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The main characters of The Elder Scrolls V: Skyrim. For the full list of characters, click here.


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Primary Characters

    Dovahkiin / The Last Dragonborn 

    Alduin 

Dragons and Dragon Priests

    Tropes relating to all Dragons 
  • Abusive Precursors: The dragons ruled over the ancient races of Men in Skyrim and the rest of Tamriel with an iron fist, until they were defeated upon the catalyst of the Tongues using an Elder Scroll to have Alduin sent forward in time and deprive the dragons of a leader.
  • All Animals Are Dogs: The dragon kill-cam involves them snatching their victim up in their mouth before shaking them around and then tossing them away like a dog with a chew toy.
  • Always Chaotic Evil: Within each Dragon is the innate desire to dominate and destroy, although their baser instincts can be overcome with a lot of Heroic Willpower. Paarthurnax muses that their kinship means that those same desires also run in the Dragonborn.
  • And There Was Much Rejoicing: Overall, dragonkind seems pretty happy at the end of the main quest that Alduin is dead... or whatever he is. That it was the Dragonborn, whose name in their language translates roughly to Born Hunter of Dragonkind who killed him doesn't affect their mood much.
  • Asskicking Leads to Leadership: How dragon hierarchy works. When a scuffle ensues over one's pecking order position, a dragon either wins the fight, submits, or dies. It thus becomes a serious issue when Alduin's violation of this understood system (a system he put in place, no less!) by fleeing from his defeat by the Last Dragonborn at the Throat of the World plants seeds of doubts of his supremacy among his draconic legions. Odahviing, among others, had already defected and/or abandoned the World-Eater by the time the Last Dragonborn makes the pilgrimage to Skuldafn.
  • Brown Note: The Dragonrend shout - Joor Zah Frul (Mortal, Finite, Temporary) - is this to all dragons, as it imposes on them the concept of mortality, which they are unable to grasp. Dragonrend makes dragons unable to fly and stuns them temporarily. It also lifts Alduin's complete immunity to damage.
  • Evil Sounds Deep: All dragons have deep voices and most of them are evil.
  • Honor Before Reason: A true dovah that is unwilling to submit will stand and fight to the death, even against an opponent obviously and overwhelmingly superior. Alduin's fleeing from the battle with the Last Dragonborn on the Throat of the World makes the rest of the dragons question his right to rule.
  • Hunter of Their Own Kind: While "Dovah" is typically accepted as meaning "Dragon," since "ah" also means "Hunter," this means that it can also be read as "Dragon Hunter." Considering their constant debates and battles, it's not an unreasonable translation. That said, Dragons can't kill each other for long as their souls will revitalize their bodies after long enough. Only the Dragonborn can put them down for good by absorbing their souls into themselves.
  • The Hunter Becomes the Hunted: Whenever a Dragon has the misfortune of incurring the hostility of the Dragonborn.
  • I Fight for the Strongest Side!:
    • A staple of Dragon culture. Dragons greatly respect strength and those who prove to be a Worthy Opponent. One of their traditions, if it can be called that, holds that when two dov greet each other for the first time, they will test the Thu'um on each other, as a means to both demonstrate their power and to size each other up.
    • This belief is best shown when Alduin the World-Eater flees to Sovngarde rather than finish his battle against the Last Dragonborn atop the Throat of the World. Afterwards, when they meet the dragon Odahviing, he reveals that many Dragons have begun questioning Alduin's right to rule and are considering defecting or leaving altogether.
  • I Know Your True Name: Played with. Calling a dragon's name will usually reach out to them and they will appear shortly after. This is how Odahviing is summoned and even earlier, how the Greybeards summoned you, since the Dragonborn, while a mortal, has the soul of a Dragon. However, the name doesn't hold any direct power over the dragon; Shouting their name just makes sure that the dragon will hear you. Dragons consider the act of calling one another via Thu'um to be a personal challenge, and being dragons after all, they will usually accept. You are no exception, what with that quest marker hanging around in your journal, nagging you.
  • Immortals Fear Death:
    • The inability of a dragon to fully comprehend a mortal existence is exactly why Dragonrend is their Kryptonite Factor.
    • They are also inherently terrified of the "Dovahkiin", the Dragonborn since they are the only ones capable of devouring dragon souls, which would negate their existence altogether. There's also the fact that Alduin can revive dragons that still have their souls, even if they've been dead for the better half of a millennium. They were all killed by the Blades, but it's when the Last Dragonborn kills them that they are done in for good.
  • Language of Magic: The Thu'um is a power that allows dragons to bend reality to their whim through the power of their words alone: a dragon doesn't breathe fire so much as command it into being. A common idiom is that a battle between two dragons is actually an impassioned debate.
  • Might Makes Right: Dragons believe this so strongly, there is absolutely no difference in their mindset between being powerful and being correct. This is why all of them follow Alduin loyally: whatever their personal, individual thoughts on humans, Alduin's Thu'um is the strongest and as such, his views on humanity and drive to subjugate them are correct. It's also why Odahviing and other dragons defect from the World-Eater's side later on in the story, once the Dovahkiin bested Alduin in combat, proving that even a dragon god can be made inferior.
  • Monogender Monsters: All dragons seen so far are male. Justified, as they have no need or capability to reproduce sexually - according to a Dremora (themselves immortal beings) "they just were, and are". That said, female dragons do exist if you dig deep into the more obscure lore; dragon betties usually spend their, ahem, time maintaining the timestream at their father Akatosh's behest and have no reason to exist in Mundus.
  • No Good Deed Goes Unpunished: According to the Greybeards and Paarthurnax, many Dragons actually rebelled against Alduin's plans and fought for humanity during the Dragon War, only to be wiped out afterwards by the Blades. Millenia later when Alduin returns and begins raising them, undoubtedly they were mighty pissed off at that enough to drop the 'helping Men' mindset.
  • One-Gender Race: Due to dragons being immortal and no sign that they reproduce, it appears as if all dragons are male. Though as mentioned in Monogender Monsters, female dragons are a fact, just with no physical presence on Nirn.
  • Our Dragons Are Different: Their abilities come from speaking Words of Power, to the point the classic fire-breathing is in actuality a dragon speaking.
  • Outside-Context Problem: How they are perceived by the people of Skyrim. Before they started cropping up around Skyrim, the Dragons were mostly treated as a non-existent myth.
  • Poirot Speak: Language is very intrinsic to the Dragons, and as such they tend to switch between Tamrielic and Dovahzul regularly, more often in the uncommon case of having to converse with mortals outside of battle.
  • Proud Warrior Race: A lot of them have this attitude. It is the general opinion of the dragons that they must stand and fight no matter how powerful their enemy is, even if that enemy is a foe capable of killing them permanently (i.e. you and Dragonborn like you). The dovah also have a tradition where, upon the first meeting between two dragons, they must use their respective Voices upon one another. To put it in perspective, the dragon equivalent of a handshake is to punch each other in the face with words.
  • Quizzical Tilt: When conversing with a dragon, they will tilt their head while facing their interlocutor.
  • Rise from Your Grave: The Dragons aren't just coming back. They're coming back to life. That said, a few such as Paarthurnax have managed to survive since Alduin's previous attack, without being resurrected, though it demonstrates that, while immortal, even dragons can physically age.
  • Sympathy for the Devil: It is repeatedly said that many of the Dragons are intelligent, peaceful creatures, if naturally inclined to be destructive and cruel, and want no part of Alduin's plans; but if they openly defy him, he'll surely kill them since he is obviously stronger than any of them. Indeed, many times you'll see dragons flying around that are not hostile unless you engage them, as a dragon's pride is at stake when it comes to fighting a Dragonborn. Special mention for the trope goes to Durnehviir in the Dawnguard expansion, who yearns to return to Tamriel but has spent so many centuries in the Soul Cairn that he can no longer separate himself from it and only has the brief moments granted by using a Shout to summon him into Tamriel; as well as Numinex, the dragon famously trapped in Dragonsreach, the palace in Whiterun, by the ancient king Olaf One-eye. Paarthurnax mentions that he visited his brethren once, and found that Numinex had been in captivity for so long at that point that he no longer remembered his own name.
  • Token Heroic Orc: Paarthurnax and several other Dragons are mentioned as having fought on humanity's side during the Dragon War.
  • Verbal Weakness: Thanks to the Reality Warper power of the Thu'um, Dragons absolutely cannot hear the Dragonrend shout - as it momentarily makes them everything they are not.
  • Words Can Break My Bones: Besides their flight, endurance and divine blood, the main draw of Dragons is their ability to will their words into reality as fact known as the Thu'um; when a Dragon breathes fire, for instance, they are actually saying "Yol Toor Shul" or "Fire, Inferno, Sun." By speaking of flames, they will flame into existence from their maw. When two Dragons battle, it is actually a deadly verbal debate rendered in Dovahzul.
    • According to myth, the goddess Kynareth pleaded to Paarthurnax, Alduin's right-hand, er, lizard, to defect from his cause, granting access to this power to mankind as well, most notably the Dragonborn and Greybeards, allowing them to fight back against their tyranny.

    Paarthurnax 
https://static.tvtropes.org/pmwiki/pub/images/paarthurnax_6393.JPG
"What is better? To be born good, or to overcome your evil nature through great effort?"
Voiced by: Charles Martinet (English)note 

An ancient dragon who turned against Alduin and aids the Dovahkiin.


  • The Aloner: He dwells alone at the peak of the Throat of the World and not even his fellow Greybeards visit regularly. When he first meets the Dragonborn he admits to rambling on a bit from the sheer joy of having someone else to talk to.
  • Apologises a Lot: Peppers his dialogue with the word "Krosis", which means "sorrow" in dragon tongue and is the language's equivalent of "sorry."
  • Armor-Piercing Question: His question on morality. When confronted by a Dovahkiin who is undecided about killing him, Paarthurnax does nothing to argue for his own life and in fact says that killing him is probably the most pragmatic option... but then he just asks the quote to the right.
  • Ascended Demon: He is a dragon, naturally, and as he himself states, has the desire to dominate and destroy. He even states:
    Paarthurnax: "Dov wahlaan fah rel (Dragons were created for domination). We were made to dominate. The will to power is in our blood. You feel it in yourself, do you not? I can be trusted. I know this. But they do not. Onikaan ni ov dovah (Wisdom is not trusting a dragon). It is always wise to mistrust a dovah. I have overcome my nature only through meditation and long study of the Way of the Voice. No day goes by where I am not tempted to return to my inborn nature. Zin krif horvut se suleyk (Honor is fighting the lure of power). What is better - to be born good, or to overcome your evil nature through great effort?"
  • The Atoner: He admits that dragons seek power, and that his punishment for his past evil deeds is to spend every waking moment fighting the power-hungry nature boiling inside of him. He's been doing that for several thousand years already by the time you meet him.
  • Awesome Moment of Crowning: The epilogue after defeating Alduin in Sovngarde, set on the Throat of the World, is essentially the dragon equivalent of acknowledging that he is now the effective ruler of the dragons. He's also leading the rest of the dragons in an obituary for Alduin.
  • Big Brother Worship: As a child of Akatosh, he's technically an elder brother to the Dragonborn, who may see him this way if the player is so inclined.
  • Big Good: In the main questline.
  • Cain and Abel: The Abel to Alduin's Cain.
  • Cool Old Guy: As he was Alduin's right-hand dragon, this means he's several thousand years old. Unlike the other dragons, he was never killed and resurrected, and it shows; his wings are tattered and his horns are broken. He's also the only dragon in the game who is personable and helpful towards the player without first needing to be bested in combat or swayed with the Bend Will shout.
  • Deadpan Snarker: Downplayed, but he has a dry sort of wit.
    "They [the Greybeards] see me as master. Wuth. Onik. Old and wise. It's true I am old."

    "You would not come all this way for tinvaak [conversation] with an old dovah."

    Dragonborn: I didn't come here to debate philosophy with you.
    Paarthurnax: (laughs) You have much to learn of the dov, then.
  • Defector from Decadence: Turned against Alduin a while ago.
  • Delightful Dragon: After making a Heel–Face Turn by turning against Alduin and learning the Way of the Voice, Paarthurnax is as friendly and peaceful as a dragon can get while helping the Dragonborn and their goal to stop Alduin.
  • The Dragon: Pun not intended; he was formerly this for Alduin.
  • Even Evil Has Standards: It's suggested that the reason he turned against Alduin is that his big brother had abandoned his duty as the harbinger of the apocalypse and had just become petty and cruel. Paarthurnax wasn't a fan, so he abandoned his draconic ways to discover the Way of the Voice. Nordic legend has it that he had misgivings about Alduin and when Kyne/Kynareth visited him, he turned against Alduin. Then, with Kyne, he helped teach them the Thu'um. After that, he turned to the Way of the Voice and it helped calm him and keep him on the side of good.
  • Face Death with Dignity: If confronted with the fact that you've been ordered to kill him, he outright admits that the Blades are right not to trust him, and that killing him would be the "safer" path for everyone because the urge to dominate is in his blood, as is with all dragons. He's only become "good" because he took time, every day for thousands of years, for meditating and suppressing his nature. It doesn't fade, either: he's gotten better at keeping it in check, but it hasn't weakened.
  • The Fettered: He constantly needs to keep himself in check and not succumb to his desire to dominate and destroy. This requires a strict regimen of discipline that he has imposed upon himself. One example, he tells the Dragonborn that he enjoys making conversation with others but lives in seclusion anyway because denying himself small pleasures helps him resist the urge to indulge in greater ones as well.
  • Heel–Face Turn: Used to be Alduin's Dragon, but defected before Alduin's first defeat.
  • The Mentor: Trains the Greybeards and the Last Dragonborn in the Way of the Voice, allowing specific shouts to become much more powerful. Also offers guidance at any opportunity along the main quest.
  • Mr. Exposition: He explains a lot of the story when you meet him. He later apologizes for this, as it's been quite a while he's been able to talk to another dovah.
  • My Species Doth Protest Too Much: Domination and ego are in a dragon's inherent nature. Apparently, you can't even be a dragon without those traits in your blood (the Dragonborn counts, too). But he's tried to find another way, and says he will try to teach other dragons to do it, too. Odahviing confides in the player that, while he wishes Paarthurnax luck, he doesn't think it'll work out because the Way of the Voice runs so contrary to the usual Dragon beliefs.
  • Names to Run Away from Really Fast: His name means "Ambition Overlord Cruelty."
  • Nice Guy: As much as a dragon can be, at least.
  • "Not So Different" Remark: Points this out to the Dovahkiin; being born with the soul of a dragon, the Dovahkiin has the same innate urge to kill, destroy, and conquer as any other dragon.
  • Odd Friendship: With the Dragonborn, potentially.
  • Poirot Speak: In the ancient tongue of the dragons, no less! He does this because he craves conversation; between Numinex's death and Alduin's return, he hasn't had a chance to speak to another dragon. He does realize that this means he has to explain every other word he speaks, but asks you to let him indulge himself for a bit, and is grateful that you do.
  • Properly Paranoid: He believed that Alduin wasn't defeated in the past, knowing that the Elder Scroll would send him 'adrift' in time, but that it would not be permanent. As such, he waited where he knew Alduin would emerge, but aware he had no clue when. It took thousands of years.
  • Reasonable Authority Figure: For the Greybeards, and he also promises to be this for the rest of the dragons after Alduin dies.
  • Reluctant Psycho: He’s noticeably different from many other dragons in that he’s ashamed of his inherent inclination towards domination, death and destruction, and thus has been spending the last few millennia resisting his destructive impulses in atonement for his past acts. Judging from his placid, jovial demeanour in the present day, he’s come a long way in conquering his bad habits.
  • Reformed, but Rejected: He's been hiding on the Throat Of the World for thousands of years because he's a dragon, and he did horrible things during the reign of the dragons over man - things that humans will possibly never forgive. Driven home by the Blades, who demand that you kill Paarthurnax for what he did millennia ago, even though he's also the reason mankind is still breathing.
  • The Slow Path: He believed Alduin would return from his banishment beyond time eventually and so camped out on the Throat of the World for millennia to wait.
  • Strawman Has a Point: Invoked; when the Blades ask the player to kill him in spite of the fact he's reformed and has helped the player, Paarthurnax says the Blades are absolutely right not to trust him, as he has certainly done a lot of evil things, and even if he is reformed the urge to dominate and destroy is in the blood of a dragon, and he fights the pull to give into those urges every day. He pretty much says that if he were in their situation, he wouldn't trust himself either.
  • Token Heroic Orc: He's the only good dragon seen in the game. Odahviing refers to the Way of the Voice, Paarthurnax's personal ethos, as "tyrannical" implying that he has channeled his inherent desire to dominate into controlling himself.
  • True Companions: Paarthurnax names the old Nord heroes to whom he taught the Thu'um as his "friends." Considering the timeless nature of the dovah and their desire for conquest and domination, merely naming a mortal a "friend" tells you how much they meant to him, and vice versa.
  • Verbal Tic: Paarthurnax frequently slips into Dovahzul, the dragon language, while talking to mortals. He usually catches himself while doing so and offers a quick translation of what he meant to say. Words that he knows you understand, like "dovah," remain untranslated, and sometimes he'll spout an entire phrase in his tongue (while apparently talking to himself) that he doesn't bother translating.
  • Visual Pun: Despite being a dragon, he still could qualify for the technicalities of the order's namesake; the spikes along his chin are overgrown from age and mottled grey in color, resembling a beard.
  • Warrior Monk: He is the leader of the monastic order known as the Greybeards, and even though he has spent a millennia mostly in solitude meditating in the way of the voice, he is still a badass dragon and will aid the Dragonborn in battling Alduin when he arrives at the mountain peak.
  • Wants a Prize for Basic Decency: A rare case of this trope being totally justified. It takes a ridiculous amount of effort for a dragon to be anything but destructive - they have the urge to dominate and rule basically hardwired into their brains. Paarthurnax not wreaking havoc over the width and breadth of Skyrim represents millennia of self-control. He also never makes a major deal of it, freely admitting that he has a long history of terrible deeds and doing nothing to stop you from killing him if you decide to do so.

    Odahviing (ENDGAME SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/odahviing_3837.JPG
"As for myself, you've proven your mastery twice over. Thuri, Dovahkiin. I gladly acknowledge the power of your Thu'um."
Voiced by: Charles Dennis (English)note 

Alduin's right-hand dragon. He ultimately changes sides and helps the Dovahkiin.


  • Afraid of Needles: Isn't afraid of taking on the Dragonborn, who fireballs him, shoots arrows into him, repeatedly stabs him, and blasts him in the face with a draconic Brown Note, but he freaks out and spews fire in a panic when Farengar attempts to retrieve some samples of scale and skin tissue.
  • Big "NO!": Once the Dragonsreach trap's yoke slams down on him and entraps him by the neck, he expresses his despair by exclaiming "Nid!" which is Draconic for "No!"
  • The Dragon: Literally and figuratively, being Alduin's right-wing wyrm. He no longer fits the trope after defecting to your side, though he remains a dragon in the literal sense.
  • Graceful Loser: Once he's yoked into the Dragonsreach trap, he admits it was his own fault for getting into his current predicament, and salutes the Dragonborn for their "low cunning".
  • Hot-Blooded: Even for a dragon. It's why Paarthurnax recommends challenging him in particular when made privy to the plan to trap a dragon to interrogate because of his eagerness for a challenge.
  • I Fight for the Strongest Side!: After you Shout Alduin about the head and wings the first time atop High Hrothgar, Odahviing and other dragons engender doubts about the supremacy of Alduin amongst themselves. Odahviing only helps the player because he wants to know who is more worthy as leader.
  • I Gave My Word: Played with. He acts offended when you question if he can be trusted, saying he has done nothing to earn your distrust. The player can point out he just tried to trick you into letting him go without telling you everything about Skuldafn, such as how it can only be reached by flying.
  • I Know Your True Name: How he's summoned. It's not so much that he's compelled to, but calling a dragon's true name is tantamount to a challenge, and he's not about to back down when you just fought off Alduin himself. Later, he comes as a matter of respect.
  • Playing with Fire: Fire Breath is his go-to Shout for combat (or for dealing with mages trying to get skin samples off him).
  • Poirot Speak: Like Paarthurnax. It seems that Paarthurnax has a better command of the mortals' tongue, because Odie's speech sounds kinda stilted. Of course, Paarthurnax has been interacting with the various Greybeards over the millennia, while Odahviing has been a pile of bones entombed in a dragon burial mound and probably didn't interact with mortals much beyond domination before the Dragon War.
  • Red Is Heroic: The one red dragon in the vanilla game is the one to pull a Heel–Face Turn.
  • Reformed, but Not Tamed: He pledges allegiance to the Dragonborn at the end of the main questline, but is otherwise still as proud and combative as any other dragon.
  • Summon Bigger Fish: Once you gain his allegiance, you can summon him to fight alongside you by Shouting his name.

    Mirmulnir 
https://static.tvtropes.org/pmwiki/pub/images/mirmulnir_3900.JPG

The first dragon the Dovahkiin officially takes on in the main storyline. You fight him during the quest "Dragon Rising" at the Western Watchtower near Whiterun.


  • Dragons Versus Knights: He is the first dragon in the main storyline that the Dragonborn fights, with the help of several Whiterun guards and Irileth.
  • Irony: Being a survivor of both the Dragon War and the Akaviri dragonslaying, you'd think he'd have a beaten down appearance like Paarthurnax instead of looking like he was resurrected yesterday.
  • Oh, Crap!: He reacts in terror when he realizes the being who just killed him is the Dragonborn, and what that means.
  • The Remnant: According to the Atlas of Dragons book, he is one of a very small number of dragons under Alduin's command that survived both the Dragon War and the Akaviri Dragonguard reavings.
  • Shoot the Shaggy Dog: As noted above, he survived the Dragon War and being hunted by both the Akaviri Dragonslayers and the Blades for several millennia... only to be killed by an unwitting Dragonborn and a handful of Whiterun guards.
  • Villain of Another Story: He survived the Dragon War and the Akaviri, and hid for millennia before returning to Skyrim... where he runs into the Dragonborn, who barely recognizes who he is unless they've read the Atlas of Dragons.
  • Warmup Boss: The first dragon you fight, the weakest dragon you fight, and you get a compliment of guards to help take him down.
  • Worthy Opponent: Calls out that you and the Whiterun guards are such and make for good sport.

    Sahloknir 
https://static.tvtropes.org/pmwiki/pub/images/sahloknir_2699.JPG
"I am Sahloknir! Hear my Voice and despair!"

Another named dragon, encountered at the end of "A Blade In The Dark."


  • Arrogant Kung-Fu Guy: Arrogantly declares that the Dragonborn's Voice is no match for his own.
    I do not fear you, Dovahkiin!
  • Blood Knight: Even by dragon standards. When too injured to fly (which can mean dropping to the ground sprawled out or skidding along the ground for God knows how far,) his response is to get back up and give a Badass Boast.
    So it's to be a real fight then? Good!
  • Rise from Your Grave: He is the first visible indication that this is what is happening to the rest of the dragons.
  • Shoot the Shaggy Dog: Moments after being resurrected by Alduin, he's killed again permanently by the Dragonborn.
  • Undying Loyalty: To Alduin.
  • Wake-Up Call Boss: If you put off the "Blade In The Dark" quest for long enough, he'll spawn as an Ancient Dragon, with absurdly high stats. Note that he'll spawn as the strongest possible dragon that is allowed by the game to spawn at the current player character's level; as such, he will spawn as a Blood Dragon at level 14, or an Ancient Dragon at level 36.
  • Worthy Opponent: Considers the Dragonborn one.

    Sahrotaar 
https://static.tvtropes.org/pmwiki/pub/images/sahrotaar_8289.jpg

A Serpentine Dragon bound to Miraak's will, he serves as Miraak's personal mount and literal The Dragon.


    Durnehviir 

    Named Dragons 

The other named dragons that aren't major players in the storyline.


  • Giant Space Flea from Nowhere: There is exactly zero explanation for Vulthuryol's presence in Blackreach, which is probably the last place you'd expect to find a dragon.
  • Guide Dang It!: Good luck finding Vulthuryol without a guide; he's summoned by using Unrelenting Force on the sun orb in Blackreach.
  • Mini-Boss: Just another dragon, technically, for all of them.

    The Dragon Priests 
https://static.tvtropes.org/pmwiki/pub/images/dragonpriest_4632.JPG

During the Dragons' reign over Mundus in the Merethic Era, they had mortal followers known as the Dragon Cult, led by powerful mages known as Dragon Priests. Although the Cult itself is long dead, Alduin's return has caused several of these Dragon Priests to rise from their graves and terrorize Skyrim. The eight most powerful Priests each possess a mask imbued with powerful magics.

For Miraak, the Dragon Priest who serves as the antagonist for Dragonborn, see the DLC character page.


  • Ambition Is Evil: Ahzidal's hunger for power led him to extreme ends, up to and including becoming a Dragon Priest with all the villainy that implies... and that still wasn't enough to sate him.
  • And I Must Scream: Otar the Mad has been sealed in a coffin since his death.
  • Arch-Enemy: Morokei to Savos Aren and Vahlok to Miraak.
  • Ax-Crazy: Otar the Mad earned that name for a damn good reason. According to The Secrets of Ragnvald, he was incredibly cruel to his people after going nuts, though he was apparently once much nicer.
  • Bad Boss:
    • Hevnoraak was very fond of torturing his followers to keep them in line, or just for his entertainment. His Voice was also strong enough that he could compel them not to resist.
    • Rahgot's ordered his followers to commit mass suicide so that his own life would be preserved, and responded to his chief alchemist's dissent with all the restraint his name implied.
    • Otar the Mad started out as a Benevolent Boss to his tribe, but after going a little funny in the head he started subjecting his tribe to random cruelties.
  • Barred from the Afterlife: One theory is that Morokei never died, since he was active over a thousand years before Alduin started bringing back the Dragon Priests, with Morokei even wandering into Morrowind to capture the Staff of Magnus.
  • The Caligula: They all count to some degree, but Hevnoraak and Rahgot are the most clear examples; the former built up a small army of enthralled followers who he would regularly torture, while the latter ordered his followers (children included) to commit mass suicide when they were cornered and murdered any who disagreed.
  • Compelling Voice: Hevnoraak could make anyone do anything he wanted with his Voice.
  • Cold-Blooded Torture: Hevnoraak was very fond of this, especially due to the fact that his Compelling Voice ensured his victims wouldn't resist. The barrow he inhabits is filled with torture devices to further underscore this.
  • The Dragon: Nahkriin seems to be this to Alduin, as he's the lord of Skuldafn and guards Alduin's portal to Sovngarde.
  • Dual Boss: Krosis isn't locked in a dungeon like most Dragon Priests. His coffin is set right in front of a Word Wall guarded by a dragon, and there is zero warning he's there. Even if you know he's there, it's all-too easy to wander too close and trigger him, forcing you to fight both him and the dragon.
  • Elite Mooks: At high enough levels, nameless Dragon Priests can start showing up as dungeon bosses in place of Draugr. They're every bit as tough as the named ones, but don't drop masks when killed.
  • Even Evil Has Standards: Within the Dragon Cult itself; when Rahgot ordered his followers to commit mass suicide including the children, his alchemist Froda argued that it would more honourable to die from the blades of their foes than take the easy way out by drinking poison. Rahgot's response was to grant her request personally.
  • Evil Is Deathly Cold: Every time Morokei speaks, a wave of chilling air blows through his lair, draining your magicka bar.
  • Flunky Boss: Rahgot summons a pack of Draugr Deathlords to help him fight you.
  • Founder of the Kingdom: The Skaal believe themselves the heirs of the Guardian, the Dragon Priest Vahlok.
  • Gadgeteer Genius: Ahzidal is the magical equivalent, being renowned as the first great Nord enchanter and one of the greatest enchanters in history, period. In his tomb, you can unearth several of Ahzidal's relics, each bestowed with a unique enchantment that cannot be replicated by the player, and wearing the full set grants you a boost to your Enchanting skill.
  • "Get Back Here!" Boss: Somewhat unintentionally with Krosis. Dragon Priests are programmed to retreat from threats while attacking at range with their staffs. In every other instance, the priest is trapped in a room and can only go so far. Krosis is outside and thus can retreat for great distances if he isn't obstructed, plus you're on a cliff which can't be climbed up if he decides to run down it.
  • The Ghost: Whoever bore the Konahrik mask is never seen, if they even existed.
  • Giant Space Flea from Nowhere: Most Dragon Priests are encountered as part of another quest or have their own mini-quests as the game's way of saying "if you explore this dungeon, you're going to fight something really nasty". This is not the case for Dukaan, Volsung, or Krosis, with the first two inhabiting otherwise unassuming Nordic tombs and attacking out of the blue, and the latter being entombed at a random dragon lair.
  • Go Mad from the Revelation:
    • Otar's backstory; he used to be a good leader until after a certain victory, when he started hearing voices in his head.
    • Ahzidal's pursuit of knowledge eventually led him to seek it from the planes of Oblivion; if the Black Book in his tomb is any indication, he got it from Hermaeus Mora. However, he did not come away with his sanity intact.
  • Gotta Kill Them All: What their sidequest generally boils down to- find and kill the eight major Dragon Priests scattered throughout Skyrim, take their masks, and repair the shrine.
  • Historical Hero Upgrade: Vahlok is remembered by the Skaal as "The Guardian", a mythical figure who fought Miraak the Traitor for days on end and eventually triumphed, Miraak escaping death only through Herma-Mora's help. Yet he was still a Dragon Priest and therefore a member of the horribly oppressive Dragon Cult.
    • Of course, Vahlok's reign in Solstheim is remembered well by the Skaal, so he might simply be their Token Good Teammate.
  • The Jailer: Vahlok the Jailor (a.k.a.: the Guardian) served as this to Miraak during his lifetime; according to the legends, he swore to watch over Solsthiem and prevent Miraak's return.
  • MacGuffin Guardian: Morokei holds the Staff of Magnus, the object which you need to defeat Ancano.
  • Malevolent Masked Men: All of them wear powerful masks. They're also a motley collection of Sinister Ministers, unstable tyrants, and Evil Sorcerers serving the oppressive Dragon Cult.
  • Mask of Power: All of them except Vahlok; the eight in the main game also unlock a ninth.
  • Magic Staff: Frequently seen wielding staffs.
  • Meaningful Rename: After the Night of Tears, one of Saarthal's surviving Nordic mages took the name of Ahzidal ("Bitter Destroyer"). True to the name, he was instrumental in aiding the Five Hundred Companions' rampage across the Snow Elves' lands.
  • Memetic Badass: In-Universe example with Vahlok. Go look at the list of Badass traits Miraak has. Then remember that, according to legend, Vahlok is the one who beat him - Miraak only escaped being killed because Herma-Mora snatched him out of Nirn. The Skaal remember him as a heroic figure called "The Guardian" because of it.
  • Names to Run Away from Really Fast: Hevnoraak (Brutal), Krosis (Sorrow), Morokei (Glorious), Rahgot (Rage), Nahkriin (Vengeance), Volsung (Horror/Air Horror), Vokun (Shadow), and Konahrik (Warlord).
    • And in the Dragonborn DLC there are Dukaan (Dishonor), Ahzidal (Bitter Destroyer), Vahlok (Guardian), and Zahkriisos (Bloody Sword). The only possible exception is, ironically, the Big Bad Miraak (Allegiance Guide), until you remember what Miraak can do to dragons: Guide their Allegiance to him.
  • No Body Left Behind: Dragon Priests disintegrate into ashes when killed, leaving behind only their armor.
  • Odd Name Out: Otar the Mad is the only priest whose name doesn't translate to something in the dragon language.
  • Our Liches Are Different: In fact, they're different even from the series' standard liches in that they don't make use of phylacteries. They're more akin to draugr with powerful magical abilities.
  • Person of Mass Destruction: According to an old legend, Vahlok's fight with Miraak was so destructive that it caused part of Skyrim to break off and become Solstheim.
  • Power Floats: They hover about a foot off the ground.
  • Roaring Rampage of Revenge: The Nord enchanter who eventually became the Dragon Priest Ahzidal had his home in the city of Saarthal. Then the Night of Tears happened, leading him to swear revenge on them and take on his Meaningful Rename. He got that revenge through Ysgramor's Companions by outfitting them with enchanted weaponry.
  • Sealed Evil in a Can: Hevnoraak, Otar the Mad, and Morokei.
    • Otar doubly so, since they not only entombed him but then put extra locks on the tomb to make sure he wouldn't be crawling out of it without help.
    • Morokei was this as far back as 2E 582, with him having been sealed away by followers of Kyne for generations before that and then escaping once they possibly died out, letting him wander Tamriel and get the Staff of Magnus before being re-sealed again by Aren.
    • Hevnoraak is a bit of an odd case in that he willingly sealed himself away as part of an elaborate Evil Plan to become a lich.
  • Sealed Evil in a Duel: Morokei, who was sealed by Savos Aren in a duel with the ghosts of two of his colleagues, whom Aren killed, resurrected, and enthralled to keep Morokei from wreaking havoc on Skyrim.
  • Sinister Minister: Their cruelty soon rivaled that of the dragons. Some of the descriptions of the Dragon War and preceding times suggests the cruelty of the Tamrielic Dragon Cults was worse than that of the dragons themselves.
  • Sixth Ranger: Dragonborn introduces three new Dragon Priests aside from the main antagonist - Ahzidal, Dukaan, and Zahkriisos. They live in Solstheim, not Skyrim, and their masks have entirely different appearances from the base eight, as well as having a specific Fire, Ice, Lightning between the three of them.
  • Token Good Teammate: Vahlok. The Skaal regard his rule to be a time of peace and prosperity and, unlike the priests of Skyrim, he was remembered as a wise and just leader. This contrasts with all the other Dragon Priests. Although that doesn't stop him from trying to kill you when he awakens, like the others.
    • The Dragon Priests of Skyrim could arguably be considered Token Evil Teammates to the Dragon Priests as a whole: some of the lore implies that the Dragon Priests back in Atmora (where the Nords came from) weren't nearly as evil as the ones you fight in Skyrim.
  • Trap Master: Vahlok's Boss Room is littered with flame traps, and since he'll constantly be trying to keep his distance to make you run into them. Of course, he can’t trigger the traps himself since he's floating off he floor.
  • The Unfought: Collecting all eight Dragon Priest masks and placing them on a shrine deep in Labyrinthian unlocks a ninth mask, Konahrik. One of its effects is to summon a Dragon Priest as an ally, possibly Konahrik himself.
  • Unknown Character: Konahrik. It's unclear if the Konahrik mask even had an owner, and there is no lore relating to who Konahrik was in life, other than the possibility he was the leader of the Dragon Priests of Skyrim, or that the Dragonborn was meant to be Konahrik.
  • The Voiceless: None of the Dragon Priests speak outside of Nahkriin, Hevnoraak, and Morokei, and Nahkriin only speaks in Dovahzul while Hevnoraak's one line of dialogue is easily missed.
  • Walking the Earth: Morokei apparently traveled to Morrowind to get the Staff of Magnus, which is a scary thought.
  • Wake-Up Call Boss: Not the usual kind, but there is a very high chance that players accidentally stumble upon Krosis at low level and get fireballed to death before they know what they just fought.
  • World's Strongest Man: Morokei is unique among the Dragon Priests in that he's been "alive" for the longest having been resurrected hundreds of years ago whereas all the others appear to only awaken when disturbed by the Dragonborn. As such, he's extremely powerful and has been terrifying Tamriel for ages. He wields the Staff of Magnus, which is one of the greatest sources of Magicka in all of Tamriel and can useit to drain a person of their own from a great distance and absolutely trounced Savos Aren along his surviving colleagues when they stumbled upon him in Labyrinthian.
  • Would Hurt a Child: When Rahgot forced his followers to commit mass suicide, not even the children were spared.
  • You Are the Translated Foreign Word: Inverted - Vahlok the Jailor is remembered as "The Guardian" who defeated "The Traitor" (Miraak). Vahlok means "Guardian" in Dovahzul.

Heroes of Skyrim

Gormlaith, Hakon, and Felldir are the ancient Nord heroes who helped to overthrow the dragons in the Dragon War. After Gormlaith was killed, Felldir used the Elder Scroll to banish Alduin.
  • Badass Normal: Well, relatively so. Thu'um isn't exactly normal, but these three were also ordinary Nords who studied the Voice to gain their power, not Dragonborn.
  • Godzilla Threshold: They couldn't kill Alduin like a Dragonborn could, so they had to resort to some very desperate measures to get rid of him. They used an Elder Scroll to cause a localized time warp and send Alduin to the future.
  • The Unchosen One: The Unchosen Three. The First Dragonborn was the chosen one against Alduin, not them. However, their Chosen One was Miraak, so they had no choice but to step up in his place.

    Gormlaith Golden-Hilt 
https://static.tvtropes.org/pmwiki/pub/images/gormlaith_2308.JPG
Voiced by: Lynda Carter (English)note 


  • Action Girl: She tells Hakon that she's killed six dragons in one day, a claim that even the Dragonborn likely cannot make.
  • Badass Boast: She plays this off against a dragon she takes down.
    Know that it was Gormlaith Golden-Hilt who sent you down to your death.
  • Blood Knight:
    Hakon: Have you no thought beyond the blooding of your blade?
    Gormlaith: What else is there?
  • Brother–Sister Team: She refers to Hakon One-Eye as "brother", although whether in the literal or figurative sense is never made clear.
  • Fearless Fool: Comes across like this, especially in regards to her approach to Alduin.
  • Super-Scream: One of the first human users of the Thu'um. When summoned as an ally, she favors Dismay and Unrelenting Force in particular.
  • The Worf Effect: Her brief introduction has her cutting down a Dragon in only a few hits to establish her Badass cred. She is then slaughtered by Alduin when she and the other Heroes attempt to kill him conventionally, which prompts Hakon and Felldir to use the Elder Scroll to send him forward in time.

    Hakon One-Eye 
https://static.tvtropes.org/pmwiki/pub/images/hakon_7156.JPG
Voiced by: Paul Ganus (English)note 


  • Beard of Barbarism: You didn't expect one of the greatest Nordic heroes to not have a glorious, bushy beard, now did you?
  • Brother–Sister Team: He is Gormlaith Golden-Hilt's brother.
  • Brutish Character, Brutish Weapon: One of the Nord's legendary Barbarian Heroes, and he wields an axe.
  • Big "NO!": Let one out when Alduin killed Gormlaith.
  • Enemy Mine: In Dragonborn, Miraak claims that Hakon tried to secure his help to defeat Alduin, but he refused.
  • Fire-Forged Friends: With you when you take out Alduin.
    Hakon: I'll look for you, friend, when at last you return to Shor's Hall. The honour will be ours when you join the ranks of Sovngarde!
  • Handicapped Badass: By dint of being blind in one eye.
  • Super-Scream: One of the first human users of the Thu'um. Hakon wields quite a few Shouts, including Disarm, Unrelenting Force, and Frost Breath.

    Felldir the Old 
https://static.tvtropes.org/pmwiki/pub/images/felldir_9588.JPG
Voiced by: Paul Eiding (English)note 


  • The Atoner: For sending Alduin forward in time.
    Felldir: Our ancient debt for Alduin's reprieve is now repaid. The long night has ended.
  • Authority Equals Asskicking: He seems to be the nominal leader of the three.
  • Badass Long Robe: He's one of the few NPCs that sport Greybeard robes, indicating that he may have been one himself.
  • Cool Old Guy: It's in his name, and he was the one who originally banished Alduin.
  • Godzilla Threshold: When Gormlaith was killed and Hakon wounded, he resorted to using an Elder Scroll to send Alduin forward in time. In-universe, this is treated as the equivalent of using a tactical nuke to kill a mosquito.
  • Super-Scream: As one of the first human users of the Thu'um. Mainly sticks to Frost Breath, but he also uses Unrelenting Force on occasion.
  • My God, What Have I Done?: His response to banishing Alduin into the future is "May the spirits have mercy on our souls."
  • Punctuated! For! Emphasis!: "YOU! ARE! BANISHED!"

    Tsun 

Greybeards

    The Greybeards in General 
"Meyz nu Ysmir, Dovahsebrom. Dahmaan dar rok!"Translation: 

A small group of hermits who live in High Hrothgar high atop the Throat of the World. They are human practitioners of the Thu'um, and call the Dragonborn to test their abilities and teach them to hone their skills. To the Greybeards, practicing the Thu'um is a form of worship to honor the gods (particularly Kynareth and Akatosh, who gave the gift of dragon blood to humans), but they also consider it a responsibility and honor to train the Dragonborn.


  • The Archmage: The Voice is its own type of magic, and the Greybeards are the masters of it.
  • All-Powerful Bystander: Despite being very powerful with the Voice, they refuse to take part in the conflicts of Skyrim, and while they eventually help the Dragonborn hold peace negotiations for a temporary truce to the war, they do it with gritted teeth.
    • If questioned about their neutrality, Arngeir will explain that Jurgen Windcaller, the original founder of their order, suffered a terrible defeat in battle despite his mastery of the Thu'um. Upon meditating on why this happened, he came to the conclusion that he had misused the power of the Thu'um, which should only be used to glorify and honor the Nordic gods. The Greybeards follow his "Way of the Voice" philosophy to distance themselves from the rest of the world in meditative seclusion.
    • In addition, contrary to what Delphine claims, Arngeir implicitly encourages the Dovahkiin to act against Alduin; his logic is that the Way of the Voice applies to the Greybeards, because their power was granted by Kynareth and they have chosen to undergo intense study to refine it. The Dovahkiin, on the other hand, was made by Akatosh and was likely made for a specific duty which they must fulfill. Arngeir suggests that rather than follow their teachings, as long as the Dragonborn uses the Voice for selfless reasons and to honor the Gods, they will remain true to the Way.
    • The Level Cap, before patch 1.9, was 81; this was the level at which one would fight the Ebony Warrior. The least powerful of the Greybeards, Einarth, is level 90, Wulfarth and Borri are level 100 each, and the most powerful, Arngeir himself, is level 150, matched potentially only by Miraak.
  • Badass Longrobe: The Greybeards' robes are unique among the different styles worn by the game's various practitioners of magic.
  • Barefisted Monk: The Greybeards don't carry physical weaponry (their Shouts are usually more than enough to wipe out anything that threatens them); but in the unlikely event that something survives their voices, they will pummel it to death in short order with bare hands augmented by Elemental Fury.
  • Cool Old Guy: Due to pacifism and self-reflection being at the core of their philosophy, they are naturally one of the most affable factions in the game, welcoming the Dragonborn and treating them with respect and even deference. They only truly become angry if the Dragonborn decides to slay Paarthurnax. Should that happen, the doors of High Hrothgar will be barred to them forever.
  • The Dividual: Because they can't speak without doing tremendous damage, it's impossible to have any meaningful conversation with any Greybeard other than Arngeir, so we know very little about the other three as people and from a narrative standpoint they essentially function as one character. They have individual schedules, but in any important scene involving the Greybeards, all four are always seen together and Arngeir always speaks for them as a whole.
  • Elemental Powers: If you try to take them on in battle, they're fond of Frost Breath, Fire Breath, Ice Form and Elemental Fury.
  • Fantasy Counterpart Culture: It's debatable as to whether or not this is deliberate, but the concept of a reclusive and secretive monastic society living in seclusion on the top of a high snowy mountain from a young age and possessing mystical powers obtained from years of meditation recalls Tibetan Buddhist monks and the mysticism surrounding them.
  • Foil: To the Blades, and the reason the two groups don't get along. The Greybeards prefer to study and meditate on the dragons; they consider the Blades to be violent meddlers in things they don't understand, what with how they want all dragons dead and destroyed. The Blades, on the other hand (or at least Delphine), consider the Greybeards to be cowards afraid of their own power; they are convinced that it would be better if the Greybeards put that power to use making a difference in the world, rather than living in seclusion and never using it. Their treatment of the Dragonborn also drastically contrasts; the Greybeards offer council when asked but leave the Dragonborn to their own devices to pursue their destiny as they see fit, while the Blades steer the Dragonborn in the direction they believe is best and withdraw their help if the Dragonborn refuses to listen to them.
  • Handicapped Badass: Their voices are so powerful that each Greybeard must take a vow of silence so as not to destroy half their temple by uttering the wrong word by accident. While they're not physically handicapped, they're all essentially mutes until they need to fight. Arngeir typically acts as their voice, but when he becomes petulant over your association with the Blades, Einarth whispers one sentence at him to change his mind. The building shakes when he speaks.
  • Manly Facial Hair: Justified out of sheer practicality, since they live atop a very tall, windy, snow-covered mountain. It's also one of the main ways to tell them apart, since each has a different beard style: Arngeir's is knotted, Einarth's is the longest, Borri's is the shortest, and Wulfgar's is the thickest.
  • The Mentor: The Greybeard Order was founded to safeguard the knowledge of the Thu'um for mankind. For this reason, whenever a Dragonborn emerges in the world, they summon them for training at High Hrothgar.
  • Mundane Utility: Knowing almost every single Thu'um in the book means that they also have a few for pretty mundane tasks, like Bex for opening a gate.
  • My Master, Right or Wrong: They don't necessarily approve of everything the Dragonborn does, but they inevitably support them because Paathurnax has seen fit to do so and they follow his wisdom. But they do, of course, take exception to killing Paarthurnax.
  • Old Master: Due to it taking a lifetime to master the Thu'um, all Greybeards shown in the game are old men. It is, however, mentioned that training begins at a very young age, such as Ulfric Stormcloak being one of those chosen when he was a boy.
  • Power Echoes: Their Voices are so powerful that they hardly ever speak. However, if you speak to them yourself, they will greet you with a whispered "Dovahkiin." The resulting echo from their Voices causes the entire mountain to shake. When they first summon you from the world to High Hrothgar, the might of their collective voices reverberating through Tamriel causes the whole of Skyrim to shudder.
  • A Pupil of Mine Until He Turned to Evil: In his youth, Ulfric Stormcloak was one of the rare individuals permitted to study at their monastery and learn to use the Thu'um, even intending to become a Greybeard himself, but left to fight the War when he grew frustrated with the Greybeard's insistence on remaining neutral. While they understood his reasons for leaving their order at the time, they were not happy to learn years later of his flagrant misuse of the Voice during the duel in which he killed High King Torygg.
  • Really 700 Years Old: Implied to be much older than is natural for humans. Of course this is a universe where talent in magic can last several lifetimes. This may be partially due to their mastery of the thu'um, the blessings of their gods, and the teachings and magic of Paathurnax. Hilariously, though, there's also an abnormal abundance of "regenerating heal potions" that spawn in High Hrothgar implying that medicinal means are also extending their lives.
  • Summon Bigger Fish: Sensing the death of Mirmulnir as proof of the return of the Dragonborn, the Greybeards proceed to summon the Dragonborn to High Hrothgar for training. The summons itself is so powerful, the ground literally shakes and it's implied that it was heard across all of Skyrim.
  • Super-Scream: As master practitioners of the Thu'um, this is to be expected. The distant thunderclaps and frequent storms around the peak of the Throat of the World aren't natural weather, but the Greybeards practicing. When they summon the Dragonborn for training, the strength of their combined Voices shakes all of Skyrim itself.
  • Technical Pacifist: The Greybeards are pacifists who feel the Voice shouldn't be used for violence. However, they will defend themselves if threatened first. Given how powerful they are, they're more than capable of moping the floor with anyone who'd threaten them with little effort.
  • Wizard Beard: They typically wear these.
  • You Are Not Ready: They could teach you a lot more Words of Power than they do, along with a lot of other knowledge about dragons, but feel the Dragonborn needs to learn such things on their own in their own time. Arngeir makes it clear that the Greybeards feel that the process of seeking out and acquiring Words of Power will present the Dragonborn with the training and experience to use the Thu'um with respect and responsibility. They'll point you in the right direction if you ask, but nothing beyond that. Given that you can learn everything they have in in-game months and a few dozen hours out-of-game that took them decades if not centuries to master, this may be very justified.

    Arngeir 
https://static.tvtropes.org/pmwiki/pub/images/arngeir_2210.JPG
"We have felt the whisper of a Word... Give me your map, and I will show you where its echo can be found."
Voiced by: Christopher Plummer (English)note 

The only member of the Greybeards who communicates normally, as the Voices of his fellows are too powerful; a word out of place from them could rip you apart.


  • Berserk Button: When the player mentions that they have been in contact with the Blades, Arngeir refuses to help any more "until you have returned to the path of wisdom". Even though he relents and apologises when one of the other Greybeards reminds him that they are not meant to make judgments of that sort, it is clear that he really dislikes the Blades. Turns out he has a good reason for that...
    • He has a second, but less overt one: Dragonrend. When you ask him about it, he immediately responds with a flat, disapproving demand to know who told you about that shout, and refuses to tell you anything about the Shout at first because Dragonrend is based entirely around hatred for all of dragonkind.
  • Deadpan Snarker: Some of the things he says are in a rather snide tone, mostly when you do nothing during a situation when you're supposed to actually do something! A perfect example of this would be when you're supposed to approach Einarth to learn a new shout; if you don't do it immediately, Arngeir says in a very impatient tone, "Master Einarth is waiting...".
    • This also definitely applies to any mention of the Blades, in a mixed tone of slight hatred and condescension.
  • Irony: He points it out during the negotiations for a peace treaty - how men of war and violence (Tullius and Ulfric) are now being called to High Hrothgar: a sacred place whose very stones are dedicated to peace and tranquillity.
  • The Mentor: To you, the Dragonborn. Likely the best example in the game if you don't kill Paarthurnax, where he even gives the ending speech of the main quest.
  • So Proud of You: He has a moment of this if you tell him that the Blades want you to kill Paarthurnax and that you have no intention of doing so. He praises your wisdom and says that you have learned a great deal in the time that he's known you.
  • Voice for the Voiceless: He speaks for the rest of the Greybeards because he's the only one of them with enough control of the Thu'um to speak without killing a normal person.
  • What the Hell, Hero?: After Arngeir threatens to withhold aid for the Dragonborn simply for being in contact with the Blades, Einarth angrily rebukes him for making decisions without consulting his fellow Greybeards, as well as standing in the way of the Dragonborn's destiny.
    • Arngeir himself will drop a massive one on the Dragonborn if they choose to kill Paarthurnax.
  • World's Strongest Man: Arngeir is the strongest of the Greybeards, and one of the strongest users of the Voice in the world. To note, he's at bare minimum tied with Miraak as the highest level NPC in the entire game at level 150.

    Paarthurnax 
See above in the "Dragons" section for the full list for Paarthurnax.

    Einarth, Borri, and Wulfgar 
"Dovahkiin..."

The other members of the Greybeards, they usually don't speak because of their destructive Voices.


  • He Who Must Not Be Heard: They try to speak as little as possible. For example, the initiation ceremony with all four Greybeards speaking at once is implied to be incredibly dangerous, taxing the Dovahkiin. And every time they greet you with a simple "Dovahkiin" the temple can be heard shaking. More specifically, they just whisper the word when greeting you and it still sounds like half the temple's gonna come crashing down at any moment. When Einarth reproaches Arngeir for withholding aid after you reveal you've associated with the Blades, the entire temple shakes for the duration of his admonishment.
  • O.O.C. Is Serious Business: Einarth breaks his normal silence to angrily rebuke Arngeir, using the dragon tongue, for forgetting his duty to guide the Dragonborn.
    Einarth: Arngeir. Rok/Rek los Dovahkiin, Strundu'ul. Rok/Rek fen tinvaak Paarthurnax.translation 
  • Sweet Tooth: Wulfgar is implied to be this, as he always carries a jar of honey (one of the surprisingly few to be found in Skyrim) that you can pickpocket off him.

The Blades

    The Blades in General 

This order of monastic warriors can trace their origins to the Akaviri invaders in the latter part of the First Era, who eventually bent knee to the Dragonborn known as Reman Cyrodiil. Originally an order of dragon hunters, the Blades are sworn to find, and then "guide and guard" any Dragonborn on the Mundus. The Dragonborn eventually known as Tiber Septim repurposed them into a combination of a spy agency and a royal bodyguard cadre when he became Emperor of the first truly pan-Tamrielic empire. After the passing of the Septim dynasty, they returned to seeking the next Dragonborn, but still rendered spy services to the Empire. They correctly deemed the Thalmor to be the biggest threat, but even they still vastly underestimated how dire a threat the Thalmor are. As a result, they were decimated by Thalmor hit squads preceding and during the Great War, and one of the terms of the White-Gold Concordat is the disbanding of the organization. Despite these hardships, a few Blades still survive and remain faithful to the cause.


  • Guys Smash, Girls Shoot: Inverted with swordswoman Delphine and spellcaster Esbern.
  • Jerkass Has a Point: They want to kill Paarthurnax as vengeance for his crimes against humanity in ancient times and believe he can never be trusted despite him actively aiding the Dragonborn in their fight against Alduin. Paarthurnax concedes this is a reasonable view to have and that were he in their shoes, he would have the same suspicions.
  • Katanas Are Just Better: As their origins are traced to the Akaviri Dragonguard, their symbol of membership is an Akaviri-style katana.
  • Last of Their Kind: By the events of the game Delphine and Esbern are the last surviving members of the Blades, however it is possible to recruit three new members in the quest-line Rebuilding the Blades.
  • Loophole Abuse: The reformation of the Blades if the Stormcloaks win the Civil War, since the terms for the White-Gold Concordat specify that the Blades must dissolve within the Empire. Due to Skyrim seceding from the Empire, this means they no longer have to follow the terms of the treaty, while the Empire and Aldmeri Dominion lose jurisdiction to enforce it.
  • Meaningful Name: The Sleeping Giant Inn's name becomes very fitting due to being one of the hideouts.
  • The Order: Were this for centuries, until they were forced to dissolve and go into hiding after the Great War.
  • Order Reborn: The Dragonborn can help to reestablish the order in Skyrim, since combating the re-emergence of the Dragons takes priority over adhering to the terms of the White-Gold Concordat. That it's also a giant middle finger to the Thalmor is merely a bonus.
  • Praetorian Guard: This was one of their purposes after Tiber Septim enlisted them.
  • The Remnant: They've been utterly smashed by the Thalmor before and during the Great War. The declaration of war by the Thalmor involved presenting Emperor Mede with the severed heads of all Blades operatives within the Aldmeri Dominion's territory at the time, and their numbers went downhill from there. Cloud Ruler Temple, their headquarters, got sacked (but only after the Blades destroyed as much as they could to deny the Thalmor intel), and the Blades are now outlawed by the White-Gold Concordat. Nevertheless, a few Blades keep on fighting.
  • Revenge Before Reason: Their oath as dragonslayers apparently takes precedence over their oath to guide and guard the Dragonborn, as they'll refuse to have anything to do with them until the Dragonborn kills Paarthurnax for crimes that outdate the Blades themselves.
  • The Spymaster: The other duty that the Blades carried out for the Emperor.
  • Trigger-Happy: The Blades are accused of this by Arngeir, who believes they've let blind hatred allow them to commit near-genocide against the species, despite the reality being that some Dragons are non-hostile or even fought on humanity's side during the Dragon War. He is proven right when the Blades command the Dragonborn to kill Paarthurnax.

    Esbern 
https://static.tvtropes.org/pmwiki/pub/images/esbern_2691.JPG
"But no one wanted to believe... believe they even existed. And when the truth finally dawns, it dawns in fire."
Voiced by: Max von Sydow (English)note 


  • Ax-Crazy: Subverted. He plays this up to deter unwanted visitors. It doesn't hurt (help?) that he has several neighbors that are straight-up crazy.
  • Badass Bookworm: He's spent a long time studying the prophecies of Alduin and the Dragonborn. When the Dragonborn finds him to bring him to meet Delphine, he first spends several minutes packing up what he deems his most essential books.
  • Bunny-Ears Lawyer: Esbern is eccentric, to say the least, but he's also an extremely competent Blade who's given the Thalmor the slip for decades.
  • Cloudcuckoolander: He's quite eccentric, especially when you first meet him.
  • The Cloud Cuckoolander Was Right: As Delphine lampshades, it turns out that all of Esbern's fanaticism over the prophecy of Alduin and the Dragonborn and the end of the world was spot-on. Esbern's attitude when you meet him and tell him what's going on is likewise, "I knew it, I've said it for years!"
  • Cool Old Guy: According to the Thalmor's research on him, he's over 70 years old. He's still very badass.
  • Crazy-Prepared: As the Blades' archivist, he used to be obsessed with studying the original Dragonslaying campaigns for which the Blades were created. Since the dragons were all dead (or believed to be myth in the first place), everybody though he was just some eccentric old fool. Then guess what happens...
  • Dreaming of Things to Come: "I used to dream of it. In the dream I was standing someplace high up, a tower, or a mountain. It was always just before dawn. The whole world was in darkness. Then came the flash of light just on the horizon within the clouds that marked the border between worlds. It could have been lightning but there was no thunder. In the dream, the sense of foreboding grew. But, I could never wake up. Then, it came again, this time more distinct, closer, definitely not lightning now it was orange, brilliant orange, the color of hearth and dawn. And a sound too, distinct and indistinct, not thunder but something else, something uh, I should recognize but in the dream I cannot place it. I want to leave my high place to seek shelter. From what, uh, I don't yet know. In the manner of dreams I cannot escape. I'm forced to wait and watch. Then, finally, realization and horror arrive together. The orange is flame, heat. The sound, a roar, a challenge in their ancient tongue. And now it's too late for escape. The dragon's upon me, fire and darkness descending like a thunderbolt. And not just any dragon, but the dragon, Alduin, the World-Eater! The dragon who devours both the living and the dead! And then, I would wake up and hope that it was just a dream but know that it was not."
  • Eccentric Mentor: He's just a little off-kilter...
  • Friend in the Black Market: He's hired the Thieves Guild to protect his location, though as far as they're concerned, he's just some old weirdo living further in the Ratways and they're willing to give his location to anyone who pays them off, including the Thalmor.
  • Guest-Star Party Member: Once you find him, he follows you until you meet up with Delphine, acting as an honorary second follower. Feel free to take your time getting to Riverwood, because he's no slouch in battle, plus he's marked as essential so he can't die.
  • Hypocrite: During the peace treaty negotiations in "Season Unending", he tells Tullius and Ulfric to put their grudges aside to fight a greater threat, but won't do the same with his grudge against Paarthurnax, though he at least isn't as blindly hateful about it as Delphine.
  • Ink-Suit Actor: He looks a lot like his voice actor, Max von Sydow.
  • Last of His Kind: One of the last members of the Blades.
  • Non-Action Guy: Despite his powerful magic, according to the Thalmor dossier, he was not a field agent when the Blades were active. Instead, he was in charge of planning and coordinating things from behind the scenes, and was evidently good at it.
  • Playing with Fire: His offense consists of Fireball, Firebolt, and Flame Cloak.
  • Properly Paranoid: First met in Riften's Ratway, hiding among beggars and madmen behind a heavy iron door with roughly half a dozen locks (and he'll open a sliding panel and shout at you in his best "homicidally crazy old man" voice if you try to speak to him before you learn precisely who he is). Not two minutes after the Dovahkiin confirms his identity, the Thalmor arrive to have him killed, and up to two citizens casually wandering Riften reveal themselves as Thalmor spies when you leave the city.
  • "The Reason You Suck" Speech: Gives one to Tullius and Ulfric during the peace treaty negotiations, telling them that while they're busy arguing over the terms of a temporary truce, Alduin is in Sovngarde, growing stronger by devouring the souls of the men they've slain in the war, and they're being petty for not seeing the threat greater than either of them and not putting aside their differences to try and stop it.
  • Red Oni, Blue Oni:
    • The Blue to Delphine's Red. While Esbern is presented at first as a Cloudcuckoolander conspiracy theorist, once things really get going, he's far more calm and intellectual, not to mention respectful of the Greybeards. By contrast, Delphine is more of an outright Jerkass to both the Dragonborn and the Greybeards, and is less interested in the knowledge of the dragons than she is in killing them.
    • He's also got a bit more rational and reasonable stance towards killing Paarthurnax, while Delphine is emotional and cruel about it. To Delphine, it's just about another dragon whose time to die has come, and she sees the player as going soft for not doing it. Esbern, however, acknowledges that Paarthurnax has reformed and has been of aid to mankind, but maintains that his good deeds do not excuse the evil ones he did in the past and so appropriate justice is still due. His oath as a Blade forces him, somewhat reluctantly, to deny the player aid in the meantime.
  • Summon Magic: He can summon all three types of elemental atronach.
  • Sword and Sorcerer: The Sorcerer to Delphine's Sword.
  • Warrior Poet: His room is filled with books, he admires ancient art and architecture so much that he almost has to be dragged away from it (and can identify the technique and period), and he's completely dismayed when he discovers neither you nor anyone else knows much about dragon lore. He's still a member of a clan of dragon hunters who can more than defend himself when enemies arrive.
  • You Have to Believe Me!: He tried to convince his colleagues that The End Is Nigh based on the old prophecies. It went about as well as you'd expect. Of course, he turned out to be right, but by then not many people were left to listen to him, courtesy of the Thalmor.

    Delphine 
https://static.tvtropes.org/pmwiki/pub/images/delphine_9530.JPG
Voiced by: Joan Allen (English)note 


  • Action Girl: She has killed entire teams of Thalmor assassins by herself.
  • Almighty Janitor: An unwary player that gets caught stealing something from the Sleeping Giant Inn or committing assault in there on their first playthrough might find that Delphine is very quick to cut them to pieces for a tavern waitress. Turns out there's much more to her than it seems.
  • Badass Normal: She retrieved the Horn of Jurgen Windcaller from Ustengrav without the power of the Voice - that means she got past the burning floors and the time-sensitive gates using nothing but her own wits. That, or else she somehow managed to use the back entrance and closed it on her way out, which still involves slaughtering a bunch of Draugr.
  • Bullying a Dragon: Skirts perilously close to this in her first meeting with the Dovahkiin. While she does say that she's still trying to establish whether you're a true Dragonborn or not, she knows for a fact that the person she's talking to (in a tone more suited for addressing an unusually stupid child) has taken down at least one twenty-foot long, flying lizard that breathes fire. And then possibly ate its soul.
  • Chekhov's Gunman: She's very possibly one of the first NPCs you'll meet in the game since she lives in Riverwood, the first town you visit. Only later do you realize that she's more than the local innkeeper.
  • Conspiracy Theorist: Believes the Thalmor are behind everything, including the dragons' return. A mission to their embassy indicates they know nothing.
    • She also follows Esbern's lead in thinking Paarthurnax is evil and absolutely must die. She is a bit more a jerkass about it, to the point of threatening to violate her oaths to the Blades if the Dovahkiin doesn't kill Paarthurnax.
    • Note that according to the Atlas of Dragons, the Blades have known Paarthurnax was on the Throat of the World, "under the protection of the Greybeards," for centuries. The Blades as a whole have been waiting for an opportunity to "exact justice" on him for a long time.
  • Cool Old Lady: It's not apparent at first, but she's in her late fifties. And still kicks plenty of ass.
  • Dual Wielding: Blades Swords
  • Expecting Someone Taller: You can tell her this upon meeting her in the basement of the Sleeping Giant Inn.
  • Horrible Judge of Character: She's confident the Greybeards want the Dragonborn to never use the Thu'um and do nothing but sit around meditating like the other Greybeards do. In reality, Arngeir tells the Dragonborn they are exempt from the Greybeards' rules about inaction due to their unique nature as Dragonborn.
  • Hot-Blooded: She's quite eager to fight dragons and just a touch hot-headed.
  • Interface Spoiler: Astute first-time players might notice that Delphine, a seemingly unimportant NPC, is the first NPC they would feasibly run into, has a unique voice actress or actor. Of course, she turns out to be main storyline-relevant later on.
  • Jerkass: She's rather rude and demanding, especially on your first meeting. She tricks you into a meeting and demands a demonstration to verify the Dragonborn's identity, but without giving you a reason why she should be indulged. If you demand she explain herself, she snaps at you that she'll decide when to do that, offhandedly saying you would be dead already if she didn't like the look of you. If you decide to simply ignore her and leave, she'll mention that she should kill you, but decides she won't. Justified, as she doesn't trust you and has the Thalmor after her head every sleeping and waking moment. That said, she comes across as more friendly and humble if you talk to her about her background after proving your status as the Dragonborn.
  • Jerk with a Heart of Gold: Slips into this at the end of the main quest, when Esbern says she's been worried about you since they heard you flew out of Whiterun on the back of the dragon. She's relieved to see you safe and happy to hear Alduin has been defeated. Still that little issue with Paarthurnax holding her back, though.
  • Meaningful Name: In Greek mythology, Delphinius was an epithet of Apollo, referring to the fact that he slew the dragon guardian of the Oracle of Delphi.
  • Older Than They Look: Her official Thalmor dossier states that she's in her 50s, but she could pass for ten years younger at least. She's a Breton, a race that descends from man/elf hybrids, so extended lifespan from (diluted) elven ancestry plays a part.
  • Pint-Sized Powerhouse: She's a Breton woman, which is the tiniest race/gender combination in the game. But as stated before, she's also a pretty damn good fighter.
  • Properly Paranoid: The Thalmor have free reign over pretty much all of Tamriel, meaning the Blades are all hunted. Her dossier pretty much indicates that the only chance the Thalmor have in killing her is overwhelming force, she's just that good.
  • Red Oni, Blue Oni: The Red to Esbern's Blue. While Esbern is presented at first as a Cloudcuckoolander conspiracy theorist, once things get going, he's far more calm and intellectual, not to mention respectful of the Greybeards. By contrast, Delphine is more of an outright Jerkass to both the Dragonborn and the Greybeards, and is less interested in the knowledge of the dragons than she is in killing them.
  • Sword and Sorcerer: The Sword to Esbern's Sorcerer.
  • Trust Password: Her note she leaves in place of the Horn of Jurgen Windcaller tells the Dragonborn to ask for the "attic room" in the Sleeping Giant Inn; as it doesn't really exist publically, she knows you're the real deal when you ask for it.
  • Tsundere: After she warms up to the Dragonborn, she still is this.
  • Ungrateful Bastard:
    • Even after everything you do for her, which includes: helping her slay a dragon, spying on the Thalmor, rescuing her associate, opening up the Blades' old base of operations, and bringing new recruits to the order, she'll refuse to have any more dealings with you should you not kill Paarthurnax. She denies this if you speak to her after finishing the main quest, though. She claims that she is certainly not ungrateful for all you've done for them and the world by defeating Alduin, but she must keep to her oath as a Blade and so still must deny you aid until you kill Paarthurnax. The very same oath that in Oblivion states that their primary duty is to protect and serve the Dragonborn.
    • A mix between this and Revenge Before Reason is her insistence that Paarthurnax must be killed, even though Paarthurnax is the sole reason that humanity is not still enslaved by the dragons. He's also spent the last few thousand years peacefully meditating on a mountaintop, teaching the Greybeards how to use the Voice, and waiting for Alduin to show up so that he can help defeat Alduin again. Once the Dragonborn bests Alduin, Paarthurnax even vows to do his utmost to teach his fellow dragons how to coexist peacefully with other races. Doesn't matter. Paarthurnax is a dragon; therefore, he must die.
  • Van Helsing Hate Crimes: Unlike Esbern, who at least acknowledges what Paarthurnax has done for mortals, Delphine's only real reason for wanting Paarthurnax dead is because he's a dragon, though she tries to justify it through his past crimes and argues that he could always go bad again.
  • Wrong Genre Savvy: While she's absolutely correct in claiming that the dragons attacking Skyrim (and the first one appearing just in time to stop Ulfric from being executed) benefits the Thalmor, she's wrong in suspecting they're behind their return. After finding out that the Thalmor suspected the same thing from the Blades, she muses that they've been fighting so long, both sides have become as paranoid as each other.
  • You Have Outlived Your Usefulness: More or less says this is the case for Paarthurnax.
    Delphine: There's one more thing: We know about Paarthurnax.
    Dragonborn: Turns out he's a dragon. But he helped me.
    Delphine: That's fine. We needed his help. Now we don't.

    Acilius Bolar 

A member of the Blades who was hunted down by Thalmor prior to the game's start. He leaves his blade (Bolar's Oathblade) and Bolar's Writ inside Bloated Man's Grotto to whomever finds it.


  • I'm Dying, Please Take My MacGuffin: From the writ: "I go forth to meet my death with honor. If you are worthy, take up my blade and do the same."
  • Last Stand: Did this right after wrote his last writ to prevent Thalmor from desecrating the ancient place.
  • Never Found the Body: He performed a Last Stand and is almost certainly no longer around. The question now is, "Did he get a Dying Moment of Awesome or get captured by Thalmor?" We don't see any corpses, either Bolar's or Thalmor, outside Bloated Man's Grotto, nor do we find any dossier concerning him.
  • Permanently Missable Content: Bloated Man's Grotto is also used for the quest "Ill Met by Moonlight"; if you never visit it before starting the quest, Bolar's Oathblade is gone for good, and you'll have no clue he ever existed.
  • Posthumous Character: He performed his Last Stand right after he wrote his last will. By time you go to Bloated Man's Grotto, he is long gone.
  • Sole Survivor: Of the fall of Cloud Ruler Temple to the Thalmor, before they tracked him down at Bloated Man's Grotto.

    Fultheim 

A patron of the Nightgate Inn in the Pale, drinking bad memories of the war away.


  • Properly Paranoid: He's hidden away from the Thalmor, rightfully worried they'd kill him if they found him. He'll attack a player wearing Thalmor robes on sight, and he also keeps a dagger next to his bed.
  • Shell-Shocked Veteran: The innkeeper Hadring mentions that Fultheim is drinking "A lifetime of bad memories away". With Fultheim's Blades' sword and his collection of books on warfare, it's easy to see what his memories are about.

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