragonborn in fighting the Silver Hand and word of their assaults reach Kodlak Whitemane. Kodlak summons the Dragonborn and calls them out on their revenge quest, stating their revenge ended when they killed Skjor's slayers and their actions have kickstarted a cycle of revenge from the Silver Hand. Something Aela takes to heart when Kodlak is eventually killed by the Silver Hand.]]
** [[spoiler:When Kodlak is killed by the Silver Hand, Vilkas demands The Dragonborn to accompany him in wiping out the Silver Hand and recovering the fragments of Wuuthrad. When Vilkas returns and goes to the Underforge, Aela reprimands him for his desire for revenge. When the circle enters Ysgramor's Tomb, Vilkas refuses to go any further because he felt unworthy, he agrees that he took things too far and let vengeance rule his heart.]]
* ReviveKillsZombie:
**
Not directly, but the [[LightEmUp Sunfire]] spell set only damages undead (for a significantly lower magicka cost than comparable Destruction spells) and are in the same school of magic as healing spells.



* RevivingEnemy: Trolls and Frost Trolls will fall prone and appear dead when they have a small sliver of health, but continue regenerating their health... although the fact they don't get knocked back is a bit of a giveaway. Spriggans are a much more noteworthy example; if brought down to low health without dying, the Spriggan will restore almost all of its health and continue fighting. See ISurrenderSuckers for some honorable mentions.
* TheRevolutionWillNotBeCivilised: The Forsworn, though they spend most of the game trying to kill you on sight, are ''still'' arguably more sympathetic than their enemies in Markarth. They'd probably be even more sympathetic if their ''modus operandi'' wasn't "Murder everyone we don't like because we once ruled this place thousands of years ago."
** They also consort with Hagravens, conduct sinister blood rituals, and will attack the player on sight even if he or she has sworn to fight for their cause. All in all, not a nice bunch.

to:

* RevivingEnemy: RevivingEnemy:
**
Trolls and Frost Trolls will fall prone and appear dead when they have a small sliver of health, but continue regenerating their health... although the fact they don't get knocked back is a bit of a giveaway. giveaway.
**
Spriggans are a much more noteworthy example; if brought down to low health without dying, the Spriggan will restore almost all of its health and continue fighting. See ISurrenderSuckers for some honorable mentions.
** Any enemy can become this when there's a character who can raise the dead around, since unless you take steps to vaporise the corpse (e.g. kill them with [[ShockAndAwe lightning]] when you have the appropriate perk or raise them yourself) you'll have to kill them again (anything being raised this way collapses into ash when they or their "master" is killed). This makes necromancers and vampires rather annoying.
* TheRevolutionWillNotBeCivilised: The Forsworn, though they spend most of the game trying to kill you on sight, are ''still'' arguably more sympathetic than their enemies in Markarth. They'd probably be even more sympathetic if their ''modus operandi'' wasn't "Murder everyone we don't like because we once ruled this place thousands of years ago."
**
" They also consort with Hagravens, conduct sinister blood rituals, and will attack the player on sight even if he or she has sworn to fight for their cause. All in all, not a nice bunch.



* RibcageRidge: The plains and mountains of ''Skyrim'' are liberally dotted with the ribcages, spines and occasionally skulls of large animals (usually "mammoths", but there are a few troll and dragon skeletons lying around). Killing a dragon can cause this instantly (apparently eating draconic souls makes flesh disappear). The skeleton of a whale also serves as a bridge to the Hall of Valor in Sovngarde.



*** The game does offer some small clues, though. If you follow the horseman, he eventually leads you to Hamvir's Rest, a very remote graveyard located at the foot of the mountains southeast of Morthal. There's little of interest here, but on the northwest side of the graveyard is a tomb with an axe, a helmet, and a skull beside it, implying that this is where his remains are buried. The horseman occasionally speaks, and has unique dialogue; if he does not reach Hamvir's Rest before sunrise, he may comment, "Such an abrupt end to our game."



* RightForTheWrongReasons: Rolff Stone-Fist has reached the conclusion that the Dunmer refugees of Windhelm are Imperial or Thalmor spies based entirely on his FantasticRacism and InsaneTrollLogic. However poking around in the back of the New Gnisis Cornerclub, you'll find a suit of Imperial armour and an Imperial sword along with other memorabilia on display, suggesting the Dunmer owners really ''are'' Imperial supporters after all (then again it is also possible one of them is a veteran of the Imperial Legion or simply a collector of Imperial memorabilia, but there is nothing said to suggest this).



*** Note that [[spoiler:Commander Maro himself qualifies for this, given that you killed his son earlier in the questline.]]



* RomanceSidequest: The player character can get married if they so choose.
** FourthDateMarriage: So long as you've spoken to the priest in Riften about marriage customs and have an amulet of Mara, you can get engaged to someone after having known them for all of an hour, and your sole interaction with them being beating them bloody in a bare-knuckle brawl. Most of the marriage options are more complex than that, though some simply involve a fetch quest. The priest of Mara explains the custom: in the land of frigid blizzards, hungry trolls, temperamental giants, unpleasant undead, insane bears, and an endless supply of vampires, bandits, wizards, and [[BreadEggsBreadedEggs wizard bandit vampires]], the people of Skyrim don't really value long courtships - aside from the inherent lack of romance, one might easily kick the bucket before the courtship is complete. If you like someone, you ''tell'' them, and if they care enough about you, marriage ensues.

to:

* RodentsOfUnusualSize: They're called "skeevers" and looks fuzzier to accommodate the colder climate. Despite its a bit smaller than Cyrodiil's rats, they're so big that people lay down ''bear traps'' to catch them. One crazy mage even tries to create an army of them in one quest. At least one NPC notes that the skeevers used to be smaller.
* RomanceSidequest: The ''Skyrim'' is rather unique among western [=RPGs=] for allowing the player to actually ''marry'' [=NPCs=] - including characters that can accompany you on adventures. Called "The Bonds of Matrimony", the sidequest involves arranging and attending your wedding ceremony after proposing to an eligible NPC. Getting a character can get married if they so choose.
** FourthDateMarriage: So long as you've spoken to the priest
interested in Riften about marriage customs and have an amulet of Mara, you can get engaged to someone after having known them for all of an hour, and your sole interaction with them being beating them bloody in a bare-knuckle brawl. Most of the marriage options are more complex than that, though some simply involve a fetch quest. The priest require you to wear an Amulet of Mara explains the custom: in the land while talking with characters that have a positive opinion of frigid blizzards, hungry trolls, temperamental giants, unpleasant undead, insane bears, and an endless supply of vampires, bandits, wizards, and [[BreadEggsBreadedEggs wizard bandit vampires]], the people of Skyrim don't really value long courtships - aside from the inherent lack of romance, one might easily kick the bucket before the courtship is complete. If you like someone, (usually involving doing a quest for them). The courtship/marriages are somewhat chaste, with no love scenes, but you ''tell'' them, and if they care enough about you, marriage ensues.gain a temporary buff by sleeping in a bed with your spouse nearby.



* RousingSpeech: There are several notable ones on both sides of the Civil War.
** For a specific example, try this early speech by Ulfric Stormcloak:

to:

* RousingSpeech: There are several notable ones on both sides of the Civil War.
**
War. For a specific example, try this early speech by Ulfric Stormcloak:



* [[RubberForeheadAliens Rubber Forehead Elves]]: Less so than in previous games, though; elves look much less human than they used to, with elongated skulls and strangely shaped and colored eyes.

to:

* [[RubberForeheadAliens Rubber Forehead Elves]]: RRatedOpening: The game starts out with your character getting sent to the execution block, watching someone getting arrowed to death for trying to run and watching someone get his head chopped off. And then the dragon attacks.
* RubberForeheadAliens:
Less so than in previous games, though; elves look much less human than they used to, with elongated skulls and strangely shaped and colored eyes.



** ''[[RefugeInAudacity The Lusty Argonian Maid]]'' now has a second volume.
*** And it gains a SpearCounterpart spin-off in ''Dawnguard'', ''The Sultry Argonian Bard''.

to:

** ''[[RefugeInAudacity The Lusty Argonian Maid]]'' now has a second volume.
***
volume. And it gains a SpearCounterpart spin-off in ''Dawnguard'', ''The Sultry Argonian Bard''.



* RunningOnAllFours: As a [[OurWerewolvesAreDifferent werewolf]], the Dragonborn can do an extremely fast four-legged sprint.



* SacredBowAndArrows: Auriel's Bow appears again in the ''Dawnguard'' DLC as a [[MacGuffin major plot item]]. It has a relatively mediocre base damage, but a high "critical" value. It is also enchanted to deal "[[ThePowerOfTheSun Sun]]" damage, and deals triple damage to undead. Over the course of ''Dawnguard''[='s=] main quest, it gains the ability to fire "Sunhallowed" or "Bloodcursed" arrows. Sunhallowed arrows, when fired from the bow at the sun during the day, will cause the sun to deal damage to any nearby enemies for a time. Bloodcursed arrows, fired similarly, block out the sun for the rest of the day and prevent vampires from taking sun damage.



* SarcasticClapping: The game offers a particularly malicious one from Commander Maro after you [[spoiler:fail to assassinate the emperor.]]



* 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 Greybeards and later their leader [[spoiler: a Dragon named Parthunaax]] who lives on the peak.

to:

* 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 Greybeards and later their leader [[spoiler: a [[spoiler:a Dragon named Parthunaax]] who lives on the peak.



* SceneryPorn: Par for the course for a Bethesda game. Someone most definitely put a ''lot'' of work into the sky textures this time around. The water physics have also ''vastly'' improved. [[http://youtu.be/CQB4wkmKOv8 Case in point, this time lapse video.]] For a nice view, go to an iceberg in the middle of the northern sea, use Clear Skies, and marvel as [[TheWorldIsJustAwesome you can see from Winterhold to Solitude.]] And if you've been delving into Dwemer ruins, you'll likely have come across Blackreach... it's a sight to be seen, for sure. Let's just say that there's a reason the game is currently the page image for the Video Games page of the trope.
** The [[http://youtu.be/ZhBBa2jLqe4 Northern Lights]].
** The view of the sky at the top of High Hrothgar when Clear Skies is used is absolutely breathtaking.
** And in late 2016, the game was remastered for UsefulNotes/PlayStation4 and Xbox One. If you thought it was beautiful ''before,'' [[https://youtu.be/lTjRZ__-278 the Scenery Porn]] has been taken even further.

to:

* SceneryPorn: Par for the course for a Bethesda game. Someone most definitely put a ''lot'' of work into the sky textures this time around. The water physics have also ''vastly'' improved. [[http://youtu.be/CQB4wkmKOv8 Case in point, this time lapse video.]] For a nice view, go to an iceberg in the middle of the northern sea, use Clear Skies, and marvel as [[TheWorldIsJustAwesome you can see from Winterhold to Solitude.]] And if you've been delving into Dwemer ruins, you'll likely have come across Blackreach... it's a sight to be seen, for sure. Let's just say that there's a reason the game is currently the page image for the Video Games page of the trope.
** The
trope. Specific examples include the [[http://youtu.be/ZhBBa2jLqe4 Northern Lights]].
** The
Lights]] and the breathtaking view of the sky at the top of High Hrothgar when Clear Skies is used is absolutely breathtaking.
**
used, And in late 2016, the game was remastered for UsefulNotes/PlayStation4 and Xbox One. If you thought it was beautiful ''before,'' [[https://youtu.be/lTjRZ__-278 the Scenery Porn]] has been taken even further.further.
* ScenicTourLevel: The game starts the player in chains on a cart where they are given some scene setting by fellow prisoners. The scene is notable for letting you know ''just enough'' of the setting to get by (there's a rebellion, these guys against these other guys), but telling you ''nothing'' about the history between the last game and this one (a span of ''two hundred years'') aside from the fact that the Nine Divines are now the Eight Divines. You have to find out out the rest for yourself.



* SchoolSettingSimulation: The College of Winterhold is located above a tall icy peak separate from the main body of Winterhold. Its biggest authority is the Arch Mage, Savos Aren, and the Dragonborn can join it and start a magic course by doing a spell demonstration. Doing so kickstarts the SidequestSidestory about the magicians and their conflict.



* ScrewDestiny: An interesting example since no one is certain whether it's TheHero doing this or the BigBad. Paarthurnax muses on the possibility that Alduin is the one acting against destiny by trying to end the world before its time. The vagueness of the prophecy concerning Alduin and the Dragonborn doesn't help matters. Throughout the game, the Dragonborn always has the option of saying s/he doesn't care about destiny whenever someone brings it up, despite being TheChosenOne of destiny.
** This is an actual element of the setting; there are certain individuals who are born who do not have destinies at all. These individuals are able to dramatically change history simply by existing. To date, all player characters in ''Franchise/TheElderScrolls'' series have been such. You can actually read a "Book of Fate" in Windhelm that is supposed to be a magical artifact that tells something about the future of whoever reads it, and that certain individuals only see blank pages because they have no fate. (It's not clear, however, if this is the truth or if the owner of the museum involved is just talking out his ass, especially as said owner is [[spoiler: the insane serial killer haunting the streets at night]].)

to:

* ScrewDestiny: An interesting example since no one is certain whether it's TheHero doing this or the BigBad. Paarthurnax muses on the possibility that Alduin is the one acting against destiny by trying to end the world before its time. The vagueness of the prophecy concerning Alduin and the Dragonborn doesn't help matters. Throughout the game, the Dragonborn always has the option of saying s/he doesn't care about destiny whenever someone brings it up, despite being TheChosenOne of destiny.
** This is an actual element of the setting; there
destiny. There are certain individuals who are born who do not have destinies at all. These individuals are able to dramatically change history simply by existing. To date, all player characters in ''Franchise/TheElderScrolls'' series have been such. You can actually read a "Book of Fate" in Windhelm that is supposed to be a magical artifact that tells something about the future of whoever reads it, and that certain individuals only see blank pages because they have no fate. (It's not clear, however, if this is the truth or if the owner of the museum involved is just talking out his ass, especially as said owner is [[spoiler: the insane serial killer haunting the streets at night]].)



* [[ScrewYouElves Screw You, Thalmor!]]: Neither the Imperials nor the Stormcloaks have much love for the Thalmor, and for ''very'' good reasons.

to:

* [[ScrewYouElves Screw You, Thalmor!]]: ScrewYouElves: Neither the Imperials nor the Stormcloaks have much love for the Thalmor, and for ''very'' good reasons.reasons.
* SealedEvilInACan: The Dragonborn's defeat of Alduin is only temporary, as confirmed by Arngier. Alduin is, in fact, a god, and therefore will return at the end of the world, meaning all your efforts have only extended the time until the end of the world. The difference is that it will occur when the gods plan it, rather than according to the caprices of a power-drunk domineering dragon entrusted with the task.



* SealedEvilInACan: The Dragonborn's defeat of Alduin is only temporary, as confirmed by Arngier. Alduin is, in fact, a god, and therefore will return at the end of the world, meaning all your efforts have only extended the time until the end of the world. The difference is that it will occur when the gods plan it, rather than according to the caprices of a power-drunk domineering dragon entrusted with the task.



** 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.
* [[invoked]] SelfImposedChallenge: There are several of them.
** Skipping the very first quest of the game that (among other things) unbinds your hands and allows you to pick up objects and interact with people. [[http://www.reddit.com/r/skyrim/comments/n3w4k/selfimposed_challenge_hands_bound_from_the/ Link]].
** [[invoked]] Some roleplaying or hardcore players do a "[=DiD=]" ([[NoDeathRun Dead is Dead]]) route when playing ''Skyrim'': If their character is killed, it's time to delete the save file and start a completely new game.
** No Equip Load Run: Complete the game without picking up items that raise your Equip Load above 0. You'd think this would condemn you to a run where you can't use armor or weapons... [[LoopholeAbuse but]] [[spoiler:quest items have no weight as long as you remain on the related quest]].
** Pacifist Run: There are a few variants of this type of run:
*** Complete the main questlines while killing as few things as possible. Note that enemies killed by your followers count as being killed by you. Almost every "required" kill can be avoided through creative use of Fury, Pacify, gravity, paralyzing followers, sequence breaking, glitches, or broken items. To complete all three main questlines (the base game, ''Dawnguard'', and ''Dragonborn''), you are required to make a grand total of [[spoiler:one kill: Alduin]]. [[note]]This is because Alduin is a Protected [[NonPlayerCharacter NPC]], which can only be killed by a direct hit from the player. Lord Harkon and Miraak both have scripted kills that are normally attributed to the player, but can be avoided by savewarping after the quest completes but before the kill is properly registered.[[/note]]
*** Complete the Dark Brotherhood questline while killing as few things as possible.
*** If you complete the Brotherhood questline normally, you require a grand total of [[spoiler:two kills.]] [[note]]Again, both required kills are Protected [[NonPlayerCharacter NPCs]].[[/note]] If you opt to [[spoiler:destroy the Brotherhood]] instead, you require a total of [[spoiler:no kills]].
** No Crime Run: Complete the ThievesGuild questline AND become the Guild's leader while committing as few crimes as possible. You are required to commit a grand total of [[spoiler:''one'' instance of crime: trespassing]].
** No Spells Run: Complete the College of Winterhold's (the ''mage'' college) questline without casting any spells, using Shouts, or even learning any new spells. You are required to cast a grand total of [[spoiler:zero spells to complete the questline, though you are required to use a staff given by a quest at least once.]] [[note]]The game doesn't seem to think this counts as casting a spell, though.[[/note]]
** Level One Run: Complete the main three questlines while at level one, which requires you to go through the game without leveling ANY skills. [[spoiler:[[LoopholeAbuse Werewolf form, Vampire Lord form, and Shouts don't contribute experience]], so you're not necessarily stuck punching things to death.]]
*** This means you can't:
--->Use any weapons, armor, shields, or spells.\\
Purchase any items from or sell any items to vendors.\\
Persuade, Bribe, or Intimidate any [[NonPlayerCharacter NPCs]].\\
Pickpocket or Lockpick anything.\\
Craft weapons, armor, or potions.\\
Enchant or disenchant any item.\\
Sneak.
** No Shout Run: Clear the main questline while learning and using as few Shouts as possible. At the very minimum, you are required to Shout a total of [[spoiler:seven times, although you really need to make your Shouts count in the boss fights]].

to:

** 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.
***
off. In 2021, they also released a Horse Armor Creation, also for free.
* [[invoked]] SelfImposedChallenge: There are several of them.
** Skipping the very first quest of the game that (among other things) unbinds your hands and allows you to pick up objects and interact with people. [[http://www.reddit.com/r/skyrim/comments/n3w4k/selfimposed_challenge_hands_bound_from_the/ Link]].
** [[invoked]] Some roleplaying or hardcore players do a "[=DiD=]" ([[NoDeathRun Dead is Dead]]) route when playing ''Skyrim'': If their character is killed, it's time to delete the save file and start a completely new game.
** No Equip Load Run: Complete the game without picking up items that raise your Equip Load above 0. You'd think this would condemn you to a run where you can't use armor or weapons... [[LoopholeAbuse but]] [[spoiler:quest items have no weight as long as you remain on the related quest]].
** Pacifist Run: There are a few variants of this type of run:
*** Complete the main questlines while killing as few things as possible. Note that enemies killed by your followers count as being killed by you. Almost every "required" kill can be avoided through creative use of Fury, Pacify, gravity, paralyzing followers, sequence breaking, glitches, or broken items. To complete all three main questlines (the base game, ''Dawnguard'', and ''Dragonborn''), you are required to make a grand total of [[spoiler:one kill: Alduin]]. [[note]]This is because Alduin is a Protected [[NonPlayerCharacter NPC]], which can only be killed by a direct hit from the player. Lord Harkon and Miraak both have scripted kills that are normally attributed to the player, but can be avoided by savewarping after the quest completes but before the kill is properly registered.[[/note]]
*** Complete the Dark Brotherhood questline while killing as few things as possible.
*** If you complete the Brotherhood questline normally, you require a grand total of [[spoiler:two kills.]] [[note]]Again, both required kills are Protected [[NonPlayerCharacter NPCs]].[[/note]] If you opt to [[spoiler:destroy the Brotherhood]] instead, you require a total of [[spoiler:no kills]].
** No Crime Run: Complete the ThievesGuild questline AND become the Guild's leader while committing as few crimes as possible. You are required to commit a grand total of [[spoiler:''one'' instance of crime: trespassing]].
** No Spells Run: Complete the College of Winterhold's (the ''mage'' college) questline without casting any spells, using Shouts, or even learning any new spells. You are required to cast a grand total of [[spoiler:zero spells to complete the questline, though you are required to use a staff given by a quest at least once.]] [[note]]The game doesn't seem to think this counts as casting a spell, though.[[/note]]
** Level One Run: Complete the main three questlines while at level one, which requires you to go through the game without leveling ANY skills. [[spoiler:[[LoopholeAbuse Werewolf form, Vampire Lord form, and Shouts don't contribute experience]], so you're not necessarily stuck punching things to death.]]
*** This means you can't:
--->Use any weapons, armor, shields, or spells.\\
Purchase any items from or sell any items to vendors.\\
Persuade, Bribe, or Intimidate any [[NonPlayerCharacter NPCs]].\\
Pickpocket or Lockpick anything.\\
Craft weapons, armor, or potions.\\
Enchant or disenchant any item.\\
Sneak.
** No Shout Run: Clear the main questline while learning and using as few Shouts as possible. At the very minimum, you are required to Shout a total of [[spoiler:seven times, although you really need to make your Shouts count in the boss fights]].
free.



** [[invoked]] One particular example exists for the quest "Lights Out!", received from Jaree-Ra. It's possible to get a random quest from Falk Firebeard, Jarl Elisif's steward, to take out some bandits in Broken Oar Grotto... which happens to be the lair of the Blackblood Marauders, the pirates for whom Jaree-Ra and his sister Deeja are working. You can then read Captain Hargar's journal and find out that they're looking for a fall guy to put out the lighthouse for them. You can continue with the quest anyway, and after dispatching Deeja, you'll find Jaree-Ra alone in the grotto with the dead Marauders you took out earlier; apparently he's unfazed by the fact that the crew he's been working with has been slain to a man and he just attacks you on sight. Unfortunately, there is no option to let Jaree-Ra and Deeja know you're wise to the fact that they're trying to set you up and rub it in their faces [[AntiClimaxBoss before you kill them without breaking a sweat.]]

to:

** [[invoked]] One particular example exists for the quest "Lights Out!", received from Jaree-Ra. It's possible to get a random quest from Falk Firebeard, Jarl Elisif's steward, to take out some bandits in Broken Oar Grotto... which happens to be the lair of the Blackblood Marauders, the pirates for whom Jaree-Ra and his sister Deeja are working. You can then read Captain Hargar's journal and find out that they're looking for a fall guy to put out the lighthouse for them. You can continue with the quest anyway, and after dispatching Deeja, you'll find Jaree-Ra alone in the grotto with the dead Marauders you took out earlier; apparently he's unfazed by the fact that the crew he's been working with has been slain to a man and he just attacks you on sight. Unfortunately, there is no option to let Jaree-Ra and Deeja know you're wise to the fact that they're trying to set you up and rub it in their faces [[AntiClimaxBoss before you kill them without breaking a sweat.]]



* SerialKiller: One of these is on the loose in Windhelm, although you won't learn about it until your fourth visit to the city. [[spoiler:A quick count of the skulls in his lair indicates he has killed at least 14 victims before you got involved.]]

to:

* SerialKiller: SerialKiller:
**
One of these is on the loose in Windhelm, although you won't learn about it until your fourth visit to the city. [[spoiler:A quick count of the skulls in his lair indicates he has killed at least 14 victims before you got involved.]]



* SerratedBladeOfPain: The Forsworn weapons consist of hand-made weapons with loads of sharp bones and fangs to form serrated edges.



* ShieldBash: The shield bash is an incredibly useful move in the game, and some of the perks within the Shield tree allow it to be enhanced further, so it can actually deal reasonable damage, knock an enemy back, cause them to drop their weapon, or even perform a FoeTossingCharge. The main use of it, however, is to stun an enemy for a few moments, which if used at the right moment can interrupt their attacks and leave them vulnerable. There are even special shields that provide bonuses from a shield bash, from causing damage over time to 'literally' blowing an opponent away.



* ShippedInShackles: At the start, you and the rest of your party are all shackled in a cart, being taken to your execution.



* ShootTheShaggyDogStory: [[invoked]] A remarkably short example: you find a roughly circular area where everything was torched. In the middle, a [[WreathedInFlames spell tome of fire cloak]]. [[GoneHorriblyRight Next to it,]] [[ManOnFire a burnt, doubled over corpse]]. This is one of four apprentices of the Mage College in Winterhold who recently left to perform experiments in the field. The other three can also be found - one as a corpse surrounded by skeevers, with a few scrolls of fury and calm (perhaps he tried one and found it [[GoneHorriblyRight too much a success to try the other]]), and the other two as (respectively) a frostbitten corpse and riddled with arrows, both as a result of failures to find ways to keep mead magically chilled.
** [[invoked]] In the [[GrimUpNorth icy, Arctic-like wasteland]] near Winterhold, there is a skeleton with its leg caught in a [[BearTrap bear trap]]. Another skeleton is [[PleaseDontLeaveMe sitting next to it]], [[TearJerker looking towards the trapped one.]]
* [[invoked]] ShopliftAndDie: While shopkeepers will draw weapons and attack (and report you for crimes) if you do take stuff in front of them, they ''finally'' don't put steal-able items in front of them so you don't accidentally bump the mouse or the analog stick and the game interprets this as theft. On the other hand, if you do steal from them and don't pay with your life... they might send thugs after you to "teach you a lesson", telling the thugs on their contract they don't have to kill you but the hirer doesn't mind if they do. That's right, the victim may try even harder than just attacking you to ensure you will die for theft, even if it was something incredibly small and you paid off your bounty! Sometimes they'll even send thugs after you when there were no witnesses to prove it was you - or even when they're dead!

to:

* ShootTheShaggyDogStory: [[invoked]] ShootTheShaggyDog:
**
A remarkably short example: you find a roughly circular area where everything was torched. In the middle, a [[WreathedInFlames spell tome of fire cloak]]. [[GoneHorriblyRight Next to it,]] [[ManOnFire a burnt, doubled over corpse]]. This is one of four apprentices of the Mage College in Winterhold who recently left to perform experiments in the field. The other three can also be found - one as a corpse surrounded by skeevers, with a few scrolls of fury and calm (perhaps he tried one and found it [[GoneHorriblyRight too much a success to try the other]]), and the other two as (respectively) a frostbitten corpse and riddled with arrows, both as a result of failures to find ways to keep mead magically chilled.
** [[invoked]] In the [[GrimUpNorth icy, Arctic-like wasteland]] near Winterhold, there is a skeleton with its leg caught in a [[BearTrap bear trap]]. Another skeleton is [[PleaseDontLeaveMe sitting next to it]], [[TearJerker looking towards the trapped one.]]
one.
* [[invoked]] ShopliftAndDie: While shopkeepers will draw weapons and attack (and report you for crimes) if you do take stuff in front of them, they ''finally'' don't put steal-able items in front of them so you don't accidentally bump the mouse or the analog stick and the game interprets this as theft. On the other hand, if you do steal from them and don't pay with your life... they might send thugs after you to "teach you a lesson", telling the thugs on their contract they don't have to kill you but the hirer doesn't mind if they do. That's right, the victim may try even harder than just attacking you to ensure you will die for theft, even if it was something incredibly small and you paid off your bounty! Sometimes they'll even send thugs after you when there were no witnesses to prove it was you - or even when they're dead!



** 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).

to:

** 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).



* SignificantAnagram: The father of one of the adoptable children in the Hearthfire expansion is named "Lemkil", which is an anagram of "Kill Me"; something quite a few players are [[AssholeVictim quite willing to oblige]] with [[AbusiveParents how he treats his daughter]], who you can then adopt.



* SkeletonsInTheCoatCloset: The primary material for Dragonbone equipment is, of course, bones acquired from slaying actual dragons. There's really nothing more appropriate than killing dragons with the bones of other dragons you've already killed. (There's even unique dialogue for it from the final boss.)
* SlaveRace: The Falmer spent many generations as slaves to the Dwemer before rebelling and warring with them until, for unrelated reasons, the Dwemer all disappeared. [[spoiler: The Dwemer were so thorough in their enslavement of the Snow Elves, who turned into the Falmer, that now only ''two'' Snow Elves are known to remain... and one of those is a vampire whom you must kill.]]

to:

* SkeletonKey: Such a key can unlock ''anything'', [[FullPotentialUpgrade including]] the [[CharlesAtlasSuperpower limits of human potential]]. [[spoiler:Mercer Frey]] uses it precisely for this purpose in the ThievesGuild quest line. Unfortunately, in the hands of the player, it once again serves as ''just'' an unbreakable lockpick. And in order to complete the Thieves' Guild questline, you have to return it to Nocturnal, though you do get some good armor and a once-per-day superpower out of the deal. Granted, a Lockpicking perk gives you an unbreakable lockpick anyway and the minigame isn't hard.
* SkeletonsInTheCoatCloset: The primary material for Dragonbone equipment is, of course, bones acquired from slaying actual dragons. There's really nothing more appropriate than killing dragons with the bones of other dragons you've already killed. (There's There's even unique dialogue for it from the final boss.)
boss.
* SlaveRace: SkewedPriorities:
** Say you're a bandit, camped out in an abandoned tower in the middle of the forest. [[PlayerCharacter Some guy/girl]] walks up and you decide to rob him. Suddenly, a dragon flies by overhead and starts attacking! What do you do? Why, continue trying to rob the mysterious stranger, of course!
** For whatever reason, enemy [=NPCs=] are absolutely fixated on your horse, and will target it instead of you or anything else. Dragons especially have a habit of going after things other than the Dragonborn, with their horse taking top priority. This sometimes results in you entering into a pitched battle with a dragon, only for it to decide to go fly off and fight some bears or mudcrabs hundreds of yards away.
* SkillPointReset: The 1.9 patch allows you to give 'Legendary' status to any maxed-out skill, resetting it to 15 (from 100) and refunding any perks you put into it. This allows you to level-up indefinitely by re-training the skill over and over again. Completing the ''Dragonborn'' DLC campaign gives you access to a special location where you can reset all perks (but not levels) in any skill for one dragon soul per skill. The reset perks are fully refunded and can be spent freely right away.
* SlaveMooks: The Falmer have been shown to practice slavery. These "Falmer Servants" wear rags and are much weaker than most other hostile sentient characters, as well as compared to the Falmer that they accompany.
* SlaveRace:
**
The Falmer spent many generations as slaves to the Dwemer before rebelling and warring with them until, for unrelated reasons, the Dwemer all disappeared. [[spoiler: The Dwemer were so thorough in their enslavement of the Snow Elves, who turned into the Falmer, that now only ''two'' Snow Elves are known to remain... and one of those is a vampire whom you must kill.]]



* SlippySlideyIceWorld: Most of the game's world is this. Especially the northern Holds of the province, which are filled with icy marshes and large glaciers. The southern parts of Skyrim avert this trope, as they are mostly covered in green forests.



* [[invoked]] SoLongAndThanksForAllTheGear: On occasion, a quest will prevent a follower from tagging along. Sometimes, the follower will just announce that he/she will be waiting where you found them, but other times, the follower just won't be there when you go through a door or talk to a certain person. This can be maddening if you have them carrying something important for you, like a weapon too heavy for you to carry or specialized gear you bring for specific situations. Also, it's ''not'' unheard of for the game to "lose" them. In most cases you can simply find them by returning to their home (or wherever you recruited them), but it's also possible for followers to glitch out and/or "die" on the way back to the meeting spot, in which case.... yeah.



* SoLongAndThanksForAllTheGear: On occasion, a quest will prevent a follower from tagging along. Sometimes, the follower will just announce that he/she will be waiting where you found them, but other times, the follower just won't be there when you go through a door or talk to a certain person. This can be maddening if you have them carrying something important for you, like a weapon too heavy for you to carry or specialized gear you bring for specific situations. Also, it's ''not'' unheard of for the game to "lose" them. In most cases you can simply find them by returning to their home (or wherever you recruited them), but it's also possible for followers to glitch out and/or "die" on the way back to the meeting spot.



* SpaceCompression: With a little bit of ThrivingGhostTown. Major battles are fought by dozens of men rather than, say, hundreds, and the cities aren't exactly huge. These are mostly AcceptableBreaksFromReality, though, and pretty par for the course for an ''Elder Scrolls'' game by now anyway.
** Particularly noteworthy in ''Skyrim'' is the complete removal of about 4-5 small towns entirely from the world map, and 3 are now just random inns along the road. This wouldn't be so notable if it wasn't for the fact that one of towns reduced to an inn is Old Hroldan, which was the site of a major battle that would be the start of TheEmpire. The game even mentions that Hroldan should be a town and calls attention to it with a quest due to its historical significance with Talos. At least one of them, Heljarchen, was intended to be in the game, but was ultimately scrapped; the only remnants of its existence are the Nightgate Inn and some DummiedOut keys that used to belong to its inhabitants.
* SpamAttack: If you time your castings right, you can put out an impressive volume of fire with two-handed non-dual-cast Destruction spells. Special shout-out goes out to a [[ReviveKillsZombie non-destruction-school attack spell]] provided by ''Dawnguard'': [[LightEmUp Vampire's Bane]], which charges up ready to cast even faster than the Destruction spells, allowing you to put out a blinding amount of area-effect LightEmUp damage and emptying your magicka bar in very short order.
** Can also be done by dual wielding daggers with the appropriate perks from the One-handed tree. Exaggerated if combined with the Elemental Fury shout.

to:

* SpaceCompression: With a little bit of ThrivingGhostTown. Major battles are fought by dozens of men rather than, say, hundreds, and the cities aren't exactly huge. These are mostly AcceptableBreaksFromReality, though, and pretty par for the course for an ''Elder Scrolls'' game by now anyway.
**
anyway. Particularly noteworthy in ''Skyrim'' is the complete removal of about 4-5 small towns entirely from the world map, and 3 are now just random inns along the road. This wouldn't be so notable if it wasn't for the fact that one of towns reduced to an inn is Old Hroldan, which was the site of a major battle that would be the start of TheEmpire. The game even mentions that Hroldan should be a town and calls attention to it with a quest due to its historical significance with Talos. At least one of them, Heljarchen, was intended to be in the game, but was ultimately scrapped; the only remnants of its existence are the Nightgate Inn and some DummiedOut scrapped keys that used to belong to its inhabitants.
* SortingAlgorithmOfThreateningGeography: You're first given free reign in the warm, wooded areas of the game, as opposed to the completely frozen parts you'll run into later.
* SortingAlgorithmOfWeaponEffectiveness: Downplayed in relation to ''Oblivion''. You'll never see bandits in Daedric armor, but the general level of gear found in the world does increase as you play. You can [[JustifiedTrope justify]] some of it if you try hard enough; the player is constantly delving into ruins that have lain untouched for aeons and bringing out priceless treasures which he turns around and sells in town. That's a whole lot of new wealth being pumped into the local economy, and with a war going, maybe it's not surprising that a lot of it goes into creating or importing high-quality armaments.
* SoulJar: The insane necromancer Malyn Varen successfully managed to pervert Azura's Star into housing his soul, in his quest to live forever. Cleansing the star of his soul is a part of Azura's Daedric quest.
* SoundCodedForYourConvenience:
** There's a ''very'' distinct audio cue for knowing there's a dragon nearby. You'll be running through the wilderness or through an open town and there will be a sort of echo off in the distance, sounding as if it was carried in on the wind. Or just that straight up roar, rush of wind and dramatic battle music.
** It's also usually pretty easy to tell what kind of enemy any particular dungeon will hold in store for you just by listening at the entrance. Frostbite spiders make a distinct shuffling noise as they scurry around. The smaller albino spiders make a crinkly, creeping noise. Skeletons creak back and forth like they need oil. Draugr make short, sharp, grunty growly sounds. And bandits and other people tend to talk to each other and themselves, at least until they notice you.
* SpaceCompression: Bethesda says the explorable area is comparable in size to ''Oblivion'', though ''Skyrim'' also uses winding pathways as was done in ''Morrowind'' to give a greater sense of vastness. The way the world has shrunken down stands out when comparing locations featured in ''Arena'' to ''Skyrim'', such as the town of Riverwood. In ''Arena'' it's a bustling town that contains 200 or 300 buildings, but in ''Skyrim'' it's a hamlet with seven houses.
* SpamAttack: If you time your castings right, you can put out an impressive volume of fire with two-handed non-dual-cast Destruction spells. Special shout-out goes out to a [[ReviveKillsZombie non-destruction-school attack spell]] provided by ''Dawnguard'': [[LightEmUp Vampire's Bane]], which charges up ready to cast even faster than the Destruction spells, allowing you to put out a blinding amount of area-effect LightEmUp damage and emptying your magicka bar in very short order.
**
order. Can also be done by dual wielding daggers with the appropriate perks from the One-handed tree. Exaggerated if combined with the Elemental Fury shout.



** Not you this time: [[spoiler:Alduin pretty much ruined Tullius's clean capture and execution of Ulfric in the beginning of the game. It would likely have ended the civil war then and there.]]

to:

** Not you this time: [[spoiler:Alduin pretty much ruined Tullius's clean capture and execution of Ulfric in the beginning of the game. It would likely have ended the civil war then and there.]]



* SpearCounterpart[=/=]DistaffCounterpart: Thongvor Silver-Blood and Maven Black-Briar. Each is the head of a commercially successful family - who owes that success to shady and illegal dealings. Maven works with both the Thieves' Guild and the Dark Brotherhood; Thongvor employs mercenaries to bully mine owners and Forsworn assassins to silence his enemies. Both are replacement Jarls for their respective holds if said holds change sides. In both cases, they have so much influence in the hold and have bribed the local guards so successfully, they arguably [[IOwnThisTown have more power over the town than the rightful Jarls do]]. Also, each of them have goons in town who will warn the player of their respective family's influence over the town (Maul for Maven, Yngvar the Singer for Thongvor), and said goons become Housecarls if Thongor/Maven become Jarl.[[note]]For a dash of funny, the goons in question also have the same voice actor.[[/note]]

to:

* SpearCounterpart[=/=]DistaffCounterpart: SpearCounterpart: Thongvor Silver-Blood and Maven Black-Briar. Each is the head of a commercially successful family - who owes that success to shady and illegal dealings. Maven works with both the Thieves' Guild and the Dark Brotherhood; Thongvor employs mercenaries to bully mine owners and Forsworn assassins to silence his enemies. Both are replacement Jarls for their respective holds if said holds change sides. In both cases, they have so much influence in the hold and have bribed the local guards so successfully, they arguably [[IOwnThisTown have more power over the town than the rightful Jarls do]]. Also, each of them have goons in town who will warn the player of their respective family's influence over the town (Maul for Maven, Yngvar the Singer for Thongvor), and said goons become Housecarls if Thongor/Maven become Jarl.[[note]]For a dash of funny, the goons in question also have the same voice actor.[[/note]]



* SpikesOfDoom: Everywhere. You can't [[HoldYourHippogriffs swing]] a dead [[CallARabbitASmeerp skeever]] without hitting a spike trap in some dungeons.

to:

* SpiderTank: Returning from ''Morrowind'' are the [[OurDwarvesAreAllTheSame Dwemer-built]] Spider Centurion MechaMooks, which are FunSize Spider Tanks that appear in Dwemer ruins.
* SpikesOfDoom: Everywhere. Spike traps are nearly everywhere. You can't [[HoldYourHippogriffs swing]] swing a dead [[CallARabbitASmeerp skeever]] skeever without hitting a spike trap in some dungeons.dungeons, unless you're paying full attention to your surroundings.



* SpiritualSuccessor: The ''Dragonborn'' expansion can be seen as this to ''Bloodmoon,'' a DLC for ''Morrowind''. They both take place in Solstheim, both have quests involving Falx Carius and Fort Frostmoth, and both expansions are the only times you'll run into the Skaal.

to:

* SpiritualSuccessor: The ''Dragonborn'' expansion SpinAttack: You can be seen as do this to ''Bloodmoon,'' with a DLC [[ChargedAttack power attack]] if you dual wield one-handed weapons.
* {{Spinventory}}: You can get a good look at the 3D model
for ''Morrowind''. They both take place any item in Solstheim, both have quests involving Falx Carius and Fort Frostmoth, and both expansions are the only times you'll run your inventory. It particularly comes into play if you need to find the Skaal.combination that's on the underside of the Dragon Claws. [[OlderThanTheyThink Incidentally, this feature actually debuted in the earlier spin-off Redguard]].



* TheSquadette: Gender makes very little difference in ''most'' professions, but standard nameless town guards or Imperial/Stormcloak soldiers have about a 1:7 ratio of women to men.
** Generic female Imperial Legion soldiers are so rare, if you spawn one or find one out in the wild, they actually don't have any voice lines recorded. They're one of the few types of generic NPC that is entirely mute.
* SssssnakeTalk: Averted! Argonians have a slight rasp to their voices, but otherwise speak completely normally this time. They don't even mutter "The prey approaches!" anymore if they don't like you. They sometimes hiss in combat, but it lacks words.
** The males have a slight rasp to their voice. Females sound like they've been smoking three packs a day for the last ten years.

to:

* SprintMeter: The game brings back a Fatigue-draining sprint (which drains faster than ''Morrowind'' sprinting), and is otherwise similar to ''Oblivion''. The same meter also covers your ability to perform power attacks, and to zoom in while aiming a bow.
* TheSquadette: Gender makes very little difference in ''most'' professions, but standard nameless town guards or Imperial/Stormcloak soldiers have about a 1:7 ratio of women to men.
**
men. Generic female Imperial Legion soldiers are so rare, if you spawn one or find one out in the wild, they actually don't have any voice lines recorded. They're one of the few types of generic NPC that is entirely mute.
* SquareRaceRoundClass:
** Urag gro-Shub, the Orc librarian at the [[WizardingSchool Mages College]].
** Also, to lesser extent, any Nord mages, such as Onmund, Tolfdir, Farengar Secret-Fire, Wuunferth the Unliving and, possibly, a Nord [[PlayerCharacter Dragonborn]] who would happen to choose a Magic-oriented play style. Like Orcs and Redguards, most Nords are [[ProudWarriorRaceGuy proud warriors]] who think that [[DoesNotLikeMagic magic is for the weak]].
** However, many of the (ancient Nordic) draugr use magic, and indeed, another Nord character states that the ancient Nords had absolutely no problems using magic -- the disdain and suspicion many Nords have of magic-users is a more recent development. Heck, if you decide you want to go on a crime spree in Whiterun, one of the (Nord!) guards will shoot icicles at you, while all the rest shoot arrows or simply chase you and try to stab you.
** A lesser example would be Legates Fasendil and Sevan Telendas, an Altmer (High Elf) and Dunmer (Dark Elf) respectively who wear heavy Legion armor and belong to the "Soldier" class. Altmer are almost always mages, and while Dunmer are [[JackOfAllStats more versatile]], they also tend to blend in more mage and/or thief-like skills.
** There's a (terrible) Orc bard and a (not terrible) Orc master chef as targets in the Dark Brotherhood questline and Arnbjorn carries on the legacy of the Orc assassin from Oblivion. He's a Nord as well as a Werewolf.
** Most of the Brotherhood members are sneaky assassin types as you'd expect, but then there's Festus Krex, a '''Destruction mage''' who very much believes ThereIsNoKillLikeOverkill. Destruction magic tends to involve large, fiery explosions and loud, bright lightning bolts, not exactly prime material for discreet assassination unless you want to burn down the target's house and possibly the entire town along with it. One hopes he at least has the Illusion perk that makes all spells silent to others...
** Falion, the wizard in Morthal whom nobody trusts, is a Redguard ''Conjurer''. Redguards in ''Skyrim'' now start with small bonuses to Destruction and Alteration, but Conjuration is still seen as a wicked art for Daedra-worshippers and necromancers. Falion is a necromancer who has dealings with the Daedra, but he doesn't seem to be a bad person and will even cure you of vampirism if you ask him to.
** Zig-zagged with Tsun, the ancient Nord or proto-Nord god who guards the path to the Hall of Valor in Sovngarde, who has unique dialogue depending on what faction you have risen to the top of. As expected, he salutes Harbingers of the warrior Companions and dislikes of any cowardly thieves or lowly assassins, but he is surprisingly approving of the master of the College of Winterhold. Apparently magecraft was far more respected in the old days, and he regrets that modern Nords have turned their backs on magic.
--->''"Well met, mage of Skyrim. The Nords may have forgotten their forefathers' respect for the Clever Craft, but your comrades throng this hall. Here in Shor's house we honor it still."''
* SssssnakeTalk: Averted! Argonians have a slight rasp to their voices, but otherwise speak completely normally this time. They don't even mutter "The prey approaches!" anymore if they don't like you. They sometimes hiss in combat, but it lacks words.
**
words. The males have a slight rasp to their voice. Females sound like they've been smoking three packs a day for the last ten years.



* StealthBasedMission: Ideally, most of the Thieves' Guild missions are set up to be completed by stealth and guile rather than brute force; enemies are often much stronger than you can take on in multiples at your current level and are better off backstabbed or avoided entirely. However, as Maven Black-Briar herself puts it, all that matters is the results, so you ''could'' run around in the open stabbing enemies if you feel like it.

to:

* StealthBasedMission: StealthBasedMission:
**
Ideally, most of the Thieves' Guild missions are set up to be completed by stealth and guile rather than brute force; enemies are often much stronger than you can take on in multiples at your current level and are better off backstabbed or avoided entirely. However, as Maven Black-Briar herself puts it, all that matters is the results, so you ''could'' run around in the open stabbing enemies if you feel like it.



** Dragons' powers, such as breathing fire, are powered by speaking words of their ancient language. The game describes this as "a deadly verbal debate", or in other words, a flame war.
*** Their combat-by-words system also evokes a fantasy version of [[https://en.wikipedia.org/wiki/Flyting flyting]], i.e. ancient Viking rap battles with all the personal attacks that entails. They're literally roasting each other.

to:

** Dragons' powers, such as breathing fire, are powered by speaking words of their ancient language. The game describes this as "a deadly verbal debate", or in other words, a flame war. \n*** Their combat-by-words system also evokes a fantasy version of [[https://en.wikipedia.org/wiki/Flyting flyting]], i.e. ancient Viking rap battles with all the personal attacks that entails. They're literally roasting each other.



*** Speaking of the Flame Atronachs, their mode of attack is to throw fireballs at the enemies of whoever summoned them. Or, to put it another way, they provide fire support.
* [[invoked]] StealthRun: As noted above, this is encouraged by the Thieves' Guild, but the Dark Brotherhood also encourage this to some extent, and a large number of quests can be completed this way, if the player so chooses. [[spoiler:Boethiah]] demands you do this for her quest, though there are no consequences for being detected.

to:

*** Speaking of the Flame Atronachs, their ** The mode of attack of the Flame Atronachs is to throw fireballs at the enemies of whoever summoned them. Or, to put it another way, they provide fire support.
* [[invoked]] StealthRun: As noted above, this This is encouraged by the Thieves' Guild, but the Dark Brotherhood also encourage this to some extent, and a large number of quests can be completed this way, if the player so chooses. [[spoiler:Boethiah]] demands you do this for her quest, though there are no consequences for being detected.



* StormingTheCastle: The ''second'' main plotline (the CivilWar) culminates in you doing this to your opposing faction. Also, the good path of [[spoiler:the Dark Brotherhood has you pulling one on their Sanctuary.]]
** You also get to storm [[spoiler:Castle Volkihar]] during the climax of the Dawnguard storyline if you've sided with the Dawnguard, or [[spoiler:Fort Dawnguard]] if you've sided with the Volkihar following [[spoiler:the overthrow of Lord Harkon]].
* StoryDrivenInvulnerability: Alduin. Also happens with any number of [=NPCs=] who are necessary for certain quests (some keep this status only until their quest is completed, while others keep it permanently). This is particularly vexing after the civil war plot is resolved; you are pretty much directly instructed to find the remaining enemy camps and wipe them out, but each one will be overseen by an "Essential" enemy leader who cannot be killed.
* StrippedToTheBone: What happens to pretty much every dragon you kill, due to the effects of absorbing the dragon's soul. In ''Dragonborn'', we learn that this effect even extends to [[spoiler:Dragonborn]] as well, as the fate of [[spoiler:Miraak]] proves.
* {{Stripperiffic}}: Refreshingly averted (mostly), since the female armor actually looks like it could protect vital areas in combat [[JustifiedTrope (also, it gets cold in Skyrim)]]. There are some exceptions, however. One type of fur armor only has a bra on top if you're female, and if you're male it's fully topless. Also, PC gamers who miss this trope can find many mods which bring it out in force.

to:

* StopBeingStereotypical: This is the attitude of most non-Thalmor elves about [[ANaziByAnyOtherName the Thalmor]], ''especially'' other Altmer (high elves). The Thalmor take all the most negative Altmeri beliefs and cultural aspects (such as FantasticRacism against Men and other elves to a lesser extent) and absolutely run with them ([[FeelingOppressedByTheirExistence they think the mere existence of humanity is a mortal sin]]), and have managed to take over the Aldmeri Dominion and used it to launch a genocidal war. Of course, the Thalmor's default response to Altmer who don't share their views is to declare them NoTrueScotsman and massacre them, so you can see where the hatred is coming from.
* StormingTheCastle: The ''second'' main plotline (the CivilWar) culminates in you doing this to your opposing faction. Also, the good path of [[spoiler:the Dark Brotherhood has you pulling one on their Sanctuary.]]
**
]] You also get to storm [[spoiler:Castle Volkihar]] during the climax of the Dawnguard storyline if you've sided with the Dawnguard, or [[spoiler:Fort Dawnguard]] if you've sided with the Volkihar following [[spoiler:the overthrow of Lord Harkon]].
* StoryBranchFavoritism:
** This time around, you can play as one of ten different races. However, because it explores Nordic culture, gives the PlayerCharacter the power of the [[MakeMeWannaShout Thu'um]], which lore-wise has always been associated with the Nords, and depicted the Dragonborn as a burly Nord warrior on all the promotional material, there's no mistake as to which race the game is kind of expecting you to play as. Furthermore, some races, like the [[LizardFolk Argonians]] and [[CatFolk Khajiit]], are subjected to FantasticRacism and not allowed into some cities, [[GameplayAndStorySegregation but the player is inexplicably free of such restrictions]].
** Inverted in the case of the Bretons. They are uniquely largely free of any racial pros or cons due to story or unique dialogue. No {{Non Player Character}}s hate them, but no one thinks anything special of them either, aside from two instances in the entire game: a quest where players replace a reclusive chef that is a master of Breton cuisine (the original is an Orc, but as no one knows this, your assistant for the quest casually remarks that it's too obvious for you to be a Breton because of their reputation.) and having average ability to disguise themselves as a Thalmor. Being humans with Elvish ancestors allows them to pass for an elf at a distance as long as their hood is up.
* StoryDrivenInvulnerability: Alduin. Also happens with any number of [=NPCs=] who are necessary for certain quests (some keep this status only until their quest is completed, while others keep it permanently). This is particularly vexing after the civil war plot is resolved; you are pretty much directly instructed to find the remaining enemy camps and wipe them out, but each one will be overseen by an "Essential" enemy leader who cannot be killed.
* StrippedToTheBone: What happens to pretty much every dragon you kill, due to the effects of absorbing the dragon's soul. In ''Dragonborn'', we learn that this effect even extends to [[spoiler:Dragonborn]] as well, as the fate of [[spoiler:Miraak]] proves.
* {{Stripperiffic}}: Refreshingly averted {{Stripperiffic}}:
** Averted
(mostly), since the female armor actually looks like it could protect vital areas in combat [[JustifiedTrope (also, it gets cold in Skyrim)]]. There are some exceptions, however. One type of fur armor only has a bra on top if you're female, and if you're male it's fully topless. Also, PC gamers who miss this trope can find many mods which bring it out in force.



* StupidCrooks: The bandits who pretend to be Legion soldiers. Trying to squeeze "taxes" from either a Stormcloak or a real Imperial Legion officer (who also happens to be the walking divine intervention against giant fire-breathing god-lizards) is not a good idea.

to:

* StupidCrooks: StupidCrooks:
**
The bandits who pretend to be Legion soldiers. Trying to squeeze "taxes" from either a Stormcloak or a real Imperial Legion officer (who also happens to be the walking divine intervention against giant fire-breathing god-lizards) is not a good idea.



** Similarly, the random Thieves encounter. Even if you're currently a werewolf, vampire lord, or member of the ThievesGuild, they'll still walk up to you and try to extort money. (Now, if you are a member of the Thieves' Guild and wearing the Guild armour at the time they try to rob you, you can point this [[FailedASpotCheck obvious oversight]] out to them... and if you're the Guild-Master, you get the infinitely better option to shake ''them'' down for money for having the gall to try and rob their boss!)
* StupidityIsTheOnlyOption: One quest that involves tracking down the corpses of a fallen expedition into a Dwemer ruin includes the objective to find and activate the Dwemer defenses, namely their golems, which you then must fight to escape. However, justified - in a NiceJobBreakingItHero moment, the player killed the giant spider that was stopping the Falmer from invading Markarth from below, so reactivating the defenses is necessary to prevent this from now happening.

to:

** Similarly, the The random Thieves encounter. Even if you're currently a werewolf, vampire lord, or member of the ThievesGuild, they'll still walk up to you and try to extort money. (Now, if you are a member of the Thieves' Guild and wearing the Guild armour at the time they try to rob you, you can point this [[FailedASpotCheck obvious oversight]] out to them... and if you're the Guild-Master, you get the infinitely better option to shake ''them'' down for money for having the gall to try and rob their boss!)
* StupidityIsTheOnlyOption: StupidityInducingAttack: There are two diseases that affect Magicka: Witbane and Brain Rot. The former slows down Magicka regeneration, the latter reduces your maximum Magicka. They are contracted from being attacked by Sabre Cats and Hagravens respectively.
* StupidityIsTheOnlyOption:
**
One quest that involves tracking down the corpses of a fallen expedition into a Dwemer ruin includes the objective to find and activate the Dwemer defenses, namely their golems, which you then must fight to escape. However, justified - in a NiceJobBreakingItHero moment, the player killed the giant spider that was stopping the Falmer from invading Markarth from below, so reactivating the defenses is necessary to prevent this from now happening.



* SuicidalOverconfidence: Aside from what we've grown to expect, occasionally [=NPCs=] will try to pick a fight with you, and accepting the challenge starts hand-to-hand combat. While all this is by no means unusual, said [=NPCs=] will pick fights with you even after it becomes known nationwide that you're the Dragonborn - which means you've killed at least one huge dangerous dragon. This doesn't seem to faze them. They'll also challenge Khajiit (who have huge claws) to unarmed combat.
** Hired thugs sent by someone you've stolen from will walk up to you, declare their intent to "teach you a lesson", and attack. Setting aside the possibility of the player being much more powerful than them, thugs aren't picky about where or when they turn up, resulting in them having a chance to show up in places like the College of Winterhold or even '''High Hrothgar''', which are inhabited by people that can tear them a new one and don't take kindly to people making threats to one of their own.
* SummonBiggerFish: As noted above under StupidityIsTheOnlyOption, clearing out one Dwemer ruin of the Falmer that would invade the connecting city requires the player to activate the Dwemer golems, which will then wipe them out. The golems, at least, will stay in the ruin.

to:

* SuicidalOverconfidence: Aside from what we've grown SuicidalOverconfidence:
** Every time you bring a humanoid NPC
to expect, occasionally very low health, they fall to their knees and surrender or beg for their lives. When you do nothing and let them get back on their feet, they resume fighting. Low-level enemies such as standard bandits also cheerfully ignore the fact that you may be equipped with Daedric armor and weapons despite the fact that you can kill them in one hit with a normal attack.
** ''Skyrim'' is littered with
[=NPCs=] will who'll try to pick a fight with you, and accepting the challenge which starts hand-to-hand combat. While all this is by no means unusual, said [=NPCs=] will pick fights with you even after it becomes known nationwide that you're the Dragonborn - which means you've killed at least one huge ''huge dangerous dragon.dragon''. This doesn't seem to faze them. They'll They're also challenge perfectly fine doing this in rags while the player is wearing heavy armor, which not only renders punching a moot point but also ''boosts unarmed damage'' if a particular perk is taken.
** They will also cheerfully offer to fight [[CatFolk Khajiit]] characters in unarmed combat, even though
Khajiit (who have a huge claws) advantage in "unarmed" combat due to unarmed combat.
their large claws. Khajiit are so lethal when 'unarmed' that they do more damage with their claws than most of the standard one-handed weapons available, and this fact is not a secret to the residents of Skyrim.
** Hired thugs sent by someone The same goes for [[LizardFolk Argonian]] characters, who also have rather respectable claws. While their slashing ability is only half as powerful as a Khajiit's, they also have a racial skill that boosts their RegeneratingHealth to such a degree that it effectively makes them {{Nigh Invulnerab|ility}}le damage-soaking monsters for a full minute. Just as with the Khajiit, it isn't as though this is a racial secret kept from the region's inhabitants.
** [[http://www.uesp.net/wiki/Skyrim:Maurice_Jondrelle Maurice Jondrelle]]. He's an optional NPC follower who may join you during "The Blessings of Nature" quest and if he's with you at the goal you get an alternate option for finishing it. But good luck getting him there alive without cheating (or fast traveling). He is essentially a civilian monk, unarmed, unarmored, lacking in any of the control commands that normal followers have (i.e. "Wait here."), and utterly devoid of survival instincts or actual combat ability. None of this stops him from attempting to box anything that attacks the player: bears, sabre cats, giants, aforementioned huge dragons... He'll also attack the player if he is told the purpose of the trip was to wound the sacred tree of Kynareth. He's a very devout follower and couldn't just watch you casually desecrate one of his goddess' creations, but it's still pretty suicidal of him.
** There's the player's horse, which usually runs away from combat. Every now and then, though, it will decide to go on the offensive and charge straight into a mob of bandits. Even if
you've stolen from parked it half a mile away, it will walk up still run in and get itself killed when the fighting starts.
** When dragons attack towns and villages, the citizens of such frequently leap into the fray
to you, declare attack said massive magic-wielding megafauna armed with nothing but their intent to "teach fists, shouting "Die, dragon!" Justified with [[RedShirtArmy the Guards]], and maybe [[ProudWarriorRaceGuy Nords]], but everyone else...
** If you're past a certain level of power when
you a lesson", and attack. Setting aside do the possibility Staff of Magnus quest, a Thalmor named Estormo ends up being this. He confronts you at the end of the player being much more powerful than them, thugs aren't picky about where or when they turn up, resulting in them having a chance to show up in places like quest and demands you surrender the College eponymous staff. When you tell him to get out of Winterhold or even '''High Hrothgar''', which are inhabited by people that can tear them a new one and the way, he sneers, "You fool, you don't take kindly stand a chance" about two seconds before you impale him on your sword.
** Rochelle the Red in the Hearthfire DLC will kidnap the player's spouse for ransom. Sure, it can be a pretty impressive feat depending on circumstances (you can marry some really badass people), but all it really accomplishes is getting the [[TheDragonslayer Dragon]][[OneManArmy born]] ''[[BullyingADragon really angry]]'' at her. An Intimidate check will cause her
to people making threats to one realize exactly how bad an idea this was; otherwise, she's heading straight for a CurbStompBattle at the hands of the [=PC=] and their own.
spouse.
* SummonBiggerFish: As noted above under StupidityIsTheOnlyOption, clearing SummonBiggerFish:
** Clearing
out one Dwemer ruin of the Falmer that would invade the connecting city requires the player to activate the Dwemer golems, which will then wipe them out. The golems, at least, will stay in the ruin.



* SuperBreedingProgram: The [[ANaziByAnyOtherName Thalmor]] seek to replace human dominance with elven dominance, so they pillage supplies from their annexed countries, breed like rabbits, and kill any babies they deem 'defective' in a bid for racial purity. [[spoiler:And unknown to most of the rank-and-file Thalmor, the Thalmor's high council are planning to make this extremist breeding [[AllForNothing amount to nothing]], [[OmnicidalManiac as they believe they can reincarnate into perfect unchanging beings by starving the gods of belief and destroying the universe]].]]



* SuperPersistentPredator: The game keeps this tradition alive in the series. Predatory creatures including bears, wolves, and sabrecats ''will'' chase you halfway across Skyrim once aggro'd.
* SuperTitle64Advance: The Virtual Reality edition of the game adds the VR initials at the end of its name.



* SwordOfPlotAdvancement:
** Nettlebane. It is the only weapon that can harm the Gildergreen, a sacred tree, and it is needed to clear a path to the Gildergreen and retrieve some of its sap. This is just part of a small sidequest though.
** In the ''Dawnguard'' DLC, there is a Bow of Plot Advancement, [[SacredBowAndArrows Auriel's Bow]], which you need if you want to defeat the final boss at the end of the quest line. Of course, said Bow is also very useful against undead.
* SycophanticServant: In the Dark Brotherhood questline, Cicero is this to [[spoiler:the Night Mother]] and, later, to you [[spoiler:if you spare him]].



* SycophanticServant: In the Dark Brotherhood questline, Cicero is this to [[spoiler:the Night Mother]] and, later, to you [[spoiler:if you spare him]].



* TailSlap: Dragons gains this ability after a patch, along with Wing Attack. This allows them to hit you even when you are not in front.



* [[TakeThatAudience Take That, Player]]: M'aiq the Liar reappears [[https://www.youtube.com/watch?v=-mxx4Qf1-Xc once more]]. About a third of his dialogue is shots at the UnpleasableFanbase, another third is [[LeaningOnTheFourthWall comments about gameplay]], and the rest is [[SelfDeprecation comments about disliked parts of previous games]].

to:

* [[TakeThatAudience Take That, Player]]: TakeThatAudience: M'aiq the Liar reappears [[https://www.youtube.com/watch?v=-mxx4Qf1-Xc once more]]. About a third of his dialogue is shots at the UnpleasableFanbase, fanbase, another third is [[LeaningOnTheFourthWall comments about gameplay]], and the rest is [[SelfDeprecation comments about disliked parts of previous games]].



* TerminalTransformation: The Wabbajack is a MagicStaff and artefact of the MadGod Sheogorath, which triggers [[RandomEffectSpell a random effect]] when its magic hits something. These effects can include the target suffering a permanent ForcedTransformation into an inanimate object, such as a sweetroll, a small pile of coins, some random books, or a large quantity of cheese. And there is ''nothing'' that can undo this transformation, nor is there any indication that the victim still retains their mind, making them effectively dead even if you ''don't'' eat the sweetroll.



* TempleOfDoom: The Nordic tombs and Dwemer ruins.

to:

* TempleOfDoom: The Nordic tombs various ancient Nord barrows qualify, being filled with booby traps and mummified tomb guardians. The Dwemer ruins.ruins also have a temple-like design, complete with several contraptions and setups that have to be dealt with during exploration.



* TerminalTransformation: The Wabbajack is a MagicStaff and artefact of the MadGod Sheogorath, which triggers [[RandomEffectSpell a random effect]] when its magic hits something. These effects can include the target suffering a permanent ForcedTransformation into an inanimate object, such as a sweetroll, a small pile of coins, some random books, or a large quantity of cheese. And there is ''nothing'' that can undo this transformation, nor is there any indication that the victim still retains their mind, making them effectively dead even if you ''don't'' eat the sweetroll.



* ThereAreNoTents: The game keeps the series' trend going. Once again, there are tents present in the game, mostly at permanent campsites and the like, but nothing portable.



* ThievesGuild: Riften's proud Thieves' Guild is not doing well in this game; there's even a lore book about it (with the author joining up with them to investigate why).
* ThisIsGonnaSuck: You know pain is coming when your follower utters a line like "I've got a bad feeling about this" or "Watch yourself." Farkas is particularly blunt about it, straight up announcing, "Get ready for a fight!"

to:

* ThievesGuild: Riften's proud Thieves' Guild is not doing well in this game; there's even a lore book about it (with the author joining up with them to investigate why).
* ThisIsGonnaSuck: You know pain is coming when your follower utters a line like "I've got a
why). They've resorted to making threats, shaking down merchants, and even having people falsely imprisoned. Thankfully they still have the standard of not killing people, but it's mostly because it's [[PragmaticVillainy bad feeling about this" or "Watch yourself." Farkas is particularly blunt about it, straight up announcing, "Get ready for business]] ("A dead man can't pay...") and it only applies to targets (they don't want you killing hired muscle). They're only a fight!"[[TheRemnant remnant]] of what they once were with influence only in [[WretchedHive Riften]] by the time of the game, but the player can participate in jobs that can help spread their influence to the other holds, allowing them to bribe guards and gain fences for stolen goods. Ultimately, though, in order to reestablish the Guild to its former glory, the player has to [[spoiler: break the bad luck curse that's befallen the Guild by recovering the stolen SkeletonKey and restoring the [[OurGodsAreDifferent Daedric Prince]] Nocturnal's favor to the Guild]].



* ThisIsGonnaSuck: You know pain is coming when your follower utters a line like "I've got a bad feeling about this" or "Watch yourself." Farkas is particularly blunt about it, straight up announcing, "Get ready for a fight!"
* ThreesomeSubtext: You can marry and have your spouse (who can be of any race or gender) move into your own home, which is likely to have a housecarl (sort of a live-in security officer/armed servant) living there too. It's quite possible to be greeted happily by both of them when you return home… and there's a good chance they'll do that while sitting in your bedroom and eating together. It's also possible to catch your housecarl watching the two of you sleep, or watching just you or your spouse.



* TimeTravel: [[spoiler: Alduin couldn't be defeated the last time someone fought him, only sent forward in time to a point when there was someone who ''could'' defeat him - namely, the Dovahkiin.]] The Dovahkiin travels [[spoiler:the opposite way]] on two separate occasions.
* TitleDrop: Done for an individual quest. During peace negotiations in "Season Unending," Ulfric may warn Tullius, "Remember, ''evgir unslaad''," which is Dragon tongue for "Season Unending." In other words, "This [war] isn't over".
** A little bit earlier during the same quest, Arngeir also does a TitleDrop. He tells you that he hasn't much faith that these negotiations will produce lasting peace, as the ancient Nord words for war translate to "season unending".

to:

* TimeTravel: [[spoiler: Alduin [[spoiler:Alduin couldn't be defeated the last time someone fought him, only sent forward in time to a point when there was someone who ''could'' defeat him - namely, the Dovahkiin.]] The Dovahkiin travels [[spoiler:the opposite way]] on two separate occasions.
* TitleDrop: TitleDrop:
**
Done for an individual quest. During peace negotiations in "Season Unending," Ulfric may warn Tullius, "Remember, ''evgir unslaad''," which is Dragon tongue for "Season Unending." In other words, "This [war] isn't over".
** A little bit earlier during the same quest,
over". Arngeir also does a TitleDrop. He tells you that he hasn't much faith that these negotiations will produce lasting peace, as the ancient Nord words for war translate to "season unending".



* TitleIn: When you first visit a new landmark, the game displays "Discovered _______" across the top half of the screen. The area name appears again (much smaller, of course) in the upper corner when you reenter a previously visited area.



** Summoning [[spoiler:Karstaag]] and then defeating him gives you a power that lets you use him as a summon in combat, and considering how powerful he is, [[spoiler:Karstaag]] will absolutely demolish just about anything he goes up against. The catch is that this ability can only be used three times before it permanently disappears for that playthrough. Oh, and he also has twice as much health as the Ebony Warrior, is only 25% weak to fire, and can only be used outside. Good luck! At the very least you can use him against the Ebony Warrior - but the fact that you could kill ''this'' guy means you should be tough/crafty enough to beat the Ebony Warrior.
** For the Dark Brotherhood quest to [[spoiler:kill the Emperor]], you are given one sample of Jarrin Root to do the deed. However, you can choose to not use it and instead use it to concoct a poison that will kill just about anything. This is also the only one you get in a single playthrough, meaning that you have to be very careful about what you use it on. Unfortunately, you cannot plant it even with ''Hearthfire'' installed. You can, however, luck out with a perk that lets you make two potions from one sample of the root.

to:

** Summoning [[spoiler:Karstaag]] and then defeating him gives you a power that lets you use him as a summon in combat, and considering how powerful he is, [[spoiler:Karstaag]] will absolutely demolish just about anything he goes up against. The catch is that this ability can only be used three times before it permanently disappears for that playthrough. Oh, and he also has twice as much health as the Ebony Warrior, is only 25% weak to fire, and can only be used outside. Good luck! At the very least you can use him against the Ebony Warrior - but the fact that you could kill ''this'' guy means you should be tough/crafty enough to beat the Ebony Warrior.
** For the Dark Brotherhood quest to [[spoiler:kill the Emperor]], you are given one sample of Jarrin Root to do the deed. However, you can choose to not use it and instead use it to concoct a poison that will kill just about anything. This is also the only one you get in a single playthrough, meaning that you have to be very careful about what you use it on. Unfortunately, you cannot plant it even with ''Hearthfire'' installed. You can, however, luck out with a perk that lets you make two potions from one sample of the root.



** Just about any dragon, thug, or other enemy who thinks it's a good idea to attack the College of Winterhold. Most of the people there are essential, and if you haven't done many quests for them, it will be full of powerful, ''essential'' mages.

to:

** Just about any Any dragon, thug, or other enemy who thinks it's a good idea to attack the College of Winterhold. Most of the people there are essential, and if you haven't done many quests for them, it will be full of powerful, ''essential'' mages.



*** One of the random encounters on Solstheim is a group of hunters out to kill a netch. You can choose to simply wish them luck, and let them go to it without your help. They usually die in hilariously short order.

to:

*** ** One of the random encounters on Solstheim is a group of hunters out to kill a netch. You can choose to simply wish them luck, and let them go to it without your help. They usually die in hilariously short order.



* TookALevelInJerkass: The Altmer (high elves) go from snobbish and stuck up to truly astounding levels of dickery, even ''before'' you include the Great War and the White-Gold Concordat. For example, they've annexed Valenwood and vassalized Elsweyr, making the Bosmer and Khajiit into servants. Also, if you kill one of their kind, ''just one, even if he just tried to destroy the world,'' they'll put out a hit on you.
** That describes the Thalmor, the government of Alinor/Summerset Isle and the Aldmeri Dominion. Altmer not hailing from the Dominion tend to be slightly less dickish, if for no other reason that they [[NoTrueScotsman aren't true Altmer to the Thalmor]].
** The Blades. There are only two in game, but for people whose purpose is to ''serve'' the Dragonborn they have an odd tendency to treat you as a lackey, making demands and presenting ultimatums unless you follow those demands.
*** To be specific: Delphine has dialogue where she explicitly and unequivocally states that the entire purpose of the Blades (and, by extension, her life's goal) is to find and serve the Dragonborn. And yet, she orders you around like a lackey, belittles you when you question her, and eventually gives you an ultimatum to [[spoiler: kill Paarthurnax in revenge for his actions in the Merethic era, thousands of years ago, despite the fact that he had a HeelFaceTurn regarding that and was responsible for teaching the Thu'um to humans back then so they could overthrow their dragon overlords, and it is his actions and advice which make the final defeat of Alduin and saving the entire world from destruction possible - without him, you never would have gotten Odahviing on your side and been able to travel to Skuldafn to save the world. And no, you can't refuse; your choices are to kill Paarthurnax in revenge for deeds done so long ago they're part of myth and legend and in doing so earn the everlasting hatred of the Greybeards, or don't do it, and never have Delphine and the Blades aid you ever again.]] Fortunately, you don't need those hypocrites any longer at this point, and the rewards for helping them any further are negligible to the point of uselessness, so there's nothing stopping you from giving them the middle finger, walking out of Sky Haven Temple, and ignoring them for the rest of their miserable lives. Unfortunately, you can't kill them or tell them off (without mods) for being such stuck-up dicks.

to:

* TookALevelInJerkass: TookALevelInJerkass:
**
The Altmer (high elves) go from snobbish and stuck up to truly astounding levels of dickery, even ''before'' you include the Great War and the White-Gold Concordat. For example, they've annexed Valenwood and vassalized Elsweyr, making the Bosmer and Khajiit into servants. Also, if you kill one of their kind, ''just one, even if he just tried to destroy the world,'' they'll put out a hit on you.
** That This describes the Thalmor, the government of Alinor/Summerset Isle and the Aldmeri Dominion. Altmer not hailing from the Dominion tend to be slightly less dickish, if for no other reason that they [[NoTrueScotsman aren't true Altmer to the Thalmor]].
** The Blades. There are only two in game, but for people whose purpose is to ''serve'' the Dragonborn they have an odd tendency to treat you as a lackey, making demands and presenting ultimatums unless you follow those demands.
*** To be specific:
demands. Delphine has dialogue where she explicitly and unequivocally states that the entire purpose of the Blades (and, by extension, her life's goal) is to find and serve the Dragonborn. And yet, she orders you around like a lackey, belittles you when you question her, and eventually gives you an ultimatum to [[spoiler: kill Paarthurnax in revenge for his actions in the Merethic era, thousands of years ago, despite the fact that he had a HeelFaceTurn regarding that and was responsible for teaching the Thu'um to humans back then so they could overthrow their dragon overlords, and it is his actions and advice which make the final defeat of Alduin and saving the entire world from destruction possible - without him, you never would have gotten Odahviing on your side and been able to travel to Skuldafn to save the world. And no, you can't refuse; your choices are to kill Paarthurnax in revenge for deeds done so long ago they're part of myth and legend and in doing so earn the everlasting hatred of the Greybeards, or don't do it, and never have Delphine and the Blades aid you ever again.]] Fortunately, you don't need those hypocrites any longer at this point, and the rewards for helping them any further are negligible to the point of uselessness, so there's nothing stopping you from giving them the middle finger, walking out of Sky Haven Temple, and ignoring them for the rest of their miserable lives. Unfortunately, you can't kill them or tell them off (without mods) for being such stuck-up dicks.



* TortureCellar: There is one built just for your needs in the second Dark Brotherhood sanctuary. If you thoroughly harm the four people chained to the wall in their underwear, not only do you gain a little experience as if you were fighting normally, but the prisoners also give you a treasure hunt clue to make you stop.



*** Did we mention the abandoned building involved in a quest called "The House of Horrors," which [[spoiler:turns out to have a shrine to Molag Bal]]?

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*** Did we mention the The abandoned building involved in a quest called "The House of Horrors," which Horrors" [[spoiler:turns out to have a shrine to Molag Bal]]?Bal]].



* [[TrademarkFavoriteFood Trademark Favorite Drink]]: Mead, for most Nords. [[https://www.youtube.com/watch?v=NCHq0m67lq8 There's even a song about it.]]

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* [[TrademarkFavoriteFood Trademark Favorite Drink]]: TrademarkFavoriteFood: Mead, for most Nords. [[https://www.youtube.com/watch?v=NCHq0m67lq8 There's even a song about it.]]



* TrashTalk: Apparently a time-honored tradition in Tamriel - literally everyone in Skyrim will taunt you in a fight, including the ''dragons'', and some of these taunts are race-specific (such as threatening to turn a Khajiit into a rug). The "Throw Voice" shout also allows you to mock and confuse your opponents with ventriloquism.

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* TrashTalk: TrashTalk:
**
Apparently a time-honored tradition in Tamriel - literally everyone in Skyrim will taunt you in a fight, including the ''dragons'', and some of these taunts are race-specific (such as threatening to turn a Khajiit into a rug). The "Throw Voice" shout also allows you to mock and confuse your opponents with ventriloquism.



* TraumaInducedAmnesia: A [[spoiler:cannibal]] priestess claims that the Dovahkiin has repressed memories of [[spoiler:losing a sibling when they were children, and [[ImAHumanitarian taking a bite of the corpse out of curiosity]].]] Whether or not this is true is up to the player to decide.
** Her whole spiel runs into a bit of FridgeLogic if [[spoiler:the Dovahkiin is a werewolf running around eating people to stay in beast form, or even just a dedicated alchemist who ate some human flesh to find out what potions they could make from it. Or if they're a Bosmer, for whom cannibalism would be a normal and accepted part of their race's culture]].

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* TraumaInducedAmnesia: A [[spoiler:cannibal]] priestess claims that the Dovahkiin has repressed memories of [[spoiler:losing a sibling when they were children, and [[ImAHumanitarian taking a bite of the corpse out of curiosity]].]] Whether or not this is true is up to the player to decide.
**
decide. Her whole spiel runs into a bit of FridgeLogic faulty logic if [[spoiler:the Dovahkiin is a werewolf running around eating people to stay in beast form, or even just a dedicated alchemist who ate some human flesh to find out what potions they could make from it. Or if they're a Bosmer, for whom cannibalism would be a normal and accepted part of their race's culture]].



* TreasureMap: An optional side quest, which does not appear in your quest log, is what the strategy guide calls "The Great Skyrim Treasure Hunt." There are ten maps found in various locations throughout the country, each of which leads you to a chest containing some very good loot. It's a challenge because it can take a little while to recognize the landmarks being depicted on each map. Note that the chests will not materialize unless you have the necessary map (because YouShouldntKnowThisAlready). The Switch version makes this a bit more manageable by adding tool tips to the treasure maps that direct you to the general area they're depicting; from there, you'll have to work out the rest.

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* TreasureMap: TreasureMap:
**
An optional side quest, which does not appear in your quest log, is what the strategy guide calls "The Great Skyrim Treasure Hunt." There are ten maps found in various locations throughout the country, each of which leads you to a chest containing some very good loot. It's a challenge because it can take a little while to recognize the landmarks being depicted on each map. Note that the chests will not materialize unless you have the necessary map (because YouShouldntKnowThisAlready). The Switch version makes this a bit more manageable by adding tool tips to the treasure maps that direct you to the general area they're depicting; from there, you'll have to work out the rest.



* TrickArrow: In the ''Dawnguard'' DLC, you get to find Dwemer schematics for enchanted crossbow bolts. [[MadeOfExplodium Exploding fire arrows]], anyone?
** Quite often, these exploding crossbow bolts are recoverable from the corpse of whatever was shot with them. An exploding arrow that rematerializes afterward is perhaps the trickiest of all.

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* TrickArrow: In the ''Dawnguard'' DLC, you get to find Dwemer schematics for enchanted crossbow bolts. [[MadeOfExplodium Exploding fire arrows]], anyone?
**
Quite often, these exploding crossbow bolts are recoverable from the corpse of whatever was shot with them. An exploding arrow that rematerializes afterward is perhaps the trickiest of all.



* TwentyBearAsses:
** Temba Wide-Arm in Ivarstead goes halfway towards a literal example, asking you to bring her ten bear pelts.
** Nearly half the quests in Riften are these, substituting "bear ass" with "ridiculously rare alchemy ingredient." Ingun Black-Briar is the worst, requiring a total of 60 individual samples of three different types of very expensive (and rare) poison ingredients. (''Hearthfire'' mitigates the difficulty somewhat, since two of the three things she wants can be grown in gardens at the houses you build.)

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* TwentyBearAsses:
** Temba Wide-Arm in Ivarstead goes halfway towards a literal example, asking you
TurningBackHuman: In the DLC ''Dawnguard'', it is possible to bring convince Serana the FriendlyNeighborhoodVampire to seek a cure for her ten bear pelts.
** Nearly half
vampirism with careful dialogue choices (in which case she disappears after completing the quests in Riften are DLC's main quest and returns a few days later as a human).
* TwoKeyedLock: The vault of the Thieves' Guild has one of
these, substituting "bear ass" with "ridiculously rare alchemy ingredient." Ingun Black-Briar is the worst, requiring keys being owned by the most powerful members of the guild. [[spoiler:No one realizes it's already been emptied by Guildmaster Mercer Frey, using a magical lockpick he stole from the goddess Nocturnal.]]
* TwoTeacherSchool: The Magic College of Winterhold, the only institution in all of Skyrim to teach and subsequently learn magic, has a grand
total of 60 individual samples of three different types of very expensive (and rare) poison ingredients. (''Hearthfire'' mitigates 6 teachers. This may be justified because the difficulty somewhat, since two of Nords are notoriously antimagic, but considering how many subsidiaries the three things she wants can be grown Mages Guild had in gardens at the houses you build.)''[[VideoGame/TheElderScrollsIVOblivion previous game]]'', it does come across rather silly.
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* OptionalBoss: Only one Dragon Priest is actually required to be killed in order to complete the game's main quest, and that's assuming you don't simply [[SequenceBreaking sprint past him before he closes the path]]. For good reason too - Dragon Priests are easily some of the most deadly enemies in the game, even more than Dragons themselves, but you really have to go out of your way to find them.
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* {{Superboss}}:
** In Blackreach, there's a dragon hidden in the artificial sun, which is released by using your '''FUS RO DAH''' on the orb. You can get away with only one word of the shout if you make your way to the platform overlooking the orb, which puts it close enough for the first word to reach it.
** ''Dragonborn'' adds another notable example in the form of the Ebony Warrior, who only appears once the player reaches level 80. He has enchanted equipment which grants him 50% resistance to all elements, LifeDrain, increased melee damage, and increased regeneration. He has Heavy Armor perks which may reflect damage back to you and paralysis perks for both his weapon types. He has both healing magic and potions. He is immune to falling damage outside of a possible glitch. Finally, he has access to the full-powered Disarm and Unrelenting Force shouts. ''[[OneHitKill On top of a mountain.]]'' It says something that even if you have a full set of heavy armor and weapons which you've enhanced to legendary quality and enchanted, he can still easily kill you.
** Karstaag, returning in spirit form from ''[[VideoGame/TheElderScrollsIIIMorrowind Bloodmoon]]''. This is the ghost of a frost giant, who has [[MagicKnight both powerful destruction spells and sheer physical size]] on his side.
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***Hilariously, as - unlike Morrowind and Oblivion where weapons are sorted by Blade and Blunt - Skyrim separates weapons by one or two-handed, this can lead to cutting a foes head clean off with a ''mace'', a ''wooden sword'', or even a '''''[[LethalJokeWeapon fork]]'''''.
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Asskicking Leads To Leadership is the new name of the trope.


** Dragons will, on rare occasions, retreat when fighting the Dragonborn if they take enough damage. [[spoiler:Also done by Alduin after the first fight at the peak of High Hrothgar; this causes the rest of the dragons to question his leadership, as dragons operate on HonorBeforeReason and AsskickingEqualsAuthority - a dragon who loses a duel with another like should either submit to the winner or be DefiantToTheEnd, not ''flee'' like a coward.]]

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** Dragons will, on rare occasions, retreat when fighting the Dragonborn if they take enough damage. [[spoiler:Also done by Alduin after the first fight at the peak of High Hrothgar; this causes the rest of the dragons to question his leadership, as dragons operate on HonorBeforeReason and AsskickingEqualsAuthority AsskickingLeadsToLeadership - a dragon who loses a duel with another like should either submit to the winner or be DefiantToTheEnd, not ''flee'' like a coward.]]
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Crosswicking new trope

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* OutcastRefuge: Following the collapse of the Cyrodiilic Empire to [[VestigialEmpire vestigial status]] in the [[TimeSkip 200 years]] since ''Oblivion'', the Imperial protections on the [[OurOrcsAreDifferent Orcish]] home city-state of Orsinium were gone and the city was sacked by their ancient neighboring enemies in High Rock and Hammerfell. The Orcs who remained became more-or-less a servant class while many others self-exiled elsewhere in Tamriel. Those in Skyrim have founded several Orc "Stongholds" where they can live in relative if rather rough peace. An Orc [[PlayerCharacter Dragoborn]] can gain entry right away, while those of other races must first prove themselves useful to the Orcs within by completing a quest.
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** The game allows you to gain a bonus from one Standing Stone at a time, which range from passive benefits like increased experience gain or damage resistance to powerful, once-per-day abilities like a mass AnimateDead effect. Then there's the Tower Stone, which has the formidable effect of... letting you open one lock per day, in a game where any pickable lock can be brute-forced with enough patience and lockpicks, which are very easy to hoard because they're weightless and commonplace (to say nothing of the Skeleton Key). The Tower Stone might have been useful for Master-level locks, which have little margin for error and thus tend to eat through your lockpick supply, except it can't even open those.
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*RemovingTheHeadOrDestroyingTheBrain: There is a perk which gives a chance to [[OffWithHisHead perform a decapitation]] when power attacking while stationary. Corpses killed this way cannot be reanimated.
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* PhysicalGod: [[GodIsEvil Alduin]], [[PlanetEater the World Eater]] is an aspect (or son of, it's complicated) Akatosh, the Aedric Dragon God of Time. Fittingly, he is the most powerful dragon you'll fight in the game (besides the legendary ones you encounter in ''Dawnguard'') and is totally invincible [[spoiler:until the Dovahkiin learns to foist mortality on him using the [[BrownNote Dragonrend shout]].]]
** The Dovahkiin is also implied to have the potential to become one: [[JackassGenie Clavicus Vile, the Daedric Prince of corrupted wishes]] tells the Dragonborn (while in a greatly weakened state, no less) that they are about half as powerful as He is, in a quest that becomes available at Level 10 - the level {{Cap}} is 81, by the way. There is also a line in the Dovahkiin song ([[spoiler:the one you hear in Sovngarde]]), "Voth aan suleyk wah ronit faal krein", which translates to ''"With power to rival the sun"''. In the cosmology of the setting, [[YouCannotGraspTheTrueForm the sun is no celestial body, but actually a gaping hole in Aetherius]] created by Magnus, the God of Magic, when he created the mortal plane and [[ScrewThisImOuttaHere ran away]], and the hole is believed to be ''the source of all magic in Nirn''.
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** Another character you can meet on the road is Faldrus. He's a Dark Elf on his way to the Shrine of Azura. No matter how many times you encounter him in locations that are miles apart, he never seems to reach the shrine.

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** Another character you can meet on the road is Faldrus. He's a Dark Elf on his way to the Shrine of Azura. No matter how many times you encounter him in locations that are miles apart, he never seems to reach the shrine. However, if you follow him after encountering him, he does eventually reach the shrine



* NonNudeBathing: A few hunters can be seen relaxing in the hot springs south of Windhelm in their underwear.
* NoobCave: Helgen Keep and the adjoining caverns. Several locales around Riverwood are also toned down in difficulty.

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* NonNudeBathing: A few hunters can be seen relaxing in the hot springs south of Windhelm in their underwear.
underwear. A woman who was bathing in a lake north of Markarth was also bathing in her underwear when she was killed by Forsworn.
* NoobCave: Helgen Keep and the adjoining caverns. Several locales around Riverwood are also toned down in difficulty.difficulty, like Bleakfalls Barrow and Embershard Mine.
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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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* OneWomanWail: "Night Theme 6," combined with some Ominous Chanting and bits of DroneOfDread.

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* OneWomanWail: "Night Theme 6," 6,", AKA "Aurora", combined with some Ominous Chanting and bits of DroneOfDread.
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* TerminalTransformation: The Wabbajack is a MagicStaff and artefact of the MadGod Sheogorath, which triggers [[RandomEffectSpell a random effect]] when its magic hits something. These effects can include the target suffering a permanent ForcedTransformation into an inanimate object, such as a sweetroll, a small pile of coins, some random books, or a large quantity of cheese. And there is ''nothing'' that can undo this transformation, nor is there any indication that the victim still retains their mind, making them effectively dead even if you ''don't'' eat the sweetroll.
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* NighInvulnerability: The Dragonhide master-level Alteration spell can enable this. The manner in which it applies its physical damage mitigation effect makes it mitigate damage ''before'' armor does, meaning the Armor rating has even less to mitigate. This spell, along with enough conventional armor rating, makes almost any physical hit just do ScratchDamage.

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** 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.
*** They updated it in Patch Patch 1.6.629, so that the Dremora is wearing special Daedric Gauntlets of Negation that allow him to wield it.

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** The In the release version, 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. \n*** They updated it It has been fixed in Patch Patch 1.6.629, so that the Dremora is wearing special Daedric Gauntlets of Negation that allow him to wield it.



** Mead in Skyrim is serious enough that there's a budding criminal empire based around it.
*** Implying that someone doesn't drink mead (a.k.a. a 'milk drinker') is a fairly serious insult in Nord culture, to the point that you can get into deadly fights with random mercs on the road who call you such.

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** Mead in Skyrim is serious enough that there's a budding criminal empire based around it.
***
it. Implying that someone doesn't drink mead (a.k.a. a 'milk drinker') is a fairly serious insult in Nord culture, to the point that you can get into deadly fights with random mercs on the road who call you such.
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** They updated it in Patch Patch 1.6.629, so that the Dremora is wearing special Daedric Gauntlets of Negation that allow him to wield it.

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** *** They updated it in Patch Patch 1.6.629, so that the Dremora is wearing special Daedric Gauntlets of Negation that allow him to wield it.
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** They updated it in Patch Patch 1.6.629, so that the Dremora is wearing special Daedric Gauntlets of Negation that allow him to wield it.
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* ThematicSequelLogoChange: The Imperial Dragon logo returns, but it is now [[SequelLogoInRuins chipped and weathered]], representing the fall of the Septim Dynasty, the Empire's slide into [[VestigialEmpire vestigial status]] between the games, and the Skyrim Civil War.
Tabs MOD

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* SheatheYourSword: Literally, an option when guards are attacking you for committing a crime--if you put away your weapons they'll simply apprehend and fine or jail you instead of trying to kill you. Sucks, but given that the only other option is KillEmAll...

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* SheatheYourSword: Literally, an option when guards are attacking you for committing a crime--if you put away your weapons they'll simply apprehend and fine or jail you instead of trying to kill you. Sucks, but given that the only other option is KillEmAll...killing them all...
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* NavelDeepNeckline:
** The Daedric Lords Azura and Nocturnal both wear robes split from shoulders to navel. While Azura is only depicted through statues, Nocturnal appears in person (if you complete the Thieves' Guild questline). Her robes are unobtainable barring console commands.
** Ancient Nord Armor, when worn on females (Aela the Huntress has a set as her default), is comprised of a deep-V halter-top and [[SexyBacklessOutfit no back]] (or [[{{Sideboob}} sides for that matter]]).
** For FanDisservice, [[OurZombiesAreDifferent Draugr]] who were female in life wear this armor.
** The female version of Hide Armor also has cleavage that extends to their stomach.
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Up To Eleven is no longer a trope.


** UpToEleven in Riften, where everyone knows the city guards are corrupt and in the Black-Briars' pocket, and they will easily forgive you of any crimes for just half the bounty you incurred if you're in with the Thieves' Guild. If you're doing the miscellaneous quest for Dinya Balu and distributing pamphlets about Mara's love, she even advises you not to bother trying to give one to the guards, since "they follow their own path."

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** UpToEleven Exaggerated in Riften, where everyone knows the city guards are corrupt and in the Black-Briars' pocket, and they will easily forgive you of any crimes for just half the bounty you incurred if you're in with the Thieves' Guild. If you're doing the miscellaneous quest for Dinya Balu and distributing pamphlets about Mara's love, she even advises you not to bother trying to give one to the guards, since "they follow their own path."



** And in late 2016, the game was remastered for UsefulNotes/PlayStation4 and Xbox One. If you thought it was beautiful ''before,'' [[https://youtu.be/lTjRZ__-278 the Scenery Porn]] has now been turned UpToEleven.

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** And in late 2016, the game was remastered for UsefulNotes/PlayStation4 and Xbox One. If you thought it was beautiful ''before,'' [[https://youtu.be/lTjRZ__-278 the Scenery Porn]] has now been turned UpToEleven.taken even further.



** Can also be done by dual wielding daggers with the appropriate perks from the One-handed tree. Goes UpToEleven if combined with the Elemental Fury shout.

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** Can also be done by dual wielding daggers with the appropriate perks from the One-handed tree. Goes UpToEleven Exaggerated if combined with the Elemental Fury shout.



** Another great example is Saadia in the "In My Time of Need" quest. She says that she can't trust anyone because "Jarls and guards can be bought," then immediately offers to pay you for help, despite the fact that she knows nothing about you (the player could even be playing as one of the races with a reputation for being lowlives and thieves, [[UpToEleven or even wearing the Thieves' Guild outfit!]]). In fact, some random adventurer is a lot ''more'' likely to be bought off than the Nords running the city, who at least have a sense of honor ingrained in their culture and have already kicked the Alik'r out of their city once. [[spoiler:Sure enough, you can betray her and get paid by the Alik'r instead.]]

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** Another great example is Saadia in the "In My Time of Need" quest. She says that she can't trust anyone because "Jarls and guards can be bought," then immediately offers to pay you for help, despite the fact that she knows nothing about you (the player could even be playing as one of the races with a reputation for being lowlives and thieves, [[UpToEleven or even wearing the Thieves' Guild outfit!]]).outfit!). In fact, some random adventurer is a lot ''more'' likely to be bought off than the Nords running the city, who at least have a sense of honor ingrained in their culture and have already kicked the Alik'r out of their city once. [[spoiler:Sure enough, you can betray her and get paid by the Alik'r instead.]]
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** Weather biomes are accurately depicted and affected by geography. For example, Morthal and Haafingar are much greener than Winterhold and The Pale despite similar latitude, due to the Karth River bringing warm water from the south.

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* ReassignedToAntarctica: The [[ANaziByAnyOtherName Thalmor]] posted to Solstheim in the ''Dragonborn'' expansion seem to fit this trope. They wear leather armor instead of expensive elven moonstone gear, and have seemingly been relegated to the island for not being ruthless enough - the quest involving them has a speechcraft option, in which you can convince them to leave rather than resorting to stealth or open combat, and if you meet them at any other time, they will not blow you off rudely nor attempt to lecture you about Elven supremacy.

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* ReassignedToAntarctica: ReassignedToAntarctica:
**
The [[ANaziByAnyOtherName Thalmor]] posted to Solstheim in the ''Dragonborn'' expansion seem to fit this trope. They wear leather armor instead of expensive elven moonstone gear, and have seemingly been relegated to the island for not being ruthless enough - the quest involving them has a speechcraft option, in which you can convince them to leave rather than resorting to stealth or open combat, and if you meet them at any other time, they will not blow you off rudely nor attempt to lecture you about Elven supremacy.supremacy.
** It's implied here and there that the Thalmor forces in Skyrim are also this, albeit to a lesser degree. They're well-equipped, have decent infrastructure and wield a lot of power over the natives, but Skyrim is still considered anything but a prestigious posting by them (not really surprising, considering that even the Empire treats the province as kind of a barbarian backwater much of the time). Bonus points for Skyrim's [[GrimUpNorth climate]] making it a pretty decent stand-in for real-life Antarctica.
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** The Caller, the main antagonist of "Hitting the Books", is unique in that she does not need to be fought. The Dovahkiin can try to simply convince her to give up the books they need, and if they have high enough Speech, she may accept so as to avoid further bloodshed. (Alternatively, if the player is accompanied by Orthorn, they can trade '''him''' for the books.)
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** Redguards, the nativs of Hammerfell. They have high starting stats for one-handed weapons and Destruction magic, and the special power "Adrenaline Rush", which accellerates stamina regeneration.

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** Redguards, the nativs natives of Hammerfell. They have high starting stats for one-handed weapons and Destruction magic, and the special power "Adrenaline Rush", which accellerates stamina regeneration.
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* StandardFantasyRaces: There are ten races to choose from that run the gammot between races of Men, races of Mer ([[OurElvesAreDifferent elves]]), and [[BeastMan Beast]] races, and each of which have their own special abilities and starting stats:
** Nords, the natives of Skyrim. They are gifted with resistance against the Cold, higher starting two-handed weapon-wielding stats, and the special power "Battlecry", which causes all nearby enemies to flee.
** Imperials, the natives of Cyrodiil. They have a knack for finding more gold coins, high starting Restoration stat, and the special power "Voice of the Emperor", which forces all nearby enemies to stop fighting.
** Bretons, the natives of High Rock. They have a naturally high resistance to magic attacks, a high starting Conjuration stat, and the special power "Dragonskin", which allows them to absorb magicka from enemies' magic attacks.
** Redguards, the nativs of Hammerfell. They have high starting stats for one-handed weapons and Destruction magic, and the special power "Adrenaline Rush", which accellerates stamina regeneration.
** Bosmer (Wood Elves), the natives of Valenwood. They have a natural resistance to poisons and disease, a high starting Archery stat, and the special power "Command Animals", which makes all nearby animals fight for them.
** Dunmer (Dark Elves), the natvies of Morrowind. They have a natural resistance to fire, a high starting Destruction stat, and the special power "Ancestor's Wrath", which cloaks them in flames that burn nearby enemies.
** Orsimer (Orcs), the natives of the Wrothgarian Mountains. They have a high starting Heavy Armor stat, and the special power "Berserker Rage", which doubles the damage they inflict while halving the damage they receive.
** Altmer (High Elves), the natives of Summerset Isle. They have a naturally higher Magicka pool, a high starting stat for Illusion, and the special power "Highborn", which accellerates their Magicka regeneration.
** Khajiit, the cat-like natives of Elsweyr. They have claws that grant them high unarmed damage, a high starting stat for "Sneaking", and the special power "Night Eye", which grants them enhanced vision in darkness.
** Argonians, the lizard-like natives of the Black Marsh. They have a natural resiliance to disease, the natural ability to breathe underwater, a high starting Lockpick stat, and the special power "Histskin", which accellerates their Health regeneration.

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