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There are also banishing spells that can be used to banish summoned creatures back to Oblivion.

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** There are also banishing spells that can be used to banish summoned creatures back to Oblivion.
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* AllWebbedUp: Skyrim's native GiantSpider[=s=] do this to their victims. In the first plot-relevant dungeon you explore as part of the main quest, you find a bandit leader still alive and webbed to the wall. He promises to hand over the item you are seeking if you cut him free. [[spoiler:[[ChronicBackstabbingDisorder Of course, the instant you do so, he takes off running and calls you a fool]]. [[DeathByIrony He will likely die a quick death]] to the dungeon's Draugr or death traps if you don't catch up and kill him first]]. One spider-filled cave even has the corpses of ''woolly mammoths'' webbed up this way.

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* AllWebbedUp: Skyrim's native GiantSpider[=s=] [[GiantSpider giant spiders]] do this to their victims. In the first plot-relevant dungeon you explore as part of the main quest, you find a bandit leader still alive and webbed to the wall. He promises to hand over the item you are seeking if you cut him free. [[spoiler:[[ChronicBackstabbingDisorder Of course, the instant you do so, he takes off running and calls you a fool]]. [[DeathByIrony He will likely die a quick death]] to the dungeon's Draugr or death traps if you don't catch up and kill him first]]. One spider-filled cave even has the corpses of ''woolly mammoths'' webbed up this way.
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renamed trope


** It even branches off into the main quest. The Blades don't like the Greybeards because they'd rather the Dragonborn focus on learning to control their [[MakeMeWannaShout Thu'um]], and because they refuse to intervene in Tamriel's ongoing crises. Conversely, the Greybeards don't like the Blades because they constantly meddle in affairs they don't understand and wish to use the Dragonborn as a soldier exclusively at their beck and call. Of course, because [[BigBad Alduin]] has emerged, and threatens Tamriel with immediate [[ApocalypseHow destruction]], the Dragonborn doesn't have time to properly meditate on the Voice, but to simply charge in with blades drawn is a fool's venture.

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** It even branches off into the main quest. The Blades don't like the Greybeards because they'd rather the Dragonborn focus on learning to control their [[MakeMeWannaShout Thu'um]], Thu'um, and because they refuse to intervene in Tamriel's ongoing crises. Conversely, the Greybeards don't like the Blades because they constantly meddle in affairs they don't understand and wish to use the Dragonborn as a soldier exclusively at their beck and call. Of course, because [[BigBad Alduin]] has emerged, and threatens Tamriel with immediate [[ApocalypseHow destruction]], the Dragonborn doesn't have time to properly meditate on the Voice, but to simply charge in with blades drawn is a fool's venture.



* CatchAndReturn: Theoretically possible, as arrows in flight can be interacted with and ''picked up'', but to do so would require inhuman reflexes. Or you can use the [[TimeMaster slow time]] [[MakeMeWannaShout shout]]. Also both you and your enemies are capable of using arrows that have actually struck (some of the time).

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* CatchAndReturn: Theoretically possible, as arrows in flight can be interacted with and ''picked up'', but to do so would require inhuman reflexes. Or you can use the [[TimeMaster slow time]] [[MakeMeWannaShout time shout]]. Also both you and your enemies are capable of using arrows that have actually struck (some of the time).



* ChekhovsSkill: At roughly the midpoint of the main quest, you learn the [[MakeMeWannaShout Thu'um]] Clear Skies, which you use to reach [[spoiler:Paarthurnax]] by clearing away the freezing mist on the Throat of the World. [[spoiler:This Shout gets used again in Sovngarde, to clear the MysteriousMist Alduin has shrouded the place with and provoke him to battle.]]

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* ChekhovsSkill: At roughly the midpoint of the main quest, you learn the [[MakeMeWannaShout Thu'um]] Thu'um Clear Skies, which you use to reach [[spoiler:Paarthurnax]] by clearing away the freezing mist on the Throat of the World. [[spoiler:This Shout gets used again in Sovngarde, to clear the MysteriousMist Alduin has shrouded the place with and provoke him to battle.]]



** [[AssholeVictim Grelod the Kind]] from the first Dark Brotherhood literally has a ''single point'' of HP. She can be killed by throwing something at her, [[MakeMeWannaShout shouting]] at her, hitting her with a wooden sword or stabbing her with a fork, or punching her once. Bonus points for killing her because it nearly always results in an unarmed finishing move, resulting in the hilarious potential sight of a tiny Breton mage suddenly killing an old woman (possibly mid-speech) [[WrestlerInAllOfUs with a body slam or a German suplex]].

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** [[AssholeVictim Grelod the Kind]] from the first Dark Brotherhood literally has a ''single point'' of HP. She can be killed by throwing something at her, [[MakeMeWannaShout shouting]] shouting at her, hitting her with a wooden sword or stabbing her with a fork, or punching her once. Bonus points for killing her because it nearly always results in an unarmed finishing move, resulting in the hilarious potential sight of a tiny Breton mage suddenly killing an old woman (possibly mid-speech) [[WrestlerInAllOfUs with a body slam or a German suplex]].



** Because [[BrownNote Dragonrend]] has such a short cooldown timer even for the full three-word [[MakeMeWannaShout Shout]], using just one word can stunlock dragons. They can't take off, keeping them on the ground and within reach of melee weapons, and every blast sends them reeling in a stagger, disrupting any of their own Shouts that they may be in the midst of bellowing.

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** Because [[BrownNote Dragonrend]] has such a short cooldown timer even for the full three-word [[MakeMeWannaShout Shout]], Shout, using just one word can stunlock dragons. They can't take off, keeping them on the ground and within reach of melee weapons, and every blast sends them reeling in a stagger, disrupting any of their own Shouts that they may be in the midst of bellowing.
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* BoobsOfSteel: As the weight slider increments on a female character in character generation, muscle mass and body frame size increase... and so does breast size. Also a literal case with certain armors that add breast cups when used by female characters, such as the Wolf Armor of the Companions.
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According to UESP, this is untrue


* ContractOnTheHitman: [[spoiler:Emperor Titus]] gets posthumous revenge, not by having his assassin killed, but by [[spoiler:asking his assassin to kill the man who wanted him dead]]. On a side note, being a member of the Dark Brotherhood doesn't prevent random "Assassin" encounters (complete with a written letter bearing your name and Astrid's signature, [[spoiler:even after Astrid's death near the end of the questline]]) in the wild.

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* ContractOnTheHitman: [[spoiler:Emperor Titus]] gets posthumous revenge, not by having his assassin killed, but by [[spoiler:asking his assassin to kill the man who wanted him dead]]. On a side note, being a member of the Dark Brotherhood doesn't prevent random "Assassin" encounters (complete with a written letter bearing your name and Astrid's signature, [[spoiler:even after Astrid's death near the end of the questline]]) in the wild.
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*** The Stormcloaks, [[HornyVikings Nord]] secessionists, (rightfully) criticize the Empire for not understanding [[ProudWarriorRace the people of Skyrim]] or their culture/religion (agreeing to the ban on [[DeityOfHumanOrigin Talos]] worship in the White-Gold Concordant with the Dominion to end the first Great War was [[RealMenLoveJesus the final straw for many Nords]]). They follow Ulfric Stormcloak, a man of great courage and loyalty to his allies (which his enemies acknowledge) and is [[TheParagon a paragon]] of [[RatedMForManly traditional]] [[ProudWarriorRaceGuy Nord]] values. They (justifiably) feel that the Empire caved-in to end the Great War (in which thousands of Nords gave their lives fighting ''for'' the Empire), and that it's become a [[VestigialEmpire decrepit]], [[ObstructiveBureaucrat obstructive]] entity with [[InadequateInheritor weak leadership]] that has given their enemies huge amounts of power in Skyrim without the Nords' consent. Also, a few characters mention that the Empire has been putting high taxes on Skyrim after the war, limiting the citizens' financial well-being.

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*** The Stormcloaks, [[HornyVikings Nord]] secessionists, (rightfully) criticize the Empire for not understanding [[ProudWarriorRace the people of Skyrim]] or their culture/religion (agreeing to the ban on [[DeityOfHumanOrigin Talos]] worship in the White-Gold Concordant with the Dominion to end the first Great War was [[RealMenLoveJesus the final straw for many Nords]]). They follow Ulfric Stormcloak, a man of great courage and loyalty to his allies (which his enemies acknowledge) and is [[TheParagon a paragon]] of [[RatedMForManly traditional]] [[ProudWarriorRaceGuy Nord]] values.traditional Nord values]]. They (justifiably) feel that the Empire caved-in to end the Great War (in which thousands of Nords gave their lives fighting ''for'' the Empire), and that it's become a [[VestigialEmpire decrepit]], [[ObstructiveBureaucrat obstructive]] entity with [[InadequateInheritor weak leadership]] that has given their enemies huge amounts of power in Skyrim without the Nords' consent. Also, a few characters mention that the Empire has been putting high taxes on Skyrim after the war, limiting the citizens' financial well-being.
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* AttackSpeedBuff: The Elemental Fury and Battle Fury Shouts increase the attack speed of the player and their allies respectively.
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** The existence of ''Skyrim: Very Special Edition'' for the Amazon Alexa, along with its announcement trailer also claiming that ''Skyrim'' will be released on refrigerators and the Etch A Sketch, is a nod to the meme claiming that Bethesda only exists to rerelease ''Skyrim'' for the rest of time.

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** The existence of ''Skyrim: Very Special Edition'' for the Amazon Alexa, along with its announcement trailer also claiming that ''Skyrim'' will be released on refrigerators and the Etch A Sketch, is a nod to the meme claiming that Bethesda only exists to rerelease ''Skyrim'' on every device to ever be built for the rest of time.
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* ConvenientWeaknessPlacement: The penultimate boss in the ''Dawnguard'' DLC is fought at the top of a high balcony, and the battle starts with him right up against the railing. Considering this is Skyrim...well, you do the math.

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* ConvenientWeaknessPlacement: The penultimate boss in the ''Dawnguard'' DLC is fought at the top of a high balcony, and the battle starts with him right up against the railing. Considering this the first Thu'um you unlock is Skyrim...[[BlownAcrossTheRoom Unrelenting Force]] and it requires only meagre progression into the main storyline... well, you do the math.
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* CoffinContraband: Discussed. Cicero is trying to transport a coffin containing the remains of 'his mother' to a new crypt, but the wagon loses a wheel outside Loreius' farm. Loreius refuses to help Cicero repair the wagon, citing as one of the reasons that he thinks Cicero could be using the coffin to smuggle weapons and skooma.

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* CoffinContraband: Discussed. Cicero is trying to transport a coffin containing the remains of 'his mother' to a new crypt, but the wagon loses a wheel outside Loreius' farm. Loreius refuses to help Cicero repair the wagon, citing as one of the reasons that he thinks Cicero could be using the coffin to smuggle weapons and skooma. [[spoiler:Cicero is being honest; it's carrying the [[HumanoidAbomination Night]] [[SpiritAdvisor Mother]].]]
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Disambig removal


* BadassBaritone: Ulfric and Alduin
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* ArtisticLicenseGeography: Whiterun, Eastmarch, and territories north of these areas are described in-universe as being a tundra environment. However, the presence of trees, high grass, and good farming land in places like Rorikstead indicate the opposite. Permafrost would prevent the growth of trees and most tall plants and severely inhibit farming. In fact, the Pale is largely coniferous forest and Hjaalmarch is a tree-covered swamp, both of which don't occur beyond the tree line that marks where tundra begins.

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* ArtisticLicenseGeography: Whiterun, Eastmarch, and territories north of these areas are described in-universe as being a tundra environment. However, the presence of trees, high grass, and good farming land in places like Rorikstead indicate the opposite. Permafrost would prevent the growth of trees and most tall plants and severely inhibit farming. In fact, the Pale is largely coniferous forest and Hjaalmarch is a tree-covered swamp, both of which don't occur beyond the tree line that marks where tundra begins. Most of the region would more accurately be described as taiga[[https://en.wikipedia.org/wiki/Taiga]].
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* CuffsOffRubWrists: If you go to third person mode right as your hands are being untied at the start of the game, you can glimpse the Dragonborn doing this.
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** The more vicious Daedric Princes order you to do horrible things for their artifacts (and you need to get all of them for an achievement). They usually involve betraying a companion or leading a good person to a horrible death. The less said about the things [[ImAHumanitarian Namira]], [[TheCorrupter Molag Bal]], [[BloodKnight Boethiah]], and [[YourWorstNightmare Vaermina]] demand of you, the better. That said, all of those are sidequests, and therefore don't have to be completed by the player unless you really want the rewards... although, the in-game rewards for these quests are ''good''. [[InfinityPlusOneSword Really]] ''[[GameBreaker damn]]'' [[ArmorOfInvincibility good]]. Namira and Vaermina's quests, at least, can be intentionally "failed" if you're not quite ready to step over the MoralEventHorizon. In Vaermina's quest in particular, many players have flat out found themselves ''unable to complete it'' and therefore miss out on the "Oblivion Walker" achievement because it involves betraying the very likable Erandur.

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** The more vicious Daedric Princes order you to do horrible things for their artifacts (and you need to get all of them for an achievement). They usually involve betraying a companion or leading a good person to a horrible death. The less said about the things [[ImAHumanitarian Namira]], [[TheCorrupter Molag Bal]], [[BloodKnight Boethiah]], and [[YourWorstNightmare Vaermina]] Vaermina demand of you, the better. That said, all of those are sidequests, and therefore don't have to be completed by the player unless you really want the rewards... although, the in-game rewards for these quests are ''good''. [[InfinityPlusOneSword Really]] ''[[GameBreaker damn]]'' [[ArmorOfInvincibility good]]. Namira and Vaermina's quests, at least, can be intentionally "failed" if you're not quite ready to step over the MoralEventHorizon. In Vaermina's quest in particular, many players have flat out found themselves ''unable to complete it'' and therefore miss out on the "Oblivion Walker" achievement because it involves betraying the very likable Erandur.
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* BareYourMidriff: The fur, Forsworn and Falmer armor in the base game and the Creation Club adds the Dark Seducer and Golden Saint armor, which bares the midriffs of female wearers. The Forsworn, hide and Falmer armor also bare the midriffs for males, but the fur armor is shirtless, rather than midriff-baring.
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* 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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Massive example crosswicking. Also removed some natter, Word Cruft and YMMV links; I fixed some bad indentation, and split the disambiguated Bonus Boss example into Optional Boss and Superboss (which I already moved to the pertinent subpage)


** And speaking of long dead reviled rulers, Wolf Queen Potema. Unlike Olaf, however, there is absolutely zero dispute over how evil and how reviled she was. Apart from some crazy necromancers trying (foolishly) to bind and enslave her, and some vampires living in her catacombs, ''no one'' has anything positive to say about her. At all. [[spoiler: Also unlike Olaf, her ghost is not found in Sovngarde, either before or after the two quests concerning her, so there truly is no silver lining with her. (However, that may be because she's an Imperial.)]]

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** And speaking of long dead reviled rulers, Wolf Queen Potema. Unlike Olaf, however, there is absolutely zero dispute over how evil and how reviled she was. Apart from some crazy necromancers trying (foolishly) to bind and enslave her, and some vampires living in her catacombs, ''no one'' has anything positive to say about her. At all. [[spoiler: Also unlike Olaf, her ghost is not found in Sovngarde, either before or after the two quests concerning her, so there truly is no silver lining with her. (However, that may be because she's an Imperial.)]]



* AbandonedMine:
** There are a few, but like ''Morrowind'', it makes it more reasonable by also having working and populated mines. The most straightforward is probably Redbelly Mine, which has been overrun by [[GiantSpider Frostbite Spiders]]. The lead miner, Filnjar, asks you to clear out the spiders so the mine won't have to be abandoned.
** The main ebony mine in Raven Rock on Solstheim in the ''Dragonborn'' DLC was on the verge of becoming one, and its lower levels were already abandoned and sealed off, supposedly due to a lack of ore [[spoiler:(really because they DugTooDeep, found a tomb full of [[OurZombiesAreDifferent Draugr]] and a Dragon Priest, and covered it up]]. Once you [[spoiler:clear the mine of Draugr, defeat the Dragon Priest, and [[TheCloudCuckoolanderWasRight recover evidence of the cover-up]]]], it turns out there was more ebony in the deeper parts of the mine, making it viable once more. This has the effect of reversing the economic downturn the island had been suffering from for the past few decades.



* AbilityRequiredToProceed: To access the summit of the Throat of the World, you need to learn a specific Shout in order to part the blizzard that will otherwise rapidly drain your health. Said Shout is only learned as part of the main questline, barring you from the area until you make a certain amount of progress.



** It's mentioned when you talk to people in the College of Winterhold that the previous mage group before yours [[ChekhovMIA went missing.]] You can happen upon their bodies by chance, and pick up unique items of theirs, but you can't do anything for them, find out whether the deaths were connected, or bring anyone any closure. This is actually a glitch, as Phinis Gestor was supposed to offer you the quest, but never does.
*** The "Cutting Room Floor" mod, which restores content that was removed from the final game, includes the meadery near Dragon Bridge that two of the missing apprentices were supposed to be running. This obviously conflicts with the unfinished quest in which you were supposed to find all four dead, so the meadery is run by two unrelated people now.

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** It's mentioned when you talk to people in the College of Winterhold that the previous mage group before yours [[ChekhovMIA went missing.]] You can happen upon their bodies by chance, and pick up unique items of theirs, but you can't do anything for them, find out whether the deaths were connected, or bring anyone any closure. This is actually a glitch, as Phinis Gestor was supposed to offer you the quest, but never does.
***
does. The "Cutting Room Floor" mod, which restores content that was removed from the final game, includes the meadery near Dragon Bridge that two of the missing apprentices were supposed to be running. This obviously conflicts with the unfinished quest in which you were supposed to find all four dead, so the meadery is run by two unrelated people now.



* AbsurdlySpaciousSewer: The Ratway, most definitely. The Thieves Guild has set up their main base down there -- said base covers maybe 10% of the total area. In fact, it's clear that it's too big for them to patrol on their own, as evidenced by the fact that the Thalmor get in there without much trouble during their hunt for Esbern.

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* AbsurdlyLowLevelCap: While the game has the highest natural level cap in the series to day (81), some players still felt that reaching it was too easy. Creator/{{Bethesda}} responded by adding "legendary" skills via DLC, which allow you to reset maxed out skills in order to keep leveling up. Now there is no true level cap, although the game will crash if you have 255 unspent [[SkillScoresAndPerks perk points]].
* AbsurdlySpaciousSewer: The Ratway, most definitely.Ratway. The Thieves Guild has set up their main base down there -- said base covers maybe 10% of the total area. In fact, it's clear that it's too big for them to patrol on their own, as evidenced by the fact that the Thalmor get in there without much trouble during their hunt for Esbern.



* AchievementsInIgnorance: The Dragonborn can admit to the leader of the Greybeards that they have no idea ''how'' they are able to use the Thu'um, they just ''[[GeniusDitz do]]''. Arngeir explains that Dragonborn are unique in that they can [[InstantExpert instantly]] learn new [[LanguageOfMagic Words of Power]], which would take normal people years or decades to master if they can even do so at all. It's around that point in the game that you stop gaining new Thu'um words easily and have to actually work for them.



* AerithAndBob: The members of Clan Battle-Born: Olfrid, Bergritte, Idolaf, Alfhild... and then Lars and Jon.
** Character names in general run the gamut from the mundane (Lydia the Housecarl, Adrienne Avenicci the blacksmith) to the odd, archaic, or very Scandinavian (Ulfric, Avulstein, Ysolda) to the purely fantastical (Irileth, Belethor, Farengar). For some, it's justified, as each race has different naming conventions. Imperials are Latin/Italian, Bretons are French, elven races lean further towards fantasy etc.

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* AerithAndBob: AerithAndBob:
**
The members of Clan Battle-Born: Olfrid, Bergritte, Idolaf, Alfhild... and then Lars and Jon.
** Character names in general run the gamut from the mundane (Lydia the Housecarl, Adrienne Avenicci the blacksmith) to the odd, archaic, or very Scandinavian (Ulfric, Avulstein, Ysolda) to the purely fantastical (Irileth, Belethor, Farengar). For some, it's justified, as each race has different naming conventions. Imperials are Latin/Italian, Bretons are French, elven races lean further towards fantasy etc.etc.
* AesopAmnesia: One of the quests for the Companions is to take Farkas to help you kill a dragon so he can see for himself that they are real. Farkas reacts with gratitude and amazement. However, this is one of the game's handful of ''repeatable'' quests and Farkas can be used as a follower during almost any part of the game, so Farkas may already have killed dozens of dragons with you. Doesn't matter. He's still just as amazed that dragons are real the seventeenth time you repeat the quest as he was the first time you did it.



* AirborneMook: Dragons, when they're not attacking you on the ground.

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* AirborneMook: Dragons, when they're not attacking [[OurDragonsAreDifferent Dragons]]. They can appear randomly at any time to attack you on as a BossInMookClothing. They spend most of the ground.battle flying until you've chipped away about 2/3 of their health, which forces them to land. Thankfully, you learn a Shout ("Dragonrend") that acts like an AntiAir BrownNote to them, forcing them to land. However, it's a [[EleventhHourSuperpower late-game Shout]] you can only learn about 3/4 of the way through the main quest.



** Astrid, at the end of [[spoiler: the Dark Brotherhood quest. She just wanted her family to be happy. Too bad that family didn't include you.]]

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** Astrid, at the end of [[spoiler: the [[spoiler:the Dark Brotherhood quest. She just wanted her family to be happy. Too bad that family didn't include you.]]



** Miraak in the ''Dragonborn'' DLC, due to [[spoiler: how horrifying his death is]].

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** Miraak in the ''Dragonborn'' DLC, due to [[spoiler: how [[spoiler:how horrifying his death is]].



* AllThereInTheManual: The official game guide contains a lot of information that isn't present in the game, particularly details about the various {{Non Player Character}}s. For example, Delvin Mallory's description claims that he was raised in Honorhall Orphanage and was later taken in by Gallus, and when he accidentally killed someone during a robbery, Gallus sent him to stay with the Dark Brotherhood for a year (where Delvin became Astrid's lover) until people forgot about it.

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* AllThereInTheManual: AllNaturalGemPolish: With the addition of mining for ores, the game allows the player to also occasionally find precious gems. Most of the time this trope is averted, with the gems being rough and flawed, but occasionally, the [[PlayerCharacter Dovakhiin]] can dig up a perfectly flawless, pre-cut gemstone. Out of an iron vein.
* AllThereInTheManual:
**
The official game guide contains a lot of information that isn't present in the game, particularly details about the various {{Non Player Character}}s. For example, Delvin Mallory's description claims that he was raised in Honorhall Orphanage and was later taken in by Gallus, and when he accidentally killed someone during a robbery, Gallus sent him to stay with the Dark Brotherhood for a year (where Delvin became Astrid's lover) until people forgot about it.



* AllWebbedUp: Skyrim's native GiantSpider[=s=] do this to their victims. In the first plot-relevant dungeon you explore as part of the main quest, you find a bandit leader still alive and webbed to the wall. He promises to hand over the item you are seeking if you cut him free. [[spoiler:[[ChronicBackstabbingDisorder Of course, the instant you do so, he takes off running and calls you a fool]]. [[DeathByIrony He will likely die a quick death]] to the dungeon's Draugr or death traps if you don't catch up and kill him first]]. One spider-filled cave even has the corpses of ''woolly mammoths'' webbed up this way.



* AlwaysABiggerFish:
** You barely avoid a beheading in the opener thanks to a dragon rampage. [[spoiler:Ironically, [[NiceJobFixingItVillain the whole reason he showed up was to kill you]]]].
** It can happen in-game, too: dragons can randomly attack while the player is fighting off weaker enemies.
** The Dragonborn themself is one. According to lore, Akatosh bestowed upon mortals the gift of Dragons-blood so that they may serve as guardians of mankind and as natural predators to Dragonkind. Indeed, part of what makes the Dragonborn so greatly feared is their ability to simply show up in the middle of a Dragon-attack, [[CurbStompBattle tear them apart]], [[YourSoulIsMine devour their very soul]]... and then promptly [[ButForMeItWasTuesday go on their way]]. There's a ''reason'' the Dragonborn is referred to in-universe as "''[[TheDreaded The One They Fear]]''".



* AlwaysIdenticalTwins: Sissel and Britte, the twin daughters of Lemkil in Rorikstead. They're a humorous example, though - since there are only two models (one boy and one girl) for all of the children in Skyrim, they have to be identical twins because ''all'' the children are identical.
** Averted with Farkas and Vilkas, the only other twins in the game, because they're adults and can have different models.

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* AlwaysIdenticalTwins: Sissel and Britte, the twin daughters of Lemkil in Rorikstead. They're a humorous example, though - since there are only two models (one boy and one girl) for all of the children in Skyrim, they have to be identical twins because ''all'' the children are identical.
**
identical. Averted with Farkas and Vilkas, the only other twins in the game, because they're adults and can have different models.models.
* AmazingTechnicolorBattlefield: The final battle against Alduin takes place in [[spoiler:Sovngarde (which is basically, in keeping with Skyrim's HornyVikings motif, an expy of Valhalla)]], and boy is it heavily saturated with color, especially as you look up and see Alduin approaching.



* AndIMustScream: One Dragon Priest is encountered by unlocking his sarcophagus with two keys shaped like skulls. Nothing suggests he was "dead" before the unlocking or even unconscious (Aura Whisper clearly shows him inside before the unlocking). He was most likely trapped in there since the last war against the dragons, which was a couple thousand years ago. Little wonder he is called Otar [[GoMadFromTheIsolation the Mad]]. The backstory found in various in-game sources reveals that [[spoiler: Otar had gone insane before he was imprisoned, and the two draugr you have to kill to get the keys to release him were, in their day, heroes who managed to imprison him and were given the task of guarding his tomb so he wouldn't escape. Of course, they were only "heroes" from the perspective of the Dragon Cult, an unremittingly evil group in the first place.]]

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* AndIMustScream: AncientConspiracy:
** The Dragon Cults formed in ancient times in service and reverence of the [[OurDragonsAreDifferent dragons]]. After the ancient Nord heroes manged to banish the leader of the dragons, [[BeastOfTheApocalypse Alduin]] (using an [[TomeOfEldritchLore Elder Scrolls]] to cast him out of the time stream), the remaining dragons were either slain or forced into hiding while the cultists and their [[SinisterMinister Dragon Priest]] leaders were persecuted, executed, and entombed in Skyrim's many ancient barrows. With the return of Alduin during the events of the game, he is not only [[ResurrectiveImmortality resurrecting]] the dragons, but the cultists as well.
** The Thalmor are a [[ANaziByAnyOtherName fascistic]] Altmeri political party which dates back to the 1st Era. Originally formed to preserve the history and culture of the Altmer (High Elves), they grew into a powerful [[FantasticRacism Altmer supremacist]] political party within the [[AntiHumanAlliance Aldmeri Dominion]] which eventually militarized. When [[TheConqueror Tiber Septim]] used the [[HumongousMecha Numidium]] to decimate the Aldmeri armies and sack their capital city ''[[CurbStompBattle in less than an hour of fighting]]'', the Thalmor retreated to the political shadows to wait out the Septim Empire. When the [[VideoGame/TheElderScrollsIVOblivion Oblivion Crisis]] struck, the Thalmor [[StealingTheCredit stole credit]] for ending it within their homeland, earning them populist support which allowed them to rise into the highest positions of the Altmeri government. They assassinated [[RegentForLife Potentate]] Ocato, who capably kept the Empire together for a decade after the crisis, severely destabilizing the Empire and sending it toward [[VestigialEmpire vestigial]] status. The Thalmor re-formed the Aldmeri Dominion of old, annexed neighboring Valenwood (homeland of the [[ForestRanger Bosmer (Wood Elves)]], and got Elsweyr (home of the [[CatFolk Khajiit]]) to join as a [[VoluntaryVassal client state]]. Over the next century, their power waxed while they also [[ManipulativeBastard manipulated]] events throughout the rest of Tamriel to further weaken the Empire, ultimately culminating in the [[GreatOffscreenWar Great War]]. Though they were driven back by the forces of the Empire, they did manage to [[WonTheWarLostThePeace force an imposing treaty]] (the White-Gold Concordat) on the Empire which served to destabilize it further leading up to the events of the game.
* AncientTomb: The barrows are also mostly justified. Most were built as the tomb/prisons for the members of the ancient [[ReligionOfEvil Dragon Cults]], who were overthrown thousands of years prior to the events of the game. With the return of [[BeastOfTheApocalypse Alduin]], who is [[ResurrectiveImmortality resurrecting]] the [[OurDragonsAreDifferent dragons]] themselves, the members of the Dragon Cult are likewise returning to (un)life. All of those overly simplistic puzzles in the barrows, that can only be opened from the outside? They aren't there to keep enterprising adventurers ''out''; they're there to seal the undead ''in''.
* AndIMustScream:
**
One Dragon Priest is encountered by unlocking his sarcophagus with two keys shaped like skulls. Nothing suggests he was "dead" before the unlocking or even unconscious (Aura Whisper clearly shows him inside before the unlocking). He was most likely trapped in there since the last war against the dragons, which was a couple thousand years ago. Little wonder he is called Otar [[GoMadFromTheIsolation the Mad]]. The backstory found in various in-game sources reveals that [[spoiler: Otar had gone insane before he was imprisoned, and the two draugr you have to kill to get the keys to release him were, in their day, heroes who managed to imprison him and were given the task of guarding his tomb so he wouldn't escape. Of course, they were only "heroes" from the perspective of the Dragon Cult, an unremittingly evil group in the first place.]]]]
** The ''Dawnguard'' DLC takes it even further, having a sequence in the Soul Cairn, a bleak SpiritWorld ruled over by the [[EldritchAbomination Ideal Masters]] where soul-trapped sapient souls end up for eternity. You think that random bandit's soul you trapped is simply "used up" when you recharge your weapon? Think again. The moment you do so, the soul is sent straight to the Soul Cairn. Where they remain. ''For the rest of eternity''. There is absolutely no hope of escape or rescue. ''Ever''. Nobody can remove your soul from the Cairn, and since you exist as a pure soul, you cannot even hope for the sweet release of death. While you are there, you can expect to be hunted down by undead horrors and have your soul's power drained and utilized for any number of horrific purposes. Even those who manage to successfully hide speak of merely ''being'' there as hellish; they exist in a constant state of fear, paranoia, and spiritual exhaustion, sure that they are constantly being watched by... something. The truly unlucky are turned into servants of the "Ideal Masters", the rulers of the Soul Cairn. The masters view this as peaceful immortality, but the afflicted souls are left in a state of unending psychological torment, only able to forever curse the beings who have entrapped them so. (LegendaryInTheSequel ''Morrowind'' character Jiub is one of the souls who ends up here.)
---> '''Wrathman:''' "You have taken my life, and given me NOTHING! Eternal happiness? Life everlasting? No! Eternal nightmare! Death everlasting! Nothing now. Nothing forever more... What does it matter? It's not MY fault! You said I'd live forever. And this is LIFE? You CHEATED me! I HATE you!"



* AndThenJohnWasAZombie: the Dovahkiin meets the new Sheogorath, who has at this point has fully transformed and seems to be a shell of his former self, though he isn't complaining. This is a first and only for Bethesda in which you actually meet the hero from a previous game.



* AndYourRewardIsParenthood: ''Hearthfire'' adds in the option for you to adopt {{Heartwarming Orphan}}s, which you can do whether or not you have a LoveInterest. They live in your home and you can bring them souvenirs of your adventures.

to:

* AndYourRewardIsClothes:
** Notable examples include the various pieces of the Armor of the Old Gods, each granting a different enchantment (the boots make sneaking easier, for example), and (on the flip side of useful) some random pieces of armor from the Jarl of Whiterun for completing the first few main quest missions. Luckily, if you don't like the enchanted clothing, you can destroy it to learn the enchantment and then slap it onto your favorite armor instead.
** Defeating the assorted Dragon Priests entitles you to keep their masks, each of which confers a different ability. The seven masks in the main game can also be arranged on a special display which will unlock an eighth one which is otherwise unobtainable.
** Some of the Daedric quests end with you receiving special items to wear, such as Clavicus Vile's mask or Namira's ring.
** In the ''Dawnguard'' DLC, completing the lengthy quest "Lost to the Ages" enables the Dragonborn to craft the last known piece of aetherium into one of three different items. Two of these are wearable - the crown and the shield.
* AndYourRewardIsParenthood: ''Hearthfire'' adds in the option for you to adopt {{Heartwarming Orphan}}s, which you can do whether or not you have a LoveInterest. They live in your home and you can bring them souvenirs of your adventures. adventures.
* AngelUnaware:
** A variation occurs where, right up until the moment they absorb Mirmulnir's soul and gain the [[SecondHourSuperpower ability to use the Thu'um]], the [[CrystalDragonJesus Dragonborn]] spends most of their life believing themselves to be (and actually being) merely a normal person. Even afterwards, they are as much in the dark about their true nature as everyone else until the Greybeards explain it to them.
** A sidequest has you go drinking with a random guy you meet in a pub... and then wake up on the other side of the map and spend several further sidequests finding out what happened on your epic bender with what turns out to be the Daedric Prince of revelry and debauchery.
* AnimalMotifs: There are various factions with an associated animal:
*** The [[HornyVikings Stormcloaks]] have the [[BearsAreBadNews bear]].
*** The Skyrim branch of the ThievesGuild have a minor rat motif to symbolize that the guild has fallen on hard times.
*** The Companions heavily associate themselves with wolves. [[spoiler: Many of them are secretly werewolves.]]
*** The ancient order of the Greybeards has a dragon motif on the doors of their monastery at High Hrothgar. [[spoiler:Their secret leader, Paarthurnax, ''is'' a dragon.]]
*** Several of the holds within Skyrim have animal motifs on their heraldry - horses for Whiterun, bears for Eastmarch, rams for Markarth, stags for Falkreath, and wolves for Haafingar.
*** The Thalmor, {{a Nazi|ByAnyOtherName}}-esque StateSec of the above-mentioned Aldmeri Dominion, have a more stylized eagle motif. The Eagle is aloof, proud, and looks down upon the world, much the way the Thalmor do to [[FantasticRacism all other nations]].



** Really, this trope is so tremendously common in Skyrim, it often seems the largest cause of misfortune and death is "Victim started a diary."



*** This is seen in an amusing meta-example from the developers; the dragon lair of Shearpoint also contains a Dragon Priest tomb, and if you don't watch your step, you'll often have to simultaneously fight off him and several hundred tons of angry lizard in one of the toughest battles of the game. This priest's name? Krosis.



* AppleOfDiscord: The game allows you to use this on some enemies. Drop something valuable - like a gemstone - among a group of bandits without being spotted, and they will start fighting over it and end up killing each other. Also, if you manage to summon the Daedra Prince Boethiah, she will command all her faithful (including you) to fight each other to the death, with the promise of a special task for the last survivor.
* AppropriatedAppellation: The [[LaResistance Stormcloak faction]] was derisively referred to as such for following [[RebelLeader Ulfric Stormcloak]]'s beliefs. They took that name in pride.
* ArbitraryHeadcountLimit:
** Played straight with NPC companions in that you can only have one companion at a time, with no explanation as to why. If you ask another to join you when you already have one, they'll just say "Looks like you already have someone following you."
** Averted with non-NPC companions, however. If you [[RandomEncounter randomly find]] and then adopt one of the wild dogs wandering Skyrim (or meet Meeko), you can expand your party to three. Additionally, with the proper Conjuration perks, you can revive up to two dead bodies (permanently in buggy cases) to expand your possible party to five.
** You can also get around it during the ''Dawnguard'' DLC main quest. [[FriendlyNeighborhoodVampire Serana]] will follow you until you complete her quest (which is a long one and which you are not forced to complete) while still allowing you to have a standard companion. After the quest, she can still follow you but occupies the standard companion slot.
* ArbitraryMissionRestriction: Brought back with the Dark Brotherhood quests; for example, a {{Frameup}} quest requires you to kill the victim in a major city so that the incriminating letter you plant on his corpse will be found in due time.



* ArcNumber: In keeping with the series' association with number nine, there are 9 districts and principal cities in the provinces of Skyrim.
* AreTheseWiresImportant: You can [[ImpossibleTheft pickpocket the Briar Heart out of a Briarheart Warrior]], causing him to fall over dead.
* ArmorAndMagicDontMix: Played with. Spells work just as well with armor as without, but the Alteration skill tree has a perk, "Mage Armor," that adds a multiplier to protective spells like Stoneflesh if the caster is unarmored. This perk is typically seen by players as being one of the worst in the game: there is very little reason for a mage not to equip ''some'' sort of armor in the late game. The only downside is that it's ''extremely'' rare to find armor with enchantments that benefit mages unless you enchant it yourself, and it takes a long time to build up your Enchantment skill to be on level with the mage robes you find.
* ArmorOfInvincibility:
** Though it keeps the same enchanting process of ''Oblivion'', ''Skyrim'' heavily {{Nerf}}s its ability to result in game-breaking armors. Damage resistance is now capped at 85%, which is roughly a 560 armor rating. This can be achieved by a character skilled in Smithing and Heavy Armor with simple and easy-to-acquire ''Steel'' armor. Using enchanting, it is possible to get about 97% resistance to magic by combining a resist magic and a resist ([[FireIceLightning fire/frost/lightning]]) enchantment. However, takes up a lot of enchantment slots (with a maxed out Enchanting skill, you can place two enchantments on a single piece of armor) leaving little to no room for other, more useful enchantments.
** There are also racial bonuses that can actually stack on enchantments. For example, Nords get a bonus of 50% Resist Frost, meaning frost magic damage will be half as effective on you. If you equip armor that has been enchanted with the highest level Resist Frost enchantment, you'll be completely invulnerable to frost damage. [[CripplingOverspecialization However, you'll still get smoked by Fire and Lightning element magic]].
*** Archers in Skyrim, however... will kill you just as easily as you level up. It doesn't matter if you are wearing the all-powerful custom armor or block with a shield; it's all the same to the archers (unless you've been increasing your shield proficiency as well or you avoid the arrows completely). Something to be said about your enemies getting stronger as you do.



* ArtificialAtmosphericActions: There's still some, but it's ''much'' better than in the previous games. It was mentioned that it's actually quite hard to make the AI act ''completely'' realistic, but they won't talk about nothing but mudcrabs this time. Still, like in ''Oblivion'', you can play the AI for laughs.

to:

* ArtificialAtmosphericActions: There's There are still some, but it's ''much'' better than in the previous games. It was mentioned that it's actually quite hard to make the AI act ''completely'' realistic, but they won't talk about nothing but mudcrabs this time. Still, like in ''Oblivion'', you can play the AI for laughs.



** Bryling and Falk Firebeard will often talk to each other about their affair and how they need to keep it a secret from Erikur... often right in front of Erikur (and the entire Blue Palace court).
*** For an added layer, Sybille Stentor will pipe up about how obvious they're being... even while sleeping in the next room.

to:

** Bryling and Falk Firebeard will often talk to each other about their affair and how they need to keep it a secret from Erikur... often right in front of Erikur (and the entire Blue Palace court).
***
court). For an added layer, Sybille Stentor will pipe up about how obvious they're being... even while sleeping in the next room.



** While escaping from Helgen with either Hadvar or Ralof, you can murder either the torturers or the Stormcloaks right in front of Hadvar or Ralof respectively, and they won't even care.
*** Subverted with Hadvar; right before going into the torture room, he lets you know that he doesn't have a high opinion of this particular room or its hosts. Sometimes upon killing them, he might even say, ''"These bastards call themselves Imperial Legionnaires..."'' Strangely, that still doesn't stop Hadvar from trying to save them from their impending deaths at the hands of the dragon or the Stormcloaks. Ralof of the Stormcloaks, on the other hand, plays the trope straight.

to:

** While escaping from Helgen with either Hadvar or Ralof, you can murder either the torturers or the Stormcloaks right in front of Hadvar or Ralof respectively, and they won't even care.
***
care. Subverted with Hadvar; right before going into the torture room, he lets you know that he doesn't have a high opinion of this particular room or its hosts. Sometimes upon killing them, he might even say, ''"These bastards call themselves Imperial Legionnaires..."'' Strangely, that still doesn't stop Hadvar from trying to save them from their impending deaths at the hands of the dragon or the Stormcloaks. Ralof of the Stormcloaks, on the other hand, plays the trope straight.



** If an enemy is being attacked by a foe they cannot reach or attack with ranged weaponry, they will run for cover until said foe can be attacked.
*** Note that the same thing sometimes happens if your sneak skill is so high (and, sometimes, the lighting so dark) that they simply cannot find you, despite being right next to you. A lightly-wounded enemy in this position who simply can't find you sometimes loses their cool completely, screams "I cannot best you!", then runs away and hides for a while. It's particularly amusing when Draugr do it; their "fleeing shuffle" is hilarious yet surprisingly swift.

to:

** If an enemy is being attacked by a foe they cannot reach or attack with ranged weaponry, they will run for cover until said foe can be attacked.
***
attacked. Note that the same thing sometimes happens if your sneak skill is so high (and, sometimes, the lighting so dark) that they simply cannot find you, despite being right next to you. A lightly-wounded enemy in this position who simply can't find you sometimes loses their cool completely, screams "I cannot best you!", then runs away and hides for a while. It's particularly amusing when Draugr do it; their "fleeing shuffle" is hilarious yet surprisingly swift.



*** When helping you battle Alduin, Paarthurnax will often fly a little too close to him when you're trying to bring him down with Dragonrend, resulting in him getting hit with it a few times.

to:

*** ** When helping you battle Alduin, Paarthurnax will often fly a little too close to him when you're trying to bring him down with Dragonrend, resulting in him getting hit with it a few times.



** You can steal just about anything by putting a cauldron or bucket on the owner's head. This is an especially effective technique to use on shopkeepers, since they often don't move at all behind the counter. Just put a bucket or cauldron on their head and you can loot everything in the store without the shopkeeper noticing. You can even murder other people in the store without him detecting it.

to:

** You can steal just about anything by putting a cauldron or bucket on the owner's head. This is an especially effective technique to use on shopkeepers, since they often don't move at all behind the counter. Just put a bucket or cauldron on their head and you can loot everything in the store without the shopkeeper noticing. You can even murder other people in the store without him detecting it.



** When exploring small rooms, followers and summoned creatures/animal companions have a habit of standing right inside a doorway, preventing you from leaving until they back up. Sometimes they do it right away; other times they just stand there looking at you, and probably wondering why you're running into them. It makes shouting "Fus Ro Dah!" at them very tempting when they do this.
*** A patch remedies this problem letting you push [=NPCs=] back a short distance by running into them.

to:

** When exploring small rooms, followers and summoned creatures/animal companions have a habit of standing right inside a doorway, preventing you from leaving until they back up. Sometimes they do it right away; other times they just stand there looking at you, and probably wondering why you're running into them. It makes shouting "Fus Ro Dah!" at them very tempting when they do this.
***
this. A patch remedies this problem letting you push [=NPCs=] back a short distance by running into them.



* AsYouKnow: Beautifully averted. The Dragonborn is a foreigner to Skyrim, even if they're a Nord (which is handwaved as them returning to their homeland under the worst possible circumstances after spending an extended period of time away), so they actually learn about the ongoing events (the Civil War, the Thalmor's influence, etc.) at the same pace as the player.
* AscendedFanboy: Erik the Slayer. He's a young farmer's son from a rural town that wants to be an adventurer just like yourself. You have the option to help him live his dream by paying for or talking his father into paying for a weapon and set of armor. You can then hire him one time to make him an adventuring companion.

to:

* AsYouKnow: Beautifully averted. The Dragonborn is a foreigner to Skyrim, even if they're a Nord (which is handwaved as them returning to their homeland under the worst possible circumstances after spending an extended period of time away), so they actually learn about the ongoing events (the Civil War, the Thalmor's influence, etc.) at the same pace as the player.
* AscendedFanboy:
AscendedFanboy:
**
Erik the Slayer. He's a young farmer's son from a rural town that wants to be an adventurer just like yourself. You have the option to help him live his dream by paying for or talking his father into paying for a weapon and set of armor. You can then hire him one time to make him an adventuring companion.



* AshesToAshes: Neloth and Talvas Fathryon, Neloth's apprentice, from the ''Dragonborn'' DLC. Both Dunmer conjurers, they are able to use their magic to conjure an Ash Guardian, among other powers, after studying the ash from the Red Mountain that reached Solstheim.



*** Hern and Hert are vampires, who prey on travelers that visit their mill. (However, it is still possible for the player to feel bad for Hert, as outside of the Dark Brotherhood questline, she is pretty much AffablyEvil.)

to:

*** Hern and Hert are vampires, who prey on travelers that visit their mill. (However, it is still possible for the player to feel bad for Hert, as outside of the Dark Brotherhood questline, she is pretty much AffablyEvil.)



** Pretty much everyone in the Markarth questline. You can side with the Forsworn, who are [[spoiler:genocidal racists]], or the Silver-Bloods, who are [[spoiler:using petty criminals and political opposition as slave labor in their mines]].

to:

** Pretty much everyone Everyone in the Markarth questline. You can side with the Forsworn, who are [[spoiler:genocidal racists]], or the Silver-Bloods, who are [[spoiler:using petty criminals and political opposition as slave labor in their mines]].



* AsYouKnow: Averted. The Dragonborn is a foreigner to Skyrim, even if they're a Nord (which is handwaved as them returning to their homeland under the worst possible circumstances after spending an extended period of time away), so they actually learn about the ongoing events (the Civil War, the Thalmor's influence, etc.) at the same pace as the player.
* AthensAndSparta: Solitude and Windhelm. Solitude is the capital of Skyrim and main base of the Imperial Legion dispatched to end the Skyrim {{Civil War}}. Its design is heavily influenced by the cities in Cyrodiil and as such it has a cheery look and feel. Oh, and when you arrive you see an [[OffWithHisHead execution]], and the Legion serves an [[VestigialEmpire Empire which is corrupt and grows weaker everyday]]. Windhelm is the home of the [[LaResistance Stormcloak rebellion]] against the aforementioned Empire. They are determined to prevent Skyrim from being dragged down with the rest of the Empire and continue their war against the [[ANaziByAnyOtherName fascistic]] [[TheEmpire Aldmeri]] [[AntiHumanAlliance Dominion]] which threatens all of humanity. Windhelm is also home to crumbling and misshapen architecture, a [[SerialKiller a mysterious killer]], [[EnslavedElves Dunmer who are forced to live in the poorest slums (one of whom is being berated by a pair of drunk Nords when you first arrive)]], and [[LizardFolk Argonians]] who live on the segregated docks.



** The ''Dawnguard'' expansion adds Death Hounds, undead canines that accompany vampires. Joining Clan Volkihar lets you bring one along.
*** Alternately, joining the Dawnguard instead gives you access to a pair of adorable battle hounds which look like huskies, and also ''armored attack trolls''.

to:

** The ''Dawnguard'' expansion adds Death Hounds, undead canines that accompany vampires. Joining Clan Volkihar lets you bring one along.
***
along. Alternately, joining the Dawnguard instead gives you access to a pair of adorable battle hounds which look like huskies, and also ''armored attack trolls''.



** Dragons seem to exhibit this. Due to their lofty view (and general tendency to constantly fly around while fighting), they tend to aggro (or get aggro'd by) pretty much everything, and get distracted from the walking divine intervention attempting to devour their soul to go attack a random mudcrab.

to:

** Dragons seem to exhibit this. Due to their lofty view (and general tendency to constantly fly around while fighting), they tend to aggro (or get aggro'd by) pretty much everything, and get distracted from the walking divine intervention attempting to devour their soul to go attack a random mudcrab.



* AutomatonHorses: [[http://i.imgur.com/Xaoka.jpg Well, how's this for starters?]] The only nods to reality are that the horses cannot ''gallop'' non-stop and may die if you ride them off cliffs.

to:

* AutomatonHorses: AutomatonHorses:
**
[[http://i.imgur.com/Xaoka.jpg Well, how's this for starters?]] The only nods to reality are that the horses cannot ''gallop'' non-stop and may die if you ride them off cliffs.



** Smithing. Depending on how fast you can manage to level it, you can get some of the best armor in the game well before it starts turning up as random drops, as well as improve your equipment to outperform standard issue gear that should be superior (and that's not even getting into the enchanting exploits). Unfortunately, the resource cost to level it that high is ''enormous'', and the only alternative is spending a lot of money to train it up. Further, none of the perks affect your combat skills directly. Lastly, with armor in particular, it's fairly easy to reach the hard cap for damage reduction, meaning that all the effort you put into tempering it is largely wasted. [[SubvertedTrope Weapons, however, have no such cap]], so if you're playing on Legendary and at high levels, maxed-out Smithing is pretty much a requirement if you want to be able to so much as '''scratch''' dragons and other powerful foes.

to:

** Smithing. Depending on how fast you can manage to level it, you can get some of the best armor in the game well before it starts turning up as random drops, as well as improve your equipment to outperform standard issue gear that should be superior (and that's not even getting into the enchanting exploits). Unfortunately, the resource cost to level it that high is ''enormous'', and the only alternative is spending a lot of money to train it up. Further, none of the perks affect your combat skills directly. Lastly, with armor in particular, it's fairly easy to reach the hard cap for damage reduction, meaning that all the effort you put into tempering it is largely wasted. [[SubvertedTrope Weapons, however, have no such cap]], so if you're playing on Legendary and at high levels, maxed-out Smithing is pretty much a requirement if you want to be able to so much as '''scratch''' dragons and other powerful foes.



*** Mass Paralysis, a Master Alteration spell, falls into the same trap as Fire Storm. Downplayed a bit with Dragonhide, which can be quite useful if cast before a combat you initiate (provided you have the necessary perks to extend its duration past the base 30 seconds), but just about worthless if the enemy attacks you before you can cast it due to the long cast time. Meanwhile, the Restoration spells are mostly only useful against the undead. Fortunately, the Illusion Master spells have a massive range while the Conjuration-level Master spells summon permanent servants, so the cast time for those is not really a problem at all.

to:

*** Mass Paralysis, a Master Alteration spell, falls into the same trap as Fire Storm. Downplayed a bit with Dragonhide, which can be quite useful if cast before a combat you initiate (provided you have the necessary perks to extend its duration past the base 30 seconds), but just about worthless if the enemy attacks you before you can cast it due to the long cast time. Meanwhile, the Restoration spells are mostly only useful against the undead. Fortunately, the Illusion Master spells have a massive range while the Conjuration-level Master spells summon permanent servants, so the cast time for those is not really a problem at all.



** Being a Werewolf or (with the ''Dawnguard'' DLC) a Vampire Lord can be this outside of combat, since people are instantly hostile to you and you can't pick anything up without mods. The Vampire Lord is slightly better than the Werewolf in this regard, since you can switch in and out of it at will instead of only being able to use it once a day and having to wait out the transformation to change back.
*** Both forms fall into ClippedWingAngel on a high level character. The Vampire Lord's main spell never deals over 150 damage (and cannot be dual-cast), while with smithing, alchemy, weapon skills and enchanting, you can hit for over 1000 damage with a weapon, plus hundreds more with a Chaos enchant and relevant perks for it. But if you want to off someone in plain sight without getting the blame for it...
*** The Vampire Lord, however, has Vampire's Grasp, which lets you repeatedly throw enemies into the air (or off a steep cliff, or into traps...) basically acting like a much more spammable and directable version of the Unrelenting Force shout.

to:

** Being a Werewolf or (with the ''Dawnguard'' DLC) a Vampire Lord can be this outside of combat, since people are instantly hostile to you and you can't pick anything up without mods. The Vampire Lord is slightly better than the Werewolf in this regard, since you can switch in and out of it at will instead of only being able to use it once a day and having to wait out the transformation to change back.
***
back. Both forms fall into ClippedWingAngel on a high level character. The Vampire Lord's main spell never deals over 150 damage (and cannot be dual-cast), while with smithing, alchemy, weapon skills and enchanting, you can hit for over 1000 damage with a weapon, plus hundreds more with a Chaos enchant and relevant perks for it. But if you want to off someone in plain sight without getting the blame for it...
*** The Vampire Lord, however, has Vampire's Grasp, which lets you repeatedly throw enemies into the air (or off a steep cliff, or into traps...) basically acting like a much more spammable and directable version of the Unrelenting Force shout.
it...



*** Dismay and Disarm don't fare much better. The two shouts only affect enemies that are below a certain level (the exact level depending on how many words are used), and while the stronger versions of the Shouts can be useful at lower levels, they aren't much help after level 30 or so; most enemies at that point are too strong for the Shouts to affect or weak enough that it isn't worth disarming or fearing them. Dismay becomes even more impractical for those who choose to invest in Illusion magic, as the fear spells of that school can end up becoming stronger than the Shout depending on the Dragonborn's perk choices.
** Specialized arrows (Daedric, Dragonbone, etc.) are a huge improvement over generic arrows, doing three times the damage, but this is on the scale of single to double digits. With enough smithing skill, your bows can do three digit damage, rendering that little bit extra completely pointless. If you haven't gotten to that point, however, it can be worth the investment if you know the trick to duplicate them for free. Not to mention that after ''Dawnguard'' is installed, arrows are craftable and can be easily produced in large numbers (except maybe Daedric Arrows, which require a Daedra heart).

to:

*** ** Dismay and Disarm don't fare much better. The two shouts only affect enemies that are below a certain level (the exact level depending on how many words are used), and while the stronger versions of the Shouts can be useful at lower levels, they aren't much help after level 30 or so; most enemies at that point are too strong for the Shouts to affect or weak enough that it isn't worth disarming or fearing them. Dismay becomes even more impractical for those who choose to invest in Illusion magic, as the fear spells of that school can end up becoming stronger than the Shout depending on the Dragonborn's perk choices.
** Specialized arrows (Daedric, Dragonbone, etc.) are a huge improvement over generic arrows, doing three times the damage, but this is on the scale of single to double digits. With enough smithing skill, your bows can do three digit damage, rendering that little bit extra completely pointless. If you haven't gotten to that point, however, it can be worth the investment if you know the trick to duplicate them for free. Not to mention that after After ''Dawnguard'' is installed, arrows are craftable and can be easily produced in large numbers (except maybe Daedric Arrows, which require a Daedra heart).



** The entire lockpicking perk tree falls victim to this. The mastery perks are useless because lockpicks weigh nothing and cost practically nothing, so it's trivially easy to amass hundreds and brute-force any lock in the game. This also makes having unbreakable picks a novelty at best. The silent lockpicking perk is useless because sneaking has the same effect, and there are very few occasions where you can't get away with sneaking to pick a lock, even if your Sneak skill is abysmal. Wax Key creates a key to a lock if it has one, but if you can pick the lock in the first place then it's irrelevant (not to mention wasteful, if you want to grind the skill on locked doors in a city). Finally, the Golden Touch and Treasure Hunter perks increase the chance of finding gold/rare loot, which is nice, but gold is easily earned through other skills (like alchemy or enchanting) and whatever extra loot you do get is likely going to be inferior to what you're using by the time you've earned enough points to get the perk in the first place.
** Pickpocketing is pretty much just a novelty, as you'll quickly get far superior loot through dungeon exploration than through stealing them off unsuspecting, non-hostile [=NPCs=]. Furthermore, things you get from pickpocketing are marked as stolen while ones looted off slain enemies and containers are not, limiting your possibility for selling them, and quests that specifically require you to pick pockets can be counted on the fingers of one hand (and, like lockpicking, can be brute forced, namely by SaveScumming). While pickpocketing at higher levels does have combat utility by letting you steal armor and weapons off enemies, it specifically only works on ''human'' enemies, and if your Sneak skill is good enough to get you within pickpocketing distance of an enemy, you're probably better off [[BackStab just stabbing them instead]].
* AwesomeMomentOfCrowning: If you complete the main questline and [[spoiler: let Paarthurnax live]], you will return to the top of the Throat of the World to witness [[spoiler: dozens of roaring and Shouting dragons who are acknowledging Paarthurnax as their new leader.]]
** [[spoiler:However, this scene can also be interpreted as those dozens of Dragons acknowledging '''you''' as their new leader. You don't get anything for it, but you did prove that your Voice was stronger than Alduin's.]]

to:

** The entire lockpicking perk tree falls victim to this. The mastery perks are useless because lockpicks weigh nothing and cost practically nothing, so it's trivially easy to amass hundreds and brute-force any lock in the game. This also makes having unbreakable picks a novelty at best. The silent lockpicking perk is useless because sneaking has the same effect, and there are very few occasions where you can't get away with sneaking to pick a lock, even if your Sneak skill is abysmal. Wax Key creates a key to a lock if it has one, but if you can pick the lock in the first place then it's irrelevant (not to mention (and wasteful, if you want to grind the skill on locked doors in a city). Finally, the Golden Touch and Treasure Hunter perks increase the chance of finding gold/rare loot, which is nice, but gold is easily earned through other skills (like alchemy or enchanting) and whatever extra loot you do get is likely going to be inferior to what you're using by the time you've earned enough points to get the perk in the first place.
** Pickpocketing is pretty much just a novelty, as you'll quickly get far superior loot through dungeon exploration than through stealing them off unsuspecting, non-hostile [=NPCs=]. Furthermore, things you get from pickpocketing are marked as stolen while ones looted off slain enemies and containers are not, limiting your possibility for selling them, and quests that specifically require you to pick pockets can be counted on the fingers of one hand (and, like lockpicking, can be brute forced, namely by SaveScumming). While pickpocketing at higher levels does have combat utility by letting you steal armor and weapons off enemies, it specifically only works on ''human'' enemies, and if your Sneak skill is good enough to get you within pickpocketing distance of an enemy, you're probably better off [[BackStab just stabbing them instead]].
* AwesomeMomentOfCrowning: AwesomeButTemporary:
** Clavicus Vile asks you to retrieve a powerful axe and you are again forced to choose between said axe and his fancy mask. [[{{Subversion}} Subverted]] though since this time the axe isn't really that great (its damage is average, and it's a two-handed weapon so it's rather pointless to anyone not going with two-handed combat.)
** The Thieves' Guild gives you the Skeleton Key, an unbreakable lockpick, upon beating the final boss of the questline. The very next quest has you get rid of it in exchange for one of three mediocre in comparison rewards, though you at least aren't forced to do this right away.
* AwesomeMomentOfCrowning:
**
If you complete the main questline and [[spoiler: let Paarthurnax live]], you will return to the top of the Throat of the World to witness [[spoiler: dozens of roaring and Shouting dragons who are acknowledging Paarthurnax as their new leader.]]
** [[spoiler:However, this scene can also be interpreted as those dozens of Dragons acknowledging '''you''' as their new leader. You don't get anything for it, but you did prove that your Voice was stronger than Alduin's.
]]



* BackStab: Both thieves and assassins do their best damage from the shadows, and getting the Assassin's Blade perk allows you to do 15x damage with a dagger sneak-attack. Slightly subverted in that you don't actually need to be behind your target - either Invisibility or the Shadow Warrior perk can allow you to "backstab" foes '''right in the face'''.
** Couple that with the shrouded gloves you get, which ''doubles'' that, and you can one-shot most enemies in the game. A vampire wearing muffled boots with either the invisibility spell or the invisibility power can slay almost any enemy in the game in one hit. The lone exception is Alduin, who will always see you when you approach.

to:

* BackFromTheDead: The BigBad [[DragonsAreDemonic draconic]] BeastOfTheApocalypse Alduin is resurrecting dragons who were slain in the past. While anyone of sufficient ability can slay the physical form of a dragon, [[OurDragonsAreDifferent dragons]], being [[TheAgeless Ageless]] beings with [[DragonsAreDivine immortal Aedric souls]], cannot truly be killed except by [[TakesOneToKillOne another dragon]] or [[TheChosenOne Dragonborn]], who [[YourSoulIsmine absorbs its soul]] upon death. As such, dragons can be [[BrownNote actively harmed]] by forcing them to actually experience mortality.
* BackStab: Both thieves and assassins do their best damage from the shadows, and getting the Assassin's Blade perk allows you to do 15x damage with a dagger sneak-attack. Slightly subverted in that you don't actually need to be behind your target - either Invisibility or the Shadow Warrior perk can allow you to "backstab" foes '''right in the face'''.
**
face'''. Couple that with the shrouded gloves you get, which ''doubles'' that, and you can one-shot most enemies in the game. A vampire wearing muffled boots with either the invisibility spell or the invisibility power can slay almost any enemy in the game in one hit. The lone exception is Alduin, who will always see you when you approach.



* BadassCape: The [[spoiler:Nightingale armour]] from late in the Thieves' Guild questline has one. It's also pretty much the only cape in the game.

to:

* BadassCape: The [[spoiler:Nightingale armour]] from late in the Thieves' Guild questline has one. It's also pretty much the only cape in the game.



* BadMoonRising:
** The Bloodmoon returns for Hircine's Daedric quest. Why is a bit uncertain, since in ''Bloodmoon'' it was a prophetic sign, while in ''Skyrim'' you just randomly see it while in a specific location during Hircine's quest.
** The player character him/herself can create a similar phenomenon in the ''Dawnguard'' DLC - but with the sun rather than the moon. By using Auriel's Bow to fire a bloodcursed arrow at the sun, they can turn the sun to blood and cause the entire landscape to be washed in shades of red and black.
* BadWithTheBone: With the Dawnguard expansion, it's possible to create Dragonbone Weapons, which happen to be even more powerful than Daedric weapons. The dragonbone warhammer, which has the highest base damage of any weapon available in the game, is essentially a dragon's femur with a long decorative handle.



** BagOfSpilling: Unfortunately, some of the containers can also be this. Leave certain things in them for too long and they will cease to exist; most notably, the Dragon Priest masks are prone to vanishing if left in a chest for an extended period of time. It's for this reason that most of the houses available in Creation Club include special busts where they can be displayed safely.

to:

** * BagOfSpilling: Unfortunately, some Some of the containers can also be this. Leave certain things in them for too long and they will cease to exist; most notably, the Dragon Priest masks are prone to vanishing if left in a chest for an extended period of time. It's for this reason that most of the houses available in Creation Club include special busts where they can be displayed safely.



** There are also banishing spells that can be used to banish summoned creatures back to Oblivion.

to:

** There are also banishing spells that can be used to banish summoned creatures back to Oblivion.



** Of course, there's nothing stopping you from having it in the traditional sense by making your character one of these. In fact, thanks to the aesthetic, it's easy.



* BattleInTheCenterOfTheMind: [[MadGod Sheogorath]] takes you to his personal vacation spot: the mind of [[TheCaligula Pelagius the Mad]] and will only agree to leave if you humor him and combat Pelagius' various psychoses with the help of his artifact, the Wabbajack.
* BattleInTheRain:The "Storm Call" shout causes the skies to rapidly turn grey and cloudy before unleashing a torrential downpour of rain and lightning that targets your enemies. Your own personal Battle in the Rain!
* BattleThemeMusic: Signs you are about to fight a dragon include a rushing sound of huge wings, a deep roar, and music that changes to [[OminousLatinChanting a choir chanting your praises]] in [[ConLang Dovahzul]].



* BeatStillMyHeart: In a case of DevelopersForesight, if you pickpocket a briarheart from a Forsworn Briarheart, they instantly die and a gaping hole appears in their chests. This is because Forsworn Briarhearts have had their real hearts replaced with the briarheart you have just ripped from their bodies.

to:

* BeatStillMyHeart: BeatStillMyHeart:
**
In a case of DevelopersForesight, if you pickpocket a briarheart from a Forsworn Briarheart, they instantly die and a gaping hole appears in their chests. This is because Forsworn Briarhearts have had their real hearts replaced with the briarheart you have just ripped from their bodies.bodies.
** In one of the most brutal scenes of the expansion ''Dragonborn'', the climax of the "Old Friends" quest has you killing [[spoiler:Ildari Sarothril]] by ripping out the Heart Stone that she's been using to keep herself alive.
* BeatThemAtTheirOwnGame: Dragons have the natural ability to use "[[WordsCanBreakMyBones shouts]]". When humanity learned how to use shouts (which the dragonborn can do as easily as a dragon) from [[spoiler: [[DefectorFromDecadence the dragon Paarthurnax]]]] they developed [[spoiler: a shout called "dragonrend", which was basically made of the draconic words for "mortal", "finite" and "temporary". As they were basically a race of TimeAbyss near-gods, the mere concept of relative time (particularly something ending) screwed with them so much [[WeaksauceWeakness it could be weaponised]] against them]].



** Likewise, you will miss out on any Daedric artifact that requires you to kill innocents, which is a lot of them. [[spoiler:Vaermina, Namira, Mehrunes Dagon, and Boethiah all require innocent deaths if you want their favor and accompanying artifact. Clavicus Vile does ''not'' - but he'll try to make you think that he does.]]

to:

** Likewise, you You will miss out on any Daedric artifact that requires you to kill innocents, which is a lot of them. [[spoiler:Vaermina, Namira, Mehrunes Dagon, and Boethiah all require innocent deaths if you want their favor and accompanying artifact. Clavicus Vile does ''not'' - but he'll try to make you think that he does.]]



* BeneathTheEarth: The derelict dwarven city of Blackreach, which houses tribes of Falmer, [[FungusHumongous giant glowing mushrooms,]] [[RagnarokProofing still-functioning lifts to the surface and other contraptions]], a dragon and [[spoiler: an Elder Scroll]]. Not to mention the Crimson Nirnroot is found there.

to:

* BeneathTheEarth: The derelict dwarven city of Blackreach, which houses tribes of Falmer, [[FungusHumongous giant glowing mushrooms,]] [[RagnarokProofing still-functioning lifts to the surface and other contraptions]], a dragon and [[spoiler: an [[spoiler:an Elder Scroll]]. Not to mention And the Crimson Nirnroot is found there.there.
* BenevolentBoss: A book written by one of Azura's followers notes that she very much wants the love of her followers. Regardless of [[VillainWithGoodPublicity the interpretation]] of [[TheChessmaster her actions]], she is this toward [[PlayerCharacter the Nerevarine]] in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', being nothing but pleasant towards and protective of [[{{reincarnation}} the Nerevarine]], just as she was to the original [[FounderOfTheKingdom Nerevar]] thousands of years before.



* BestHerToBedHer: Uthgerd the Unbroken will only marry you if you can defeat her in a brawl. Goes hand in hand with DefeatMeansFriendship, since brawling with her is also the only way to make her your follower.



* BigCreepyCrawlies: Chaurus are large, corrosive acid spitting, subterranean insects often found domesticated by the [[TheMorlocks Falmer]], who use Chaurus chitin to craft weapons and armor. Like a cicada, when a Chaurus reaches the end of its life cycle, its body gives birth to a Chaurus Hunter, which is a more dangerous winged variety.



* BiggerOnTheInside:
** The Dwemer Lockbox in Septimus' Outpost is this. The inside of the cube is at least twice as big as the outside. Even the tunnel leading into the cube is longer than the cube itself! {{Justified|Trope}} [[spoiler:because it houses [[EldritchAbomination Hermaeus Mora]]'s [[TomeOfEldritchLore Oghma Infinium]], and as such is an EldritchLocation.]]
** The ''Hearthfire'' DLC averts this with the houses you can build. You build a house one section at a time, and each section stage by stage (foundation, flooring, frame, walls, roof), and only after the section you're building is completely walled off does it become a separate "cell" which you can only access through a door and a loading screen. Once you go through that door, though, the inside is exactly as big as it looked from the outside while you were building it.



* BittersweetEnding: Oh, where to begin...

to:

* BittersweetEnding: Oh, where to begin...BittersweetEnding:



* BlackoutBasement: Played with. The player's eyes will realistically adjust to dark areas. You do have the option of using light spells or torches, but they're almost never necessary.



** It's possibly a case of FromACertainPointOfView: Markarth is the only city in the Reach to be almost entirely made out of stone and relatively enclosed - so it ''is'' great for protection from siege by the Stormcloaks or Dragon attacks. Just not so much from Forsworn who manage to sneak in the city with a weapon.



*** However, whether being a werewolf sucks is arguable in actual gameplay, where your lycanthropy is completely controlled; you can change at will, you are immune to all diseases, your carry weight is increased, and you are at no time actually ''required'' to eat anyone (unlike feeding as a vampire). If you avoid transforming in front of witnesses, the only real drawbacks in gameplay are an inability to sleep well, a vulnerability to silver weapons, and being unable to pick locks while in beast form.
* [[BlindWeaponmaster Blind Swordsmith]]: Dexion, in ''Dawnguard,'' can sometimes be found at a blacksmith forge even after he's lost his sight.
** This, however, is a JustifiedTrope. Dexion is a Moth Priest, and they spend their entire lives preparing for their inevitable blindness, including learning how to read and navigate with their fingertips, and he had been to the two locations where he can wind up in-game before then - Castle Volkihar and Fort Dawnguard.
* BloodMagic[=/=]ThePowerOfBlood:

to:

*** However, whether being a werewolf sucks * BlindIdiotTranslation: The French translation of the game is arguable in actual gameplay, where fairly decent, but contains a few egregious mistakes. For example, when one of your lycanthropy Dark Brotherhood fellow assassin tells you that Commander Maro was asked to "leave the Brotherhood alone", the French translation is completely controlled; you can change at will, you are immune to all diseases, your carry weight is increased, litteral and you are at no time actually ''required'' makes it that he was asked to eat anyone (unlike feeding as a vampire). If you avoid transforming in front of witnesses, "quit the only real drawbacks in gameplay are an inability to sleep well, Brotherhood on his own" instead. A complete headache, given that Commander Maro is a vulnerability to silver weapons, sworn enemy of the Brotherhood and being unable was never part of it to pick locks while in beast form.
begin with.
* [[BlindWeaponmaster Blind Swordsmith]]: BlindWeaponmaster: Dexion, in ''Dawnguard,'' can sometimes be found at a blacksmith forge even after he's lost his sight.
** This, however, * BlingOfWar: this is a JustifiedTrope. Dexion is a Moth Priest, and they spend their entire lives preparing for their inevitable blindness, including learning how present to read and navigate a degree with their fingertips, and he had been to the two locations where he sides of the Civil War. The standard Imperial Legion armor is back to its Roman roots, while the Stormcloak basic armor has a ragged leather/cloth/chain appearance. However, the leadership is outfitted in armor with plenty of bling. [[http://en.uesp.net/wiki/File:SR-npc-General_Tullius.jpg Generall Tullius]] of the Legion goes the full "bling" route while [[http://en.uesp.net/wiki/File:SR-npc-Ulfric_Stormcloak.jpg Ulfric Stormcloak]] wears a slick BadassLongcoat[=/=]PeltsOfTheBarbarian combo.
* BlockingStopsAllDamage: Blocking reduces damage, but doesn't fully negate it, so you
can wind up in-game before then - Castle Volkihar batter a shield-bearing enemy to death with ScratchDamage, or stagger them with [[ChargedAttack power attack]] and Fort Dawnguard.
press the advantage while they're stunned. The right armor enchantments, skill increases, or Blocking perks increase the effectiveness of a character's blocking, and can even unlock exotic effects like negating damage from AnnoyingArrows while your shield is up, or even reducing damage from magical attacks.
* BloodMagic[=/=]ThePowerOfBlood:BloodMagic:



** And of course, you can invoke this trope with the Unrelenting Force shout at full power. So can higher-level draugr.

to:

** And of course, you You can invoke this trope with the Unrelenting Force shout at full power. So can higher-level draugr.



* BodyHorror: What happens to [[spoiler:Astrid. It seems that having the player's Dark Brotherhood mentor die with a mundane form of this is a series tradition.]]

to:

* BodyHorror: BodyHorror:
**
What happens to [[spoiler:Astrid. It seems that having the player's Dark Brotherhood mentor die with a mundane form of this is a series tradition.]]



* BonusBoss:
** 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.
** 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.

to:

* BonusBoss:
** In Blackreach, there's
BoltOfDivineRetribution: The Storm Call Shout summons a dragon hidden thunderstorm that causes lightning to strike in the artificial sun, which is released by using your '''FUS RO DAH''' on the orb. You can get away with only one word a wide area, dealing a significant amount 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 but potentially striking allied 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.
** 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.
neutral characters.



*** In that same vein, [[LuckilyMyShieldWillProtectMe blocking]]. With a weapon in one hand, you can choose to put [[DualWielding another weapon]] in the other, or [[MagicKnight a magic spell]]. Or a shield. When your enemies start battering you to death with power attacks, you might come to reconsider that shield. The Block tree even features a perk as low as level 30 that gives you BulletTime when blocking during enemy power attacks, allowing you to ShieldBash them to interrupt said attack or duck out of the way. This even works when blocking with two-handed weapons, so you're not screwed over for using those.

to:

*** In that same vein, ** [[LuckilyMyShieldWillProtectMe blocking]].Blocking]]. With a weapon in one hand, you can choose to put [[DualWielding another weapon]] in the other, or [[MagicKnight a magic spell]]. Or a shield. When your enemies start battering you to death with power attacks, you might come to reconsider that shield. The Block tree even features a perk as low as level 30 that gives you BulletTime when blocking during enemy power attacks, allowing you to ShieldBash them to interrupt said attack or duck out of the way. This even works when blocking with two-handed weapons, so you're not screwed over for using those.



** Become Ethereal. All it does is make you ethereal, and thus render you ''completely untouchable''. Pretty much ''the'' Shout for when you're getting attacked and need to buy a bit of breathing room. Dragons, bandit chiefs, bears, wizards, it doesn't matter. Shout those words and they can't touch you, letting you either escape, wait for backup, run through their companions to the enemy you need to take out, or get ready to chop them with a power attack or ready a powerful spell in peace. With the Blessing of Talos and a Talos Amulet (let alone Fortify Restoration), the basic version of this shout will almost recharge before you're done being ethereal in the first place. [[ArsonMurderAndJaywalking And since it nullifies]] FallingDamage, [[MundaneUtility you can also use it to jump off of high places instead of climbing down them.]] (There's a hint of this in the fact that one of the words is found on a wall at the top of a giant waterfall, and another word is found at the base of a different waterfall.)

to:

** Become Ethereal. All it does is make you ethereal, and thus render you ''completely untouchable''. Pretty much It's ''the'' Shout for when you're getting attacked and need to buy a bit of breathing room. Dragons, bandit chiefs, bears, wizards, it doesn't matter. Shout those words and they can't touch you, letting you either escape, wait for backup, run through their companions to the enemy you need to take out, or get ready to chop them with a power attack or ready a powerful spell in peace. With the Blessing of Talos and a Talos Amulet (let alone Fortify Restoration), the basic version of this shout will almost recharge before you're done being ethereal in the first place. [[ArsonMurderAndJaywalking And since it nullifies]] FallingDamage, [[MundaneUtility you can also use it to jump off of high places instead of climbing down them.]] (There's a hint of this in the fact that one of the words is found on a wall at the top of a giant waterfall, and another word is found at the base of a different waterfall.)]]



** There are many Daedric artifacts scattered across Skyrim. Among them are things like a skull staff that eats dreams to power itself up, another staff that can do just about ''anything'' (at random), a ring that lets its wearer devour the dead, a dark katana that steals life and feeds on the blood of your friends, a shield that generates a magical ward when raised, and a mace that would not look out of place in [[Literature/TheLordOfTheRings Sauron]]'s hand and which steals its victims' souls. So, which Daedric artifact is usually considered as the most valuable? The Black Star. [[NamesToRunAwayFromReallyFast With a name like that, it must have power of apocalyptic proportions!]] Nope, it's just a reusable Black Soul Gem for enchanting. Black Soul Gems function like normal Grand Soul Gems, but while Grand Soul Gems can only hold animalistic souls (and Grand animalistic souls are only found on bosses and [[BossInMookClothing mammoths]]), Black Soul Gems can hold humanoid souls - which are automatically Grand quality, so any old bandit will do. The thing is, Grand Soul Gems can be purchased easily and are relatively common, while Black Soul Gems are incredibly rare, so having one on hand at all times is extremely valuable. Not helping is the fact that many Daedric weapons are for some reason relatively weak despite their cool-sounding effects, and can be rendered obsolete very fast by better weapons. The Black Star, on the other hand, is here to stay, whether you are level 1 or 100.

to:

** There are many Daedric artifacts scattered across Skyrim. Among them are things like a skull staff that eats dreams to power itself up, another staff that can do just about ''anything'' (at random), a ring that lets its wearer devour the dead, a dark katana that steals life and feeds on the blood of your friends, a shield that generates a magical ward when raised, and a mace that would not look out of place in [[Literature/TheLordOfTheRings Sauron]]'s hand and which steals its victims' souls. So, which Daedric artifact is usually considered as the most valuable? The Black Star. [[NamesToRunAwayFromReallyFast With a name like that, it must have power of apocalyptic proportions!]] Nope, it's just a reusable Black Soul Gem for enchanting. Black Soul Gems function like normal Grand Soul Gems, but while Grand Soul Gems can only hold animalistic souls (and Grand animalistic souls are only found on bosses and [[BossInMookClothing mammoths]]), Black Soul Gems can hold humanoid souls - which are automatically Grand quality, so any old bandit will do. The thing is, Grand Soul Gems can be purchased easily and are relatively common, while Black Soul Gems are incredibly rare, so having one on hand at all times is extremely valuable. Not helping is the fact that many Daedric weapons are for some reason relatively weak despite their cool-sounding effects, and can be rendered obsolete very fast by better weapons. The Black Star, on the other hand, is here to stay, whether you are level 1 or 100.



* BoringReturnJourney: Like ''Oblivion'', the game almost always provide you with a shortcut back to the entrance of the dungeon or a quick secret exit out the back.



* BossRemix: One of the dragon battle themes is an intense version of the "Dovahkiin" theme heard in the title screen (which is in turn a variation on the main theme of the series.)



* {{Bottomless Quiver}}s: [=NPCs=] get an infinite supply of arrows (although you can only loot a finite number of arrows from corpses). Combine this with the fact that arrows which get stuck in someone will then be usable by that someone, and it means that hitting a bandit with a good arrow and failing to kill him will result in him returning the favor several times over (yet another reason Daedric arrows are TooAwesomeToUse). Fortunately, this also applies to your followers, meaning that you won't have to constantly resupply them with arrows.
* BraggingThemeTune: The ''Skyrim'' theme song is this towards the Dragonborn.

to:

* {{Bottomless Quiver}}s: BothSidesHaveAPoint:
** The civil war subplot in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' is rife with this, as well as plenty of GreyAndGrayMorality. It revolves around the CivilWar raging in Skyrim between the Imperial forces and the Stormcloak rebels (with the Aldmeri Dominion looming in the background) Numerous characters mention the validity of the other side's points throughout the game, but the war remains.
*** The Stormcloaks, [[HornyVikings Nord]] secessionists, (rightfully) criticize the Empire for not understanding [[ProudWarriorRace the people of Skyrim]] or their culture/religion (agreeing to the ban on [[DeityOfHumanOrigin Talos]] worship in the White-Gold Concordant with the Dominion to end the first Great War was [[RealMenLoveJesus the final straw for many Nords]]). They follow Ulfric Stormcloak, a man of great courage and loyalty to his allies (which his enemies acknowledge) and is [[TheParagon a paragon]] of [[RatedMForManly traditional]] [[ProudWarriorRaceGuy Nord]] values. They (justifiably) feel that the Empire caved-in to end the Great War (in which thousands of Nords gave their lives fighting ''for'' the Empire), and that it's become a [[VestigialEmpire decrepit]], [[ObstructiveBureaucrat obstructive]] entity with [[InadequateInheritor weak leadership]] that has given their enemies huge amounts of power in Skyrim without the Nords' consent. Also, a few characters mention that the Empire has been putting high taxes on Skyrim after the war, limiting the citizens' financial well-being.
*** TheEmpire is trying to hold onto Skyrim because it needs both the resources and the manpower, especially since they expect a full-scale second "Great War" with the Aldmeri Dominion (see below) in the near future. Even many Nords continue to support the Empire, realizing that united Skyrim ''backing'' the Empire has the best chance to defeat the Dominion in the inevitable second Great War. Despite their success in retaking the Imperial City during the Great War, it came at great cost and the leadership of the Empire realized that agreeing to the White-Gold Concordat would buy them some much-needed time to recover. They also don't really bother to even enforce some of the more-hated terms of the Concordat, such as the ban on Talos worship. Additionally, Skyrim has historically been one of the Empire's (which was ''founded by'' Talos) greatest supporters, and that the all-important Nord honor demands that they support their long-time ally. They (rightfully) believe that Ulfric and the Stormcloaks are putting HonorBeforeReason, and that their rebellion is extremely short-sighted. (Both sides agree that the Dominion is [[ANaziByAnyOtherName irredeemably evil]], with open intentions of dominating and oppressing the world in any way they can.) Further, Ulfric and the Stormcloacks have displayed significant [[FantasticRacism Fantastically Racist]] tendencies[[note]] their primary hold of Windhelm is racially segregated by Ulfric's decree, relegating Dunmer and Argonian residents to the hold's slums and docks respectively. The Stormcloaks refuse to help either group in any way because they're not Nords, barely tolerating their presence at the best of times[[/note]] and Ulfric himself used a [[DuelToTheDeath traditional Nordic challenge]] as an excuse to [[CurbStompBattle effortlessly kill]] the previous King of Skyrim with the Voice (albeit with the victim accepting his challenge), despite said King having been known to ''support'' Ulfric's views up until being challenged. Also, some characters reveal that the unity of the Empire allows for prosperous trade and surplus of food, and Skyrim's independence will damage this trade.
*** Behind it all lies the [[AntiHumanAlliance Aldmeri Dominion]], led by the extremist [[ANaziByAnyOtherName Thalmor]], who are pulling the strings behind the scenes and may have even been responsible for ''instigating'' the civil war. They hope to weaken the Empire by depriving it of its strongest remaining province while bleeding both sides dry for an eventual Dominion takeover. There is even evidence that they [[spoiler:tortured and brainwashed Ulfric Stormcloak as a prisoner in the waning days of the Great War and then unleashed him to accomplish exactly this task. (However, they may have underestimated Ulfric's leadership and inspirational abilities, as he quickly proved to be more effective than intended...)]] Both sides of the civil war agree that the Dominion is the greater threat, but are at odds over the best way to deal with them.
** It even branches off into the main quest. The Blades don't like the Greybeards because they'd rather the Dragonborn focus on learning to control their [[MakeMeWannaShout Thu'um]], and because they refuse to intervene in Tamriel's ongoing crises. Conversely, the Greybeards don't like the Blades because they constantly meddle in affairs they don't understand and wish to use the Dragonborn as a soldier exclusively at their beck and call. Of course, because [[BigBad Alduin]] has emerged, and threatens Tamriel with immediate [[ApocalypseHow destruction]], the Dragonborn doesn't have time to properly meditate on the Voice, but to simply charge in with blades drawn is a fool's venture.
** Ultimately, the Blades' argument runs a bit shallow when Master Arngeir points out that while the Greybeards prefer that the Dragonborn learns the Way of the Voice, they are ultimately a free spirit, unbound by any rules or places. The Dragonborn has the right to choose for themselves, and the Greybeards respect that regardless.
* BottomlessMagazines:
[=NPCs=] get an infinite supply of arrows (although you can only loot a finite number of arrows from corpses). Combine this with the fact that arrows which get stuck in someone will then be usable by that someone, and it means that hitting a bandit with a good arrow and failing to kill him will result in him returning the favor several times over (yet another reason Daedric arrows are TooAwesomeToUse). Fortunately, this also applies to your followers, meaning that you won't have to constantly resupply them with arrows.
* BraggingRightsReward:
** The Dragon Priest Masks. There are eight undead Dragon Priests scattered around the country. Each one is a powerful and tough spellcaster. For each one you destroy, you get his unique enchanted mask. If you collect all eight masks and place them on the special altar in Labyrinthian, you get the golden mask, Konahrik. Konahrik heals you when you're badly injured and has a chance of damaging nearby enemies, an enchantment that's not as powerful as some of the others, and not very useful for somebody strong enough to obtain it. Further making it useless, one of the masks is obtained from a Dragon Priest in the final dungeon of the main story that you're unable to return to, making it potentially {{Permanently Missable|Content}}.
** Prior to the update that lets you raise your level above 81, the Ebony Warrior was this. He will only show up once you've hit level 81 and is armed to the teeth with powerful enchanted armor and weapons, and has access to Thuums as well (he has Fus Ro Dah, and you meet him on a cliff...). He will be guaranteed to be stronger than any other enemy you face and you can loot his incredible gear afterwards. But to have reached that level, you would have had to grinded all of your skills to maximum. While it's not required to do everything in the game to get there, you have to if you don't want to spend hours grinding away. And even then it could take some time. Unless you intentionally try to summon him before everything else, you will probably not have much to do with that fantastic gear after you beat him (other than some random Radiant Quests).
* BraggingThemeTune: The ''Skyrim'' theme song is this towards the Dragonborn. In a ConLang.
-->Dragonborn, Dragonborn\\
By his honor is sworn\\
To keep evil forever at bay!\\
And the fiercest foes rout\\
When they hear triumph's shout\\
Dragonborn, for your blessing we pray!



* BrattyHalfPint: A lot of Skyrim's children are obnoxiously rude to you. Special mention goes to Braith of Whiterun, who tries to pick a fight with you even if you're wearing armor made of dragonskin and covered with the blood of your enemies, and Nelkir in Dragonsreach, who sneers that you're likely there to suck up to his father. [[note]] In Nelkir's case, though, it might be due to his [[spoiler: being manipulated by a Daedric artifact]]. [[/note]]
** Braith, with the addition of ''Hearthfire'', can be hit. She will huff and exclaim she never thought you had it in you.

to:

* BrattyHalfPint: BrattyHalfPint:
A lot of Skyrim's children are obnoxiously rude to you. Special mention goes to Braith of Whiterun, who tries to pick a fight with you even if you're wearing armor made of dragonskin and covered with the blood of your enemies, and Nelkir in Dragonsreach, who sneers that you're likely there to suck up to his father. [[note]] In [[note]]In Nelkir's case, though, it might be due to his [[spoiler: being [[spoiler:being manipulated by a Daedric artifact]]. [[/note]]
**
artifact]].[[/note]] Braith, with the addition of ''Hearthfire'', can be hit. She will huff and exclaim she never thought you had it in you.



* BreadEggsMilkSquick: Mercer Frey of the Thieves' Guild has a shopping list in his house: milk, goat cheese, turnips, eggs, flour, cheese, and cauterizing agent.

to:

* BreadEggsMilkSquick: BreadEggsMilkSquick:
**
Mercer Frey of the Thieves' Guild has a shopping list in his house: milk, goat cheese, turnips, eggs, flour, cheese, and cauterizing agent.



* BulletTime[=/=]SuperReflexes:

to:

* BulletTime[=/=]SuperReflexes:BulletTime:



* BullyingADragon: It doesn't matter if you're clad in full [[SpikesOfVillainy Daedric armor]] with a bloodstained Daedric war axe in one hand and the gleam of a lethal fire spell in the other and a [[SummonBiggerFish storm atronach]] following you around, Braith will ''still'' petulantly cry that she's not afraid of you.

to:

* BullyingADragon: BullyingADragon:
**
It doesn't matter if you're clad in full [[SpikesOfVillainy Daedric armor]] with a bloodstained Daedric war axe in one hand and the gleam of a lethal fire spell in the other and a [[SummonBiggerFish storm atronach]] following you around, Braith will ''still'' petulantly cry that she's not afraid of you.



** At the end of the main questline, you must capture and then release Odahviing in order to reach Skuldafn, the final dungeon. The game forces you to do this because you need to fly in order to get there... except that there is no reason given why Paarthurnax couldn't take you there. This gets even worse if you complete the ''Dragonborn'' DLC questlines before getting to this point in the main game; having learned the appropriate Shout, you can literally command ''any'' dragon you find to land and let you ride it, not to mention being able to summon a dragon anywhere you like who could also fly you there.
*** Odahviing himself lampshades this in dialogue, saying, "It is wise to recognize when you only have one choice." Even though realistically you ''could'' ask Paarthurnax to do it, "But Thou Must" - the game only permits this course of action.

to:

** At the end of the main questline, you must capture and then release Odahviing in order to reach Skuldafn, the final dungeon. The game forces you to do this because you need to fly in order to get there... except that there is no reason given why Paarthurnax couldn't take you there. This gets even worse if you complete the ''Dragonborn'' DLC questlines before getting to this point in the main game; having learned the appropriate Shout, you can literally command ''any'' dragon you find to land and let you ride it, not to mention being and be able to summon a dragon anywhere you like who could also fly you there.
***
there. Odahviing himself lampshades this in dialogue, saying, "It is wise to recognize when you only have one choice." Even though realistically you ''could'' ask Paarthurnax to do it, "But Thou Must" - the game only permits this course of action.



** The Dunmer. The combination of Red Mountain erupting, Vvardenfell's destruction, and Morrowind being sacked by Black Marsh have left the province pretty much in ruins, even years later, leading to a mass exodus of Dunmer away from their home province. The ones who settled in Windhelm are stuck as second-class citizens, and only one supplicant remains at the Shrine of Azura they constructed after their exodus. Hadvar even notes, should you play a Dunmer character at Helgen, that the gods really ''have'' abandoned your people. [[note]] That line is a CallBack to ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' where the [[PlayerCharacter Nerevarine]] killed one of the Dunmer gods and found another dead by the hand of the first.[[/note]]

to:

** The Dunmer. The combination of Red Mountain erupting, Vvardenfell's destruction, and Morrowind being sacked by Black Marsh have left the province pretty much in ruins, even years later, leading to a mass exodus of Dunmer away from their home province. The ones who settled in Windhelm are stuck as second-class citizens, and only one supplicant remains at the Shrine of Azura they constructed after their exodus. Hadvar even notes, should you play a Dunmer character at Helgen, that the gods really ''have'' abandoned your people. [[note]] That line is a CallBack to ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' where the [[PlayerCharacter Nerevarine]] killed one of the Dunmer gods and found another dead by the hand of the first.[[/note]]




to:

* BuyOrGetLost: The innkeeper and the light armor saleswoman of [[WretchedHive Riften]] tend to be rude assholes who straight-up tell you to do business or fuck off.



* CallARabbitASmeerp: Skeevers are giant rats. The odd thing is... Giant Rats ''did'' exist in all previous ''Franchise/TheElderScrolls'' games (and in fact were part of a running joke involving the Fighters' Guild), and were called such.

to:

* CallARabbitASmeerp: CallARabbitASmeerp:
**
Skeevers are giant rats. The odd thing is... Giant Rats ''did'' exist in all previous ''Franchise/TheElderScrolls'' games (and in fact were part of a running joke involving the Fighters' Guild), and were called such.



** Many monsters in Skyrim are replacements for monsters from the previous games. Skeevers--Giant rats, Falmer--Goblins, Draugr--Zombies, Hagravens--Harpies. It can also be arguably {{Hand Wave}}d as the result of both Skyrim's natives having their own regional names for these animals, and that their names being inconsistently used is the result of cultural bleedover from the other provinces.
*** Its also been two hundred years since ''Oblivion'', so it may just be linguistic drift combined with the above.

to:

** Many monsters in Skyrim are replacements for monsters from the previous games. Skeevers--Giant rats, Falmer--Goblins, Draugr--Zombies, Hagravens--Harpies. It can also be arguably {{Hand Wave}}d as the result of both Skyrim's natives having their own regional names for these animals, and that their names being inconsistently used is the result of cultural bleedover from the other provinces.\n*** Its also been two hundred years since ''Oblivion'', so it may just be linguistic drift combined with the above.



** One of the random bard instrumentals is a slower, softer version of ''Daggerfall'''s shop music.
*** With the ''Dragonborn'' DLC installed, seven of the random background songs on Solstheim are tracks taken directly from ''Morrowind''.

to:

** One of the random bard instrumentals is a slower, softer version of ''Daggerfall'''s shop music.
***
music.* With the ''Dragonborn'' DLC installed, seven of the random background songs on Solstheim are tracks taken directly from ''Morrowind''.



** Speaking of the Knights of the Nine, you can find what appears to be their final stand off the coast of Haafingar.

to:

** Speaking of the Knights of the Nine, you You can find what appears to be their the final stand of the Knights of the Nine off the coast of Haafingar.



* CallOnMe: The [[PlayerCharacter Dragonborn]] learns this from the dragon Odahviing near the end of the main quest, and in the Dawnguard DLC you learn another, [[spoiler:Durnehviir.]]



* CareerEndingInjury: The infamous "arrow in the knee" incidents, to the guards.

to:

* CareerEndingInjury: {{Cap}}: All skills are capped at 100, although they can be fortified with equipment or potions above this.
** The skill cap initially created a level cap of 81. The level cap was removed with the ability to mark a skill as legendary (resetting it to the base of 15 and refunded your perks) allowing you to progress further and eventually claim every single perk.
** The physical damage reduction cap for armour is 80%, or 567 armor rating. Going above this cap has no more effect on damage reduction, [[GuideDangIt although higher armor ratings will still display as if they were actually doing something]].
* CareerEndingInjury:
**
The infamous "arrow in the knee" incidents, to the guards.guards. They all share a pool of random sentences, which any of them can say. One of those is the page quote, making it sound like this is the backstory for every single guard. An alternate line spoken by a Stormcloak soldier is that he took a sword to the chest which forced an end to his adventuring career. Parodied in the ''Dragonborn'' DLC, where a Khajiit NPC will mention he also used to be an adventurer...until he found a ball of yarn.



* CashGate:
** Several bandits try to invoke this on you with a "user's tax". You can either pay the "tax" or [[AppealToForce smash their heads in]].
** Several of the quests in ''Skyrim'' can only progress if you fork over a considerable sum of money. Sold the scroll to Urag at the end of the main quest? Gotta pay up almost 50% more than what he gave you to get it back for ''Dawnguard''.[[note]]If you are Arch-Mage, however, you can insist that he sell it back for the same amount.[[/note]] Want the title of Thane? Gotta buy some property (usually starting in the thousands). The side quest ones will likely hinder you for the majority of the game, but once you've reached a high enough level, flawless gems and dragon bones will pave your way, since they sell for thousands and are very common at higher levels.
** In the ''Dragonborn'' add-on, the quest "Unearthed" is essentially a series of these under the guise of funding the excavation of a Nordic crypt. Finance the dig, kill the Draugr that the miners have disturbed, and repeat about 3 or 4 times, with each required sum of gold being somewhat more costly than the last.
** If the player wishes to become Thane of The Rift, Eastmarch, Haafinger, or The Reach, they must buy the property for sale in the capital of said hold - not so bad in the case of The Rift[[note]]Honeyside, available for 5000 Septims[[/note]], a bit challenging in the cases of The Reach[[note]]Vlindrel Hall, available for 8000 Septims[[/note]] and Eastmarch[[note]]Hjerim, available for 9000 Septims[[/note]], but very hard for Haafinger[[note]]Proudspire Manor, available for ''25000 Septims'', the most expensive house in the base game[[/note]].



* CatchAndReturn: Theoretically possible, as arrows in flight can be interacted with and ''picked up'', but to do so would require inhuman reflexes. Or you can use the [[TimeMaster slow time]] [[MakeMeWannaShout shout]]. Also both you and your enemies are capable of using arrows that have actually struck (some of the time).



* ChainMailBikini: Some types of Light Armor act as this, especially the female Forsworn Armor. The skimpiest of the four Fur Armor models would count too -- literally giving women a fur bikini top, but only because women can't go around walking shirtless like the men do in the same piece of armor.
** Slightly subverted in that skimpy armor (especially Forsworn) looks skimpy on ''both'' sexes, and generally [[SurprisinglyRealisticOutcome has a realistically low armor rating to boot]].

to:

* ChainMailBikini: ChainMailBikini:
**
Some types of Light Armor act as this, especially the female Forsworn Armor. The skimpiest of the four Fur Armor models would count too -- literally giving women a fur bikini top, but only because women can't go around walking shirtless like the men do in the same piece of armor.
** Slightly subverted in that skimpy armor (especially Forsworn) looks skimpy on ''both'' sexes, and generally [[SurprisinglyRealisticOutcome has a realistically low armor rating to boot]].
armor.



* ChaosArchitecture: In the ''Dragonborn'' DLC, Solstheim is visited once again ([[TimeSkip 200 years later]] in-universe). There are significant differences in the architecture of the [[AncientTomb Nordic barrows]] (which were largely simple stone caves with exteriors composed of megaliths in ''Bloodmoon''), the terrain has become much different (in ways that can't simply be explained by the [[ChekhovsVolcano eruption of Red Mountain]] and glaciers), and the Thirsk mead hall has completely lost its second floor.



* CharlesAtlasSuperpower: Theoretically, anyone can use the Thu'um; they just need to be trained by the Greybeards, as Ulfric Stormcloak was. What makes the Dragonborn so special is not merely that they can do it, but that they can do it ''instinctively'', without (years of) training.

to:

* CharlesAtlasSuperpower: CharlesAtlasSuperpower:
**
Theoretically, anyone can use the Thu'um; they just need to be trained by the Greybeards, as Ulfric Stormcloak was. What makes the Dragonborn so special is not merely that they can do it, but that they can do it ''instinctively'', without (years of) training.



* ChekhovsGunman: [[spoiler: The first dragon that you see (the one who attacks Helgen) is in fact [[BigBad Alduin]] himself, there to assassinate you before you gain the power to fight him and his minions.]]

to:

* ChekhovsGunman: ChekhovsBoomerang: The game requires you to use an Elder Scroll to [[spoiler:learn the one Shout that will allow you to defeat Alduin by time-traveling back to when the Shout in question was invented]]. Once you're done with it, you can (optionally) haul it up to the College of Winterhold and sell it to [[ScaryLibrarian Urag gro-Shub]] for a nice price. Then the Dawnguard DLC comes around, and have fun trying to get your Elder Scroll back...
* ChekhovsGunman:
**
[[spoiler: The first dragon that you see (the one who attacks Helgen) is in fact [[BigBad Alduin]] himself, there to assassinate you before you gain the power to fight him and his minions.]]



* ChekhovsSkill: At roughly the midpoint of the main quest, you learn the [[MakeMeWannaShout Thu'um]] Clear Skies, which you use to reach [[spoiler:Paarthurnax]] by clearing away the freezing mist on the Throat of the World. [[spoiler:This Shout gets used again in Sovngarde, to clear the MysteriousMist Alduin has shrouded the place with and provoke him to battle.]]
* CherryTapping:
** The ''Hearthfire'' DLC gives you opportunities for this. You can pick up a low-damage table knife or fork (or ''both'' and then [[DualWielding dual wield]] them) or fight with a [[WoodenKatanasAreEvenBetter wooden sword]] intended to be used as a gift for your children. It can be incredibly satisfying to slay a tough foe with what amounts to ''a toy sword''.
** [[AssholeVictim Grelod the Kind]] from the first Dark Brotherhood literally has a ''single point'' of HP. She can be killed by throwing something at her, [[MakeMeWannaShout shouting]] at her, hitting her with a wooden sword or stabbing her with a fork, or punching her once. Bonus points for killing her because it nearly always results in an unarmed finishing move, resulting in the hilarious potential sight of a tiny Breton mage suddenly killing an old woman (possibly mid-speech) [[WrestlerInAllOfUs with a body slam or a German suplex]].
** In the 'Dawnguard' DLC the player must defeat the seconds antagonist on a balcony. It's meant to be a climactic battle against a formidable opponent — in reality, the duel can be finished in seconds by using the Unrelenting Force shout to knock him off of the balcony.



* ChillOfUndeath: All undead enemies resist ice magic, some have a weakness to fire, and almost all of them besides the most basic mooks can use ice magic against the player very well. This also extends to the player should they contract vampirism.

to:

* ChillOfUndeath: ChewingTheScenery: The infamous Heimskr is a priest of Talos who preaches in Whiterun's Wind district. His repeating spiel has been a source of amusement and annoyance for players since day one.
--->'''Heimskr:''' "We are but '''MAGGOTS,''' '''''WRIIITHING''''' in the '''FILTH''' of our own '''CORRUPTION!''' While you have ascended from the '''DUNG''' of mortality, and now walk among the '''STARS!'''"
* ChillOfUndeath:
**
All undead enemies resist ice magic, some have a weakness to fire, and almost all of them besides the most basic mooks can use ice magic against the player very well. This also extends to the player should they contract vampirism.



* ChurchMilitant[=/=]WarriorMonk: The Vigilants of Stendarr.

to:

* ChurchMilitant[=/=]WarriorMonk: %%* ChurchMilitant: The Vigilants of Stendarr.Stendarr.
* CitadelCity: The game carries of the tradition of walled cities from ''Oblivion''. Not all the walls are in top condition -- Whiterun's outer defenses are crumbling and neglected -- but if you get involved in the civil war that's gripped the province, you'll find yourself testing multiple cities' defenses.



* CityNoir: Windhelm has the imagery of the setting down. The city is a maze of streets, FantasticRacism is allegedly official government policy, and there's a SerialKiller on the loose. Banditry is apparently common in the countryside, and unless the victims are Nords, Ulfric allegedly refuses to assist (although banditry is fairly common problem throughout Skyrim, so Eastmarch isn't singled out or anything). [[NiceGuy Brunwulf Free-winter]] is one of the only men around looking for ways to change the city for the better. Also, while commerce is still existent in Windhelm's Merchant Quarter, Free-winter [[spoiler: (upon becoming Jarl if Ulfric is killed)]] states that the coffers are short on funds, implying that, for Ulfric, the war against the Empire previously took precedence over the proper administration of the hold. This, while arguably justifiable, has interfered with the Hold's prosperity.
*** It's also revealed at one point that Skyrim's been under heavy taxation since the war ended. So, a state of disrepair is the norm for many cities aside from Solitude. (Whiterun's crumbling walls are a prime example.) By comparison, Windhelm's structural integrity is doing surprisingly well - probably because, as the capital of the Stormcloak rebellion, it's unlikely the Empire sees any tax from it.
** Markarth is also no slouch in this respect. You walk in and witness a murder (or take action and thwart it), right next to a guy selling dogs for fights, and another guy who is selling very suspicious meat. It is revealed to be a broken society in which an urban underclass is brutally oppressed by a corrupt elite, the architecture is virtual art deco, and there are oh so many dark secrets lurking within its walls.
** Then there's Riften, a perpetually foggy city of canals whose seedy underbelly arguably houses its most thriving industry. You drop even the cheapest of items - a cabbage, for instance - and it causes a riot. Thieves roam the streets, and all of the street merchants can be killed. On top of it all, the person who is tasked with fixing this madness, Maven Black-Briar, is in with the Guild, and has the Jarl (if she herself is not the Jarl, which may happen at the end of the war) wrapped around her finger by pretending she is working on taking down the Thieves' Guild. If you hang around Laila long enough while she is still Jarl, you can see Maven threaten to take her Meadery, Riften's biggest 'legit' business, elsewhere if Riften doesn't pay up.

to:

* CityNoir: CityNoir:
**
Windhelm has the imagery of the setting down. The city is a maze of streets, FantasticRacism is allegedly official government policy, and there's a SerialKiller on the loose. Banditry is apparently common in the countryside, and unless the victims are Nords, Ulfric allegedly refuses to assist (although banditry is fairly common problem throughout Skyrim, so Eastmarch isn't singled out or anything). [[NiceGuy Brunwulf Free-winter]] is one of the only men around looking for ways to change the city for the better. Also, while commerce is still existent in Windhelm's Merchant Quarter, Free-winter [[spoiler: (upon becoming Jarl if Ulfric is killed)]] states that the coffers are short on funds, implying that, for Ulfric, the war against the Empire previously took precedence over the proper administration of the hold. This, while arguably justifiable, has interfered with the Hold's prosperity.
*** It's also revealed at one point that Skyrim's been under heavy taxation since the war ended. So, a state of disrepair is the norm for many cities aside from Solitude. (Whiterun's crumbling walls are a prime example.) By comparison, Windhelm's structural integrity is doing surprisingly well - probably because, as the capital of the Stormcloak rebellion, it's unlikely the Empire sees any tax from it.
hold.
** Markarth is also no slouch in this respect.Markarth. You walk in and witness a murder (or take action and thwart it), right next to a guy selling dogs for fights, and another guy who is selling very suspicious meat. It is revealed to be a broken society in which an urban underclass is brutally oppressed by a corrupt elite, the architecture is virtual art deco, and there are oh so many dark secrets lurking within its walls.
** Then there's Riften, a perpetually foggy city of canals whose seedy underbelly arguably houses its most thriving industry. You drop even the cheapest of items - a cabbage, for instance - and it causes a riot. Thieves roam the streets, and all of the street merchants can be killed. On top of it all, the person who is tasked with fixing this madness, Maven Black-Briar, is in with the Guild, and has the Jarl (if she herself is not the Jarl, which may happen at the end of the war) wrapped around her finger by pretending she is working on taking down the Thieves' Guild. If you hang around Laila long enough while she is still Jarl, you can see Maven threaten to take her Meadery, Riften's biggest 'legit' business, elsewhere if Riften doesn't pay up.



* CleavageWindow: Female versions of the Vampire Armor.
* ClimaxBoss: Alduin serves as one of these not only for this game, but for the entire ''Elder Scrolls'' Series up to this point. As Alduin's wall in Sky Haven Temple shows, the events of the four chronological games behind it (excluding ''VideoGame/TheElderScrollsOnline'' as it hadn't been released yet) were all precursors to the return of the dragons, the Skyrim Civil War, and the coming of the Last Dragonborn. The events detailed on the Wall are:

to:

* ClairvoyantSecurityForce: The game tracks each hold's bounties separately, and unless it's really high (say, 1000) the guards within a hold won't immediately arrest you. They ''will'', however, mutter that they recognize you from somewhere, then remember it was a wanted poster if you talk to them. This trope causes a lot of problems when the player is tasked with assassinating targets, for instance during the Dark Brotherhood quests. Unless the player has a high sneak skill and the ability to perform a OneHitKill with a bow it is very hard to kill a town dweller without being seen. Sometimes the guards will still turn hostile even if you ''aren't'' seen, although you will have no bounty if you can manage to run away without killing them. And as some kind of insult, being detected by your HORSE counts as being caught red handed!
* CleanDubName: In the Russian translation of the DLC ''Dawnguard'', Durak's name was changed to Dorak because "durak" means "fool" in Russian.
* ClearMyName: There's a questline in which corrupt guards frame you for murder. You can go to jail and then help the Forsworn natives, creating a distraction so everybody will forget your name or just kill every guard in the city. [[ButThouMust You'll eventually have to go through the]] PrisonEpisode if you ever want to set foot in the Reach again though.
%%*
CleavageWindow: Female versions of the Vampire Armor.
* ClimaxBoss: ClimaxBoss:
**
Alduin serves as one of these not only for this game, but for the entire ''Elder Scrolls'' Series up to this point. As Alduin's wall in Sky Haven Temple shows, the events of the four chronological games behind it (excluding ''VideoGame/TheElderScrollsOnline'' as it hadn't been released yet) were all precursors to the return of the dragons, the Skyrim Civil War, and the coming of the Last Dragonborn. The events detailed on the Wall are:



* ClippedWingAngel: Both the Vampire Lord and Werewolf forms become all but obsolete once you max out your alchemy, smithing and enchanting, as you can make weapons hit for hundreds of damage. Without exploits, you can have a weapon with over 1000 damage, plus from 0 to about 1400 damage from a Chaos enchant.

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* ClippedWingAngel: ClippedWingAngel:
**
Both the Vampire Lord and Werewolf forms become all but obsolete once you max out your alchemy, smithing and enchanting, as you can make weapons hit for hundreds of damage. Without exploits, you can have a weapon with over 1000 damage, plus from 0 to about 1400 damage from a Chaos enchant.enchant.
** A high-level PlayerCharacter can end up doing this by going into Werewolf or Vampire Lord form. While both of these are {{Disc One Nuke}}s, they cannot use equipment or use weapons and scale poorly with level. For this reason, they can lose a lot of steam at high levels when items created by the Dragonborn using the crafting professions start outshining their capabilities by a long stretch.
* ClockworkCreature: The Dwemer ruins feature numerous clockwork denizens, including spiders and humanoid robots. Their bodies even sometimes yield cogs or gears.



* CollectionSidequest: The "No Stone Unturned" quest, in which you must find 24 Stones of Barenziah to turn in to a ThievesGuild NPC, after which you go to a dungeon to find the crown from which the Stones were originally from. Your reward is a perk that raises the probability of finding gems in treasure chests.
* CollectorOfTheStrange: In the ''Dragonborn'' DLC, the [[TheMagocracy Telvanni]] [[TheArchMage Mage-Lord]] and legendary enchanter Master Neloth collects the staffs of Azra Nightwielder, a legendary master of "Shadow Magic".



* CombatTentacles:
** Hermaeus Mora appears in the ''Dragonborn'' DLC to personally kill two people with his tentacles, using the ImpaledWithExtremePrejudice method.
** ''Dragonborn'' BigBad Miraak wields a staff that summons tentacles from the ground, wields a sword that turns into a tentacle when he swings it, and randomly sprouts tentacles around him when he is attacked. Appropriate, given that he is [[spoiler:a servant of Hermaeus Mora]].
** Lurkers are a [[FishPeople fish-like]] form of [[OurDemonsAreDifferent lesser Daedra]] that serve Hermaeus Mora. They have these both in the form of a stream of tentacles coming from their mouths and [[ShockwaveStomp a stomp]] that causes poisonous tentacles to appear.
* ComicallySmallBribe:
** It quite easy to get away with killing [[ANaziByAnyOtherName Thalmor]] solely provided you can pay a measly forty gold fine (for ''littering'' no less). This is an in-universe insult to the Thalmor more than anything. Murdering other people comes at a much higher price.
** If you get caught committing a petty crime in a city where the Thieves' Guild's influence is high, you can pay half the fine for guards to go away. Meaning it's possible to get away with picking a lock by paying two gold or get away with being seen picking a lock (and failing) with nothing but your winning smile.



* TheComputerIsACheatingBastard: Sometimes the enemy can sidestep pretty quickly to dodge your arrow (or spell) when you fire one at them. ''[[http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/66610034 Even if they haven't detected you first.]]''
** The pitch darkness in the [[ThatOneLevel Falmer caves]] of ''Dawnguard'' cannot be penetrated by night vision or light spells, even if you have them.

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* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard:
**
Sometimes the enemy can sidestep pretty quickly to dodge your arrow (or spell) when you fire one at them. ''[[http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/66610034 Even if they haven't detected you first.]]''
** The pitch darkness in the [[ThatOneLevel Falmer caves]] caves of ''Dawnguard'' cannot be penetrated by night vision or light spells, even if you have them.



* ConspicuouslyPublicAssassination: Many of the Dark Brotherhood quests expects you to do this (one of your Brothers actually recommends this as a tactic), particularly if you want the bonus. Executing the Emperor's cousin ''during her wedding'' is best done while she's addressing the crowd, and can be done in a number of ways that will ensure you're seen, including stabbing, fireballs, sniping her from across the yard, or dropping a stone gargoyle on her.
* ConspiracyPlacement: The Thieves' Guild uses "shadowmarks": glyphs inscribed in various places all over the map to indicate things like safe houses, escape routes, places with abundant loot, etc.
* ContextSensitiveButton: The control to place an item in a container is the same as to pick up EVERYTHING in the container, depending on whether your are taking or adding things.



* ContractualBossImmunity:
** Tsun, the old [[HornyVikings Nordic]] god of "trials against adversity" and [[BodyguardingABadass shield-thane]] of [[TopGod Shor]], must be fought [[spoiler:in [[WarriorHeaven Sovngarde]] to prove one's worthiness to enter Shor's Hall of Valor]]. He is [[NoSell completely immune]] to any stagger, knockdown, paralysis, or disarm attacks. If he falls into the chasm beneath the Whalebone Bridge, he'll reappear and exit from the Hall of Valor to continue the fight.
** [[LegendaryWeapon Mehrunes' Razor]] has a small chance of insta-killing an opponent with any given strike, up to and including even [[BigBad Alduin]] and the [[{{Superboss}} Ebony Warrior]]. However, Miraak, the EvilCounterpart BigBad of the ''Dragonborn'' expansion, and Karstaag, the spirit of the GiantSpaceFleaFromNowhere from ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'''s ''Bloodmoon'' expansion who can be fought as the OptionalBoss of an unmarked quest, are both immune to the insta-kill chance of the Razor.
* ConvectionSchmonvection: In the ''Dawnguard'' DLC, this is averted to a degree. The DLC adds a quest chain that eventually leads the Dragonborn to the mythical Aetherium Forge, half of which is flooded with lava. Standing near it is harmless, swimming in it predictably deals ''massive'' amounts of fire damage, but hovering over it (possible with the Vampire Lord form or certain items) will also kill any character without very high fire resistance in short order. The dungeon's FinalBoss, a unique Dwemer Centurion, emerges from this lava sea, something that's actually justified by the thing being the only one of its kind to be immune to fire damage; it's even visually distinct for a short time because it looks like its metal shell is glowing with heat.
* ConvenientWeaknessPlacement: The penultimate boss in the ''Dawnguard'' DLC is fought at the top of a high balcony, and the battle starts with him right up against the railing. Considering this is Skyrim...well, you do the math.



* CosmicKeystone: According to ancient Aldmeri religious beliefs, Mundus (the mortal plane) is a prison for their souls. [[TheTower Several prominent landmarks]] in the series, the Crystal Tower, the White-Gold Tower, and Red Mountain, were part of a series of things holding it all together. The reason that the [[ANaziByAnyOtherName Thalmor]] (the fascist High Elf political group that rules the new [[AntiHumanAlliance Aldmeri Dominion]]) forced the Empire to ban [[DeityOfHumanOrigin Talos]] worship is because they believe that he is the only thing [[FeelingOppressedByTheirExistence keeping humanity existent]] and Mundus from collapsing.



* CowardlyBoss: The first time the player goes to the ruin known as Hag’s End, they will encounter a hagraven. Every time the hagraven loses a quarter of her health, she will teleport herself deeper into the dungeon until she gets to the end with a quarter of her health left, at which point she can be killed.



* CrapsackWorld: Two centuries later, Tamriel has still not recovered from [[VideoGame/TheElderScrollsIVOblivion the Oblivion Crisis]]. The Empire is falling apart, the Nords are in civil war, Elsweyr and Black Marsh have seceded, and what parts of Morrowind that weren't destroyed following the eruption of Red Mountain and the fall of the Ministry onto Vivec have been invaded by the Argonians. The Dark Brotherhood and the Thieves' Guild pervade Skyrim to the point of being the de facto government in some cases, and it should be pointed out that ''both'' organizations are suffering from a slow decline. Oh, and the world's about to be eaten by dragons.

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* CrapsackWorld: CrapsackWorld:
**
Two centuries later, Tamriel has still not recovered from [[VideoGame/TheElderScrollsIVOblivion the Oblivion Crisis]]. The Empire is falling apart, the Nords are in civil war, Elsweyr and Black Marsh have seceded, and what parts of Morrowind that weren't destroyed following the eruption of Red Mountain and the fall of the Ministry onto Vivec have been invaded by the Argonians. The Dark Brotherhood and the Thieves' Guild pervade Skyrim to the point of being the de facto government in some cases, and it should be pointed out that ''both'' organizations are suffering from a slow decline. Oh, and the world's about to be eaten by dragons.



* CrateExpectations:
** Every building seems to have a basement filled to the brim with crates and barrels full of vegetables. Inverted during a certain ThievesGuild quest, when you get to kill someone by placing poisoned fruit in a barrel.
** There is a mod that allows you to assemble simple chests, ornate chests, drawers, closets, barrels, safes... And crates. While all of these allow you to store items, crates can be stacked and then used as makeshift stairways.
* CrazyPrepared: The Dragonborn is suited to be like this. While nearly all means of survival can be replicated with spells, hoarding potions is a great way to survive. Low on health or magicka? Chug some potions. Diseased? Chug potions. Water breathing? There's a potion for that. Need to be more liked by people? Potion for that. Need help in a fight? Slight twist here: there's a ''scroll'' for that. Need someone to start the fight instead of you? Again, scroll. Need to carry more loot? Potions ''and'' scrolls. And this isn't even bringing enchantments into play.



* CrimeOfSelfDefense: If you're a member of The Dark Brotherhood (a cult of assassins) and on assignment, you can confront your mark and threaten them, which sometimes prompts them to attack you in defense. If any guards are around, they will attack this person who's obviously the instigator, and won't trouble you if you fight back. It's all a matter of who attacks first.



* CrueltyIsTheOnlyOption: Many of the Daedric Prince quests are examples of this. In order to get several of the artifacts, you have to: beat a man to death ''twice'' while he begs for his life, sacrifice one of your followers, and murder and cannibalize an innocent priest. Not all of the quests have requirements like these, though, and some which do also have alternate methods of obtaining the artifact. In one case, you get it only by ''not'' killing the person you're asked to kill.

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* CrueltyIsTheOnlyOption: Many In short, the game is so structured that while excessive cruelty is not really required to beat the main quest, the main quest is itself a very small part of the game as a whole, and the player is practically stuck with only half a game if they choose to play a Dragonborn who's actually a decent person.
** The more vicious
Daedric Prince Princes order you to do horrible things for their artifacts (and you need to get all of them for an achievement). They usually involve betraying a companion or leading a good person to a horrible death. The less said about the things [[ImAHumanitarian Namira]], [[TheCorrupter Molag Bal]], [[BloodKnight Boethiah]], and [[YourWorstNightmare Vaermina]] demand of you, the better. That said, all of those are sidequests, and therefore don't have to be completed by the player unless you really want the rewards... although, the in-game rewards for these quests are examples of this. In order to get several of the artifacts, you have to: beat a man to death ''twice'' while he begs for his life, sacrifice one of your followers, ''good''. [[InfinityPlusOneSword Really]] ''[[GameBreaker damn]]'' [[ArmorOfInvincibility good]]. Namira and murder and cannibalize an innocent priest. Not all of the quests have requirements like these, though, and some which do also have alternate methods of obtaining the artifact. In one case, you get it only by ''not'' killing the person Vaermina's quests, at least, can be intentionally "failed" if you're asked not quite ready to kill.step over the MoralEventHorizon. In Vaermina's quest in particular, many players have flat out found themselves ''unable to complete it'' and therefore miss out on the "Oblivion Walker" achievement because it involves betraying the very likable Erandur.
** Thieves Guild: There are three achievements tied to completing the guild questline. By the time the guild questline has finished, the player will have robbed at least dozens of innocent people of items and money worth thousands and thousands of gold. It's not killing people, but it's still loathsome. Furthermore, the way the game works ''encourages'' the player to rob people blind, as theft is by far the simplest and easiest way to get material goods you want or need.
** The Civil War Questline, another three trophies. While plenty of people have no qualms about supporting one side or the other after looking at the situation fully, others see a situation with no ''good'' choices, only "less horrible" ones. Much like real wars in that respect, yes, but still depressing.
** The Dark Brotherhood questline has another three achievements. And the Dark Brotherhood is, not to put too fine of a point on it, a quasi-cult that listens to a mummified corpse of the bride of the [[PowerOfTheVoid void god Sithis]], who tells them which people to kill. The player's kills, if they follow this questline, include a man driven to insanity from his sister's death and a bride on her wedding day, among others. The player character is encouraged further to do these despicable things by great in-game rewards, such as access to Shadowmere. This one at least has a slightly non-evil ending available; if you kill the member of the Brotherhood who kidnapped you at first (yes, still killing, but she's an unrepentant assassin trying to force the player to kill one of three people, two of which are totally innocent, and she doesn't care about the choice so much as the murder), you instead get a quest to wipe out the Dark Brotherhood -- still violent, but probably for the good of the world.
** There's an achievement for having a bounty of at least 1000 gold in all nine holds simultaneously, for which the player must get caught doing horrible things -- for example, killing people. And then there's an achievement for escaping from jail, which of course requires going there in the first place. These, at least, can be acquired by -- just as an option -- assaulting chickens rather than actually hurting people. Or for the jail one, you can simply try to pick a lock when a guard's nearby, for a 5-gold bounty.



* CutAndPasteEnvironments: The game skews away from it, going back to a mostly hand-built world with hand-built (though not necessarily ''unique'') dungeons, much like ''Morrowind'' before it. For example, once you've visited one Nordic ruin, you've visited them all. Only the layout really changes.
* CuteAndPsycho: Muiri, a Breton living in Markarth and working as an assistant at The Hag's Cure, turns out to be this in an early Dark Brotherhood quest. She asks the Dragonborn to kill a bandit leader who took advantage of her to rob Clan Shatter-Shield in Windhelm, as Muiri was close to the family until Alain used her and they cut off all ties with her and cast her out of Windhelm. In addition to wanting revenge on the bandit leader, she also tasks the Dragonborn with the optional assignment of killing Nilsine Shatter-Shield as well, partly out of revenge for the Shatter-Shields turning their backs on her, and in the hope that maybe this will cause the family matriarch Tova to bring Muiri back after both of her real daughters are dead. [[spoiler: If you kill Nilsine, Tova commits suicide instead, but Muiri doesn't actually seem to have a problem with this, as making Tova suffer is just as good. She also becomes eligible for marriage this way, so she must REALLY appreciate the Dragonborn's efforts.]]



* CuteAndPsycho: Muiri, a Breton living in Markarth and working as an assistant at The Hag's Cure, turns out to be this in an early Dark Brotherhood quest. She asks the Dragonborn to kill a bandit leader who took advantage of her to rob Clan Shatter-Shield in Windhelm, as Muiri was close to the family until Alain used her and they cut off all ties with her and cast her out of Windhelm. In addition to wanting revenge on the bandit leader, she also tasks the Dragonborn with the optional assignment of killing Nilsine Shatter-Shield as well, partly out of revenge for the Shatter-Shields turning their backs on her, and in the hope that maybe this will cause the family matriarch Tova to bring Muiri back after both of her real daughters are dead. [[spoiler: If you kill Nilsine, Tova commits suicide instead, but Muiri doesn't actually seem to have a problem with this, as making Tova suffer is just as good. She also becomes eligible for marriage this way, so she must REALLY appreciate the Dragonborn's efforts.]]
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Asskicking Leads To Leadership is the new name of the trope.


* AsskickingEqualsAuthority:

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* AsskickingEqualsAuthority:AsskickingLeadsToLeadership:
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*** In that same vein, [[LuckilyMyShieldWillProtectMe blocking]]. With a weapon in one hand, you can choose to put [[DualWielding another weapon]] in the other, or [[MagicKnight a magic spell]]. Or a shield. When your enemies start battering you to death with power attacks, you might come to reconsider that shield. The Block tree even features a perk as low as level 30 that gives you BulletTime when blocking during enemy power attacks, allowing you to ShieldBash them to interrupt said attack or duck out of the way. This even works when blocking with two-handed weapons, so you're not screwed over for using those.
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* AllYourBaseAreBelongToUs: A couple of faction bases are assaulted by their nemeses during the associated questlines.

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* AllYourBaseAreBelongToUs: A couple of few faction bases are assaulted by their nemeses during the associated questlines.questlines. Jorrvaskr is attacked during the Companion's questline and you in turn assault a couple of the main Silver Hand bases. In the Dark Brotherhood questline, either you destroy the sanctuary in ''Destroy the Dark Brotherhood'' or it gets assaulted by Penitus Oculatus agents and destroyed if you join the Dark Brotherhood. Playing as either Imperial or Stormcloak and you capture several forts and then Windhelm or Solitude, if playing as Imperial or Stormcloak, respectively. In Dawnguard, you assault Castle Volkihar in the climax if siding with the Dawnguard and you assault Fort Dawnguard after the main questline if siding with the vampires.
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*** The Destruction spells have it particularly bad. Blizzard deals paltry damage even compared to the Expert-level elemental walls and uses the element resisted by most enemies in the game. Fire Storm is a short-range area-effect, meaning you have to get in melee range to use it, and most armed humanoid enemies are likely to bash you and interrupt your charge while you're trying to cast it, making it mostly just a cool way to blow up some wolves. On top of that, it's likely to kill your follower. Lightning Storm is the most useful of them all, boasting a massive range (which somewhat mitigates the cast time problem) and okay-ish damage, but even then you can deal more damage just by spamming a dual-cast Thunderbolt (which also comes with the ability to endlessly stun-lock opponents if the perk is taken, since each shot staggers the enemy). The problem with Thunderbolt is its heavy Magicka cost, which makes Lightning Storm slightly more practical if only due to the cost factor. When you reach 100% Reduce Magicka Cost on your clothes/armor these is ''no reason'' for you to use Lightning Storm because Thunderbolt does more damage, can be cast faster, and abuses the Impact perk.

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*** The Destruction spells have it particularly bad. Blizzard deals paltry damage even compared to the Expert-level elemental walls and uses the element resisted by most enemies in the game. Fire Storm is a short-range area-effect, meaning you have to get in melee range to use it, and most armed humanoid enemies are likely to bash you and interrupt your charge while you're trying to cast it, making it mostly just a cool way to blow up some wolves. On top of that, it's likely to kill your follower. Lightning Storm is the most useful of them all, boasting a massive range (which somewhat mitigates the cast time problem) and okay-ish damage, but even then you can deal more damage just by spamming a dual-cast Thunderbolt (which also comes with the ability to endlessly stun-lock opponents if the perk is taken, since each shot staggers the enemy). The problem with Thunderbolt is its heavy Magicka cost, which makes Lightning Storm slightly more practical if only due to the cost factor. When you reach 100% Reduce Magicka Cost on your clothes/armor these is ''no reason'' for you to use Lightning Storm because Thunderbolt does more damage, can be cast faster, and abuses the Impact perk. Lastly, there's Chain Lightning, which randomly bounces off to any other nearby individual outside the caster's target, regardless of alignment. Expect nearby allies to start taking damage once this spell is cast, usually resulting in them either getting aggroed or dying from it.
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The Beast In The Building seems to refer to something from a completely different work.


* BeastInTheBuilding: Whilst visiting Rona in her living room in "Frenzy", Bill is startled to find two hooded cobras there, having apparently escaped from pizza boxes that Rona had ordered and which have taken up residence in her home. They subsequently spend the episode in fear that the cobras will kill them... until Bill hears what sounds like fire engines coming to her house, at which point she manages to subdue the cobras with ease.

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* BeastInTheBuilding: Whilst visiting Rona If you live in her living room in "Frenzy", Bill is startled to find two hooded cobras there, having apparently escaped from pizza boxes that Rona had ordered and which have taken up residence in her home. They subsequently spend the episode in fear that the cobras will kill them... until Bill hears what sounds like fire engines a ''Hearthfire'' house, your spouse sometimes tells they heard strange noises coming from the basement. If you go down to her house, at investigate, you'll find hostile skeevers which point she manages somehow managed to subdue the cobras with ease.sneak inside.
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* BeastInTheBuilding: Whilst visiting Rona in her living room in "Frenzy", Bill is startled to find two hooded cobras there, having apparently escaped from pizza boxes that Rona had ordered and which have taken up residence in her home. They subsequently spend the episode in fear that the cobras will kill them... until Bill hears what sounds like fire engines coming to her house, at which point she manages to subdue the cobras with ease.
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** Tamriel as a whole is in this state as of the game's time-frame, since the continent has been hit by multiple disasters and devastating wars in the last two hundred years, including the [[Videogame/TheElderScrollsIVOblivion Oblivion Crisis]], [[ColonyDrop the Red Year]], [[GreatOffscreenWar the Great War]], and [[Literature/TheElderScrolls the Umbriel Crisis]]. Cities that should be glorious and beautiful like Winterhold are husks of their former selves, and even the great trade cities like Whiterun are showing signs of breakdown and disrepair. The weakening of the Empire's power has left many Imperial fortresses as crumbling ruins inhabited by bandits, and the wilds are filled with outlaws and monsters.

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** Tamriel as a whole is in this state as of the game's time-frame, since the continent has been hit by multiple disasters and devastating wars in the last two hundred years, including the [[Videogame/TheElderScrollsIVOblivion Oblivion Crisis]], [[ColonyDrop the Red Year]], [[GreatOffscreenWar the Great War]], and [[Literature/TheElderScrolls the Umbriel Crisis]]. Cities that should be glorious and beautiful like Winterhold are husks of their former selves, and even the great trade cities like Whiterun are showing signs of breakdown and disrepair. The weakening of the Empire's power has left many Imperial fortresses as crumbling ruins inhabited by bandits, and the wilds are filled with outlaws and monsters. [[FromBadToWorse And then the dragons came.]]
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oops missed one


** The formal recognition of the Dragonborn by the Greybeards counts. They basically say you now have rights to two {{Awesome McCoolname}}s used by a previous legendary Dragonborn, the illustrious Tiber Septim: "Stormcrown" and "Ysmir, Dragon of The North". And they do it by blasting you with the ritual words of recognition in the dragon tongue, making the ground quake as they do it.

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** The formal recognition of the Dragonborn by the Greybeards counts. They basically say you now have rights to two {{Awesome McCoolname}}s names used by a previous legendary Dragonborn, the illustrious Tiber Septim: "Stormcrown" and "Ysmir, Dragon of The North". And they do it by blasting you with the ritual words of recognition in the dragon tongue, making the ground quake as they do it.
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IUEO so it needs to be deemed cool in-story


* AwesomeMcCoolname: All the Dragon names translated are intimidating and scary.
** Many Nords have badass clan names or sobriquets, like Ulfric Stormcloak, Aela the Huntress, Mjoll the Lioness, Galmar Stone-Fist, Ulfberth War-Bear, Oengul War-Anvil...
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** Pickpocketing is pretty much just a novelty, as you'll quickly get far superior loot through dungeon exploration than through stealing them off unsuspecting, non-hostile [=NPCs=]. Furthermore, things you get from pickpocketing are marked as stolen while ones looted off slain enemies and containers are not, limiting your possibility for selling them, and quests that specifically require you to pick pockets can be counted on the fingers of one hand (and, like lockpicking, can be brute forced, namely by SaveScumming). While pickpocketing at higher levels does have combat utility by letting you steal armor and weapons off enemies, it specifically only works on ''human'' enemies, and if your Sneak skill is good enough to get you within pickpocketing distance of an enemy, you're probably better off [[BackStab just stabbing them instead]].
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You can fast travel with him.


** With ''Dragonborn'', Miraak may show up and steal the soul of the dragon that you just killed, followed by a taunt. One of the taunts questions the morality of killing countless dragons just to get more power. ''"[[YouBastard Do you ever wonder if it hurts? To have one's soul ripped out like that?]]"''

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** With ''Dragonborn'', Miraak may show up and steal the soul of the dragon that you just killed, followed by a taunt. One of the taunts questions the morality of killing countless dragons just to get more power. ''"[[YouBastard Do you ever wonder if it hurts? To have one's soul ripped out like that?]]"''that?]]"'' The answer to that is that it probably hurt more being repeatedly stabbed/bludgeoned/shot by arrows/hit by magic before having its soul ripped out.



** When going after the Eldergleam Sap, Maurice Jondrelle is smart enough to ask to go with you for protection to see the Eldergleam Sanctuary. He is not smart enough to avoid running up to any bear, bandit or dragon you stumble across on the way and flailing at it with his bare, unarmored hands. Worse, if you fast-travel, ''you can't bring him with you'' and you have to wait for him at the sanctuary... and hope nothing kills him along the way. The ''only'' way to get him there safely is to walk with him, the entire trek, saving frequently and reloading as necessary. Fortunately you ''can'' hire a cart to take you to Windhelm at least, which shortens the trek a bit, but the hardest part is still to come (in particular, the dragon nesting near the Sanctuary requires a ''wide'' detour to get around, unless you're doing a non-dragon run).

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** When going after the Eldergleam Sap, Maurice Jondrelle is smart enough to ask to go with you for protection to see the Eldergleam Sanctuary. He is not smart enough to avoid running up to any bear, bandit or dragon you stumble across on the way and flailing at it with his bare, unarmored hands. Worse, if you fast-travel, ''you can't bring him with you'' and The only choice you have to wait for have him at survive is to find the sanctuary... sanctuary beforehand and hope nothing kills him along the way. The ''only'' way to get him then fast travel there safely is to walk with him, the entire trek, saving frequently and reloading as necessary. Fortunately you ''can'' hire a cart to take you to Windhelm at least, which shortens the trek a bit, but the hardest part is still to come (in particular, the dragon nesting near the Sanctuary requires a ''wide'' detour to get around, unless you're doing a non-dragon run).him.

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Absolute Cleavage was renamed Navel Deep Neckline. Moving to proper page


* AbsoluteCleavage:
** 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]] ([[{{Sideboob}} or 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.



** The armor that's most played straight with the trope is Ancient Nord Armor. The armor for men consists of heavy steel or iron plates around the torso with a fur under layer. The gauntlets, helmet and boots look similar for women, but the chest piece consists mostly [[HellBentForLeather tight leather]], with a few much smaller steel plates protecting the shoulders and crotch. There is [[SexyBacklessOutfit no back of the armor, either]], and you can tell that their [[VaporWear bra must have been removed]] when they put the armor on. It also includes AbsoluteCleavage, SideBoob, and [[MinidressOfPower a miniskirt]].

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** The armor that's most played straight with the trope is Ancient Nord Armor. The armor for men consists of heavy steel or iron plates around the torso with a fur under layer. The gauntlets, helmet and boots look similar for women, but the chest piece consists mostly [[HellBentForLeather tight leather]], with a few much smaller steel plates protecting the shoulders and crotch. There is [[SexyBacklessOutfit no back of the armor, either]], and you can tell that their [[VaporWear bra must have been removed]] when they put the armor on. It also includes AbsoluteCleavage, NavelDeepNeckline, SideBoob, and [[MinidressOfPower a miniskirt]].
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* ((Antepiece}}: You're sent to [[NoobCave Bleak Falls Barrow]] to recover an item early in the main quest (and may have completed it even earlier as a sidequest in the FirstTown sends you there). It has less-threatening, less-complex examples of the enemies (bandits, draugr that appear to be dead but then start to move when you get close, {{Giant Spider}}s dropping from the ceiling, etc.) and puzzles (traps, a Dragon Claw lock, a boss draugr who comes out of a stone sarcophagus, etc.) that you'll face in similar barrows throughout the rest of the game which are frequent quest destinations. (Every [[SidequestSidestory faction questline]] will send you into at least one, plus several more in the main quest, and countless more in sidequests.)

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* ((Antepiece}}: {{Antepiece}}: You're sent to [[NoobCave Bleak Falls Barrow]] to recover an item early in the main quest (and may have completed it even earlier as a sidequest in the FirstTown sends you there). It has less-threatening, less-complex examples of the enemies (bandits, draugr that appear to be dead but then start to move when you get close, {{Giant Spider}}s dropping from the ceiling, etc.) and puzzles (traps, a Dragon Claw lock, a boss draugr who comes out of a stone sarcophagus, etc.) that you'll face in similar barrows throughout the rest of the game which are frequent quest destinations. (Every [[SidequestSidestory faction questline]] will send you into at least one, plus several more in the main quest, and countless more in sidequests.)

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