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* EvilSoundsRaspy: The Draugr, undead Ancient Nord warriors that dwell in tombs and ruins, speak with a fierce, coarse voice that fits their monstrous form aptly.
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** The Nordic necropoles and Dwemer ruins are filled to the brim with these. In the latter case, this has been {{Justified}} with the explanation that the Dwemer were so ridiculously advanced that [[RagnarokProofing everything they made was impervious to aging, in addition to having maintenance robots still running around]].

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** The Nordic necropoles and Dwemer ruins are filled to the brim with these. In the latter case, this has been {{Justified}} {{Justified|Trope}} with the explanation that the Dwemer were so ridiculously advanced that [[RagnarokProofing everything they made was impervious to aging, in addition to having maintenance robots still running around]].
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Trope was cut/disambiguated due to cleanup


* EvilSorcerer: Arondil the Necromancer is a perverted creep who was exiled from Dawnstar because he became a StalkerWithACrush to the village's milkmaids. He went into hiding in some nearby ruins to perform his practices in secret, and when one of the adventurous girls went exploring in the ruins, he killed her and raised her as a thrall to sleep with her. Now he sends undead draugr to capture Dawnstar's women and bring them back to Yngvild to ''create his own undead harem''. If you ever go into Yngvild, please do [[KickTheSonOfABitch waste him]].

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* EvilSorcerer: Arondil the Necromancer is a perverted creep who was exiled from Dawnstar because he became a StalkerWithACrush to the village's milkmaids. He went into hiding in some nearby ruins to perform his practices in secret, and when one of the adventurous girls went exploring in the ruins, he killed her and raised her as a thrall to sleep with her. Now he sends undead draugr to capture Dawnstar's women and bring them back to Yngvild to ''create his own undead harem''. If you ever go into Yngvild, please do [[KickTheSonOfABitch waste him]].him.
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* ExactWords: After you kill Grelod the Kind, you will be kidnapped by Astrid and taken to a cabin out in the wilderness. Before you are three people: a cowardly Nord sellsword, a feisty Imperial housewife, and a Khajiit murderer, thief, and rapist (self-professed). Astrid tells you that for you to leave, "someone in this shack has to die". Refusing to play Astrid's game by killing ''her'' and pilfering the shack key from her body is a perfectly valid (and sweetly ironic) option.

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* ExactWords: After you kill Grelod the Kind, you will be kidnapped by Astrid and taken to a cabin out in the wilderness. Before you are three people: a cowardly Nord sellsword, a feisty Imperial housewife, and a Khajiit murderer, thief, and rapist (self-professed). Astrid tells you that for you to leave, "someone in this shack has to die". Refusing to play Astrid's game by killing ''her'' and pilfering the shack key from her body is a perfectly valid (and sweetly ironic) option. She'll even lampshade it as she dies.
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** The seemingly infinite number of dragon spawns over time, either as random event or when a cleared dragon lair resets, is justified in-story by Alduin raising them. While vanquishing Alduin stops the random dragon spawns for good, but dragon lairs still resets, despite Alduin being no longer present on Tamriel.

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** The seemingly infinite number of dragon spawns over time, either as random event or when a cleared dragon lair resets, is justified in-story by Alduin raising them. While vanquishing Vanquishing Alduin stops the random dragon spawns for good, but dragon lairs still resets, reset, despite Alduin being no longer present on Tamriel.
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* GuestStarPartyMember: The game overhauls the "follower" system in a similar vein to {{Creator/Bethesda}}'s ''{{VideoGame/Fallout}}'' sister series, making them markedly more useful. Quite a few are extremely powerful and can function as DiscOneNuke companions if you recruit them at early enough levels. Some can be hired at any time, while others will only follow you as part of quests or after certain quests. A particularly powerful example is Mercer Frey, the leader of Riften Thieves Guild [[spoiler:who turns out to be a traitor and the main antagonist of the Thieves Guild questline]]. Mercer will follow the Dragonborn during one quest, and although you cannot command him, access his inventory, or sneak with Mercer in tow, nothing stops you from leading him around away from the quest and letting him nuke your adversaries for a few hours.

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* GuestStarPartyMember: The game overhauls the "follower" system in a similar vein to {{Creator/Bethesda}}'s ''{{VideoGame/Fallout}}'' ''Franchise/{{Fallout}}'' sister series, making them markedly more useful. Quite a few are extremely powerful and can function as DiscOneNuke companions if you recruit them at early enough levels. Some can be hired at any time, while others will only follow you as part of quests or after certain quests. A particularly powerful example is Mercer Frey, the leader of Riften Thieves Guild [[spoiler:who turns out to be a traitor and the main antagonist of the Thieves Guild questline]]. Mercer will follow the Dragonborn during one quest, and although you cannot command him, access his inventory, or sneak with Mercer in tow, nothing stops you from leading him around away from the quest and letting him nuke your adversaries for a few hours.
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* DeagedInDeath: At the end of the main questline, the [[PlayerCharacter Dragonborn]] pursues [[BigBad Alduin]] into Sovngarde, the Nordic WarriorHeaven. There, the Dragonborn can encounter the spirits of many great figures from Nordic history. Even those who lived to old age, such as Ysgramor, appear in their physical primes.
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Not an example (this is the opposite of this trope), and already explained in an entry above


** For a race that was dying out, the dragons seem to have an awful lot of reinforcements. [[spoiler:And then [[GameplayAndStoryIntegration subverted]] when you meet Alduin while he's doing his thing.]]

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** For a race that was dying out, the dragons seem to have an awful lot The seemingly infinite number of reinforcements. [[spoiler:And then [[GameplayAndStoryIntegration subverted]] dragon spawns over time, either as random event or when you meet a cleared dragon lair resets, is justified in-story by Alduin while he's doing his thing.]]raising them. While vanquishing Alduin stops the random dragon spawns for good, but dragon lairs still resets, despite Alduin being no longer present on Tamriel.
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Disambiguated.


* DaylightHorror: It is possible to invoke this yourself if you become a [[OurWerewolvesAreDifferent werewolf]] through the Companions' questline. Unlike past games where becoming a werewolf was an ForcedTransformation at night time, the particular type of lycanthropy the Companions possess allows for a ''voluntary'' transformation once per day, even in broad daylight.
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Reducing extraneous details. Also, Twilight Sepulcher is mentioned twice. Leaving the one that names it directly, as this felt like a place to keep the two indented examples thing.


** In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose dragon shouts as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.

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** In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose dragon shouts as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.

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* DarknessEqualsDeath: In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose dragon shouts as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.

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* DarknessEqualsDeath: DarknessEqualsDeath:
**
In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose dragon shouts as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.enabled.
** Inverted completely in one area of Nocturnal's Sanctuary during the Thieves' Guild quest. On brand with your occupation, you '''need''' to stick to the darkness, while the light will promptly kill you.
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** A decidedly unintentional one can occur in Volskygge. The dungeon leads to the top of a mountain, where a unique Dragon Priest and a Word Wall are located. However, the mountain is not particularly steep, and due to Skyrim's wonky physics, if you know what you're doing, it's not hard at all to just climb the damn thing, bypassing the whole draugr-infested ruin and getting straight to the Priest and the Word Wall. If you just poke your nose into the ruin from what is supposed to be the exit, you can also loot its boss chest in the process (although you might have to deal with the draugr miniboss guarding it unless you're particularly sneaky).
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Crosswicking new trope

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* TheGreatExterminator: You can meet Saint Jiub "the Eradicator" in the [[SpiritWorld Soul Cairn]] in the ''Dawnguard'' DLC. The fellow prisoner of the [[PlayerCharacter Nerevarine]] in ''Morrowind'', he goes on to wipe out the much-reviled Cliff Racers in Vvardenfell and becomes canonized by the Tribunal Temple for his efforts. He was killed and soul-trapped during the Oblivion Crisis, but you can help him recover the pages of his "opus" to tell his story back in the world of the living.
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renamed trope


* DarknessEqualsDeath: In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose [[MakeMeWannaShout dragon shouts]] as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.

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* DarknessEqualsDeath: In one area in Hermaeus Mora's realm, straying from lit areas causes damage that will boot you out in short order (as you can't actually die in Apocrypha barring one boss fight). Inverted with the Twilight Sepulchre, which has a gauntlet where you have to stay ''out'' of the light if you don't want to be burnt to a crisp. They're also the only areas immune to ''[[NoSell god mode]]'', so while you can shrug off {{Eldritch Abomination}}s, swim through an ocean of toxic sludge filled with tentacles, and let loose [[MakeMeWannaShout dragon shouts]] shouts as easily as normal speech, these areas will still deal the same amount of damage regardless of whether or not god mode is enabled.
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Anything That Moves is a disambiguation


* GayOption: You can marry any marriage candidates, regardless of what character you're playing as. [[EveryoneIsBi None of the prospective love interests]] [[AnythingThatMoves care about race or gender either]]. An attempt at handwave mentions how harsh the Nord style of life is in Skyrim, and people don't have time for nonsense such as "romance".

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* GayOption: You can marry any marriage candidates, regardless of what character you're playing as. [[EveryoneIsBi None of the prospective love interests]] [[AnythingThatMoves interests care about race or gender either]]. An attempt at handwave mentions how harsh the Nord style of life is in Skyrim, and people don't have time for nonsense such as "romance".
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Correcting trope name for alphabetising.


* GrandmaWhatMassiveHotnessYouHave: All women(and all men) share the same body type, so the 70 year old lady or man will have the same svelte, unwrinkled body as a young person, making them a ButterFace at worst.
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trope disambiged


* GameGourmet: Played entirely straight for the first time in the series after being downplayed in ''Morrowind'' and ''Oblivion''. In those games, food items (both real and fantastical) are present and can be eaten directly for mild effects (mostly Restore Stamina). They are treated as standard [[AlchemyIsMagic alchemical ingredients]] and can be used to make potions with various effects. In ''Skyrim'', "food" and "ingredients" are separate. Food can still be eaten directly for mild effects (some fans have taken to calling food items "poor man's potions") while ingredients are used specifically for potion making. Food items can be combined at cooking stations to create higher quality effects.

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