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1[[Franchise/TheElderScrolls Main Page]] | '''0 - A''' | [[TheElderScrolls/TropesB B]] | [[TheElderScrolls/TropesC C]] | [[TheElderScrolls/TropesD D]] | [[TheElderScrolls/TropesE E]] | [[TheElderScrolls/TropesF F]] | [[TheElderScrolls/TropesG G]] | [[TheElderScrolls/TropesH H]] | [[TheElderScrolls/TropesIToJ I - J]] | [[TheElderScrolls/TropesKToL K - L]] | [[TheElderScrolls/TropesM M]] | [[TheElderScrolls/TropesNToO N - O]] | [[TheElderScrolls/TropesPToR P - R]] | [[TheElderScrolls/TropesS S]] | [[TheElderScrolls/TropesTToU T - U]] | [[TheElderScrolls/TropesVToZ V - Z]]
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5'''Note:''' ''Elder Scrolls'' lore is generally not clear-cut. Reasons for this range from [[UnreliableNarrator biased]] in-universe sources intentionally only giving you only one side of a story, to sources lacking critical information or working from [[BlatantLies false information]], to the implication that AllMythsAreTrue, despite the contradictions, or that at least all myths are MetaphoricallyTrue. [[WordOfGod Out-of-game developer supplemental texts]] (frequently referred to as "Obscure Texts" by the lore community) are more trustworthy, but are frequently left [[LooseCanon unofficial]] and sometimes later contradicted. Because of this, it is entirely possible for two contradictory statements in the below examples to ''both'' be true. (And due to frequent events in-universe that [[TimeCrash alter the timeline]], both may ''literally'' be true in-universe.)
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9!! The Elder Scrolls - Tropes 0 to A
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14* ZeroPercentApprovalRating:
15** This is the case for Molag Bal, the Daedric Prince of [[TheCorrupter Domination and Corruption]]. While many of the Daedric Princes are JerkassGods, all have at least some redeeming qualities which earn them some respect from mortals, even if they aren't particularly liked. Not Molag Bal, who is universally despised by every culture in Tamriel. He is the closest thing in the series to a ''true'' GodOfEvil and is a being pure malevolence with no redeeming qualities whatsoever. Among his servants, the only ones who genuinely like him are are those who don't know him very well and those who have become enthralled by the power he's granted them. And it's only a matter of time before he betrays the former group, or converts them into one of the latter...
16** The Wolf Queen Potema, remembered as one of Tamriel's most outright evil monarchs. How evil? She started a civil war to get her son crowned as Emperor, she murdered the legitimate heir, and [[VillainousBreakdown when her son was caught and killed, she resorted to]] raising the fallen on both sides as undead to fight for her. By the end, she was a terrifying psychopath waited on by skeletal chambermaids and consorting with vampires. After a protracted 10-year insurgency, she was finally killed.
17** The 4th Era incarnation of the [[ANaziByAnyOtherName Thalmor]], an Altmeri religious extremist sect who [[StealingTheCredit stole credit for]] resolving the Oblivion Crisis within their homeland and used it to reach the highest levels of the Altmeri government before seceding from the Empire and reforming the [[AntiHumanAlliance Aldmeri Dominion]] of old. They are despised by, essentially, every single non-Thalmor in Tamriel, including other Altmer (who [[StopBeingStereotypical accuse them of being walking stereotypes]] of the worst qualities of the Altmer people).
18* HundredPercentHeroismRating: Played with throughout the series as you finish the main quest and faction questlines in each game. In some cases, people treat you as the legendary hero you are. In others, you're left asking "DudeWheresMyRespect". For a full breakdown by game, see the trope page.
19* EleventhHourSuperpower: Several games in the series grant you an ability mid-late in the main quest that are extremely helpful. Even in such wide open games, you'll see many players power through the main quest until the point you receive these powers simply because they make progressing anywhere else in the game much easier. Examples include gaining IdealIllnessImmunity in ''Morrowind'' (where the setting is positively ''rife'' with Common and Blight diseases which lower your attributes and hinder progress) and the "[[BrownNote Dragon Rend]]" shout in ''Skyrim'', which makes random dragon encounters ''far'' easier.
20* TwentyBearAsses: A frequent quest type throughout the series. Playing with it a bit, you don't always have to collect the animal part in question directly from slain animals. You can purchase the quantity required and they'll work just the same.
21* TwentyFourHourArmor:
22** You can choose to play it straight as the PlayerCharacter throughout the series. There is nothing preventing you from wearing armor at all times.
23** In terms of {{Non Player Character}}s, it is played with by different games within the series. Earlier titles have static [=NPCs=] who play this trope straight. ''Oblivion'' and ''Skyrim'' give [=NPCs=] have more elaborate schedules and they usually avert the trope by removing their armor and switching to more comfortable clothes when going to sleep, but you'll still come across the odd NPC (usually a generic bandit or some such) sleeping in their armor.
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26[[folder:Ab-Ai]]
27* AbandonedMine: Appear quite frequently in the series as places to explore. A good number of still-operational mines are also seen.
28* AboveGoodAndEvil:
29** Most of the various forms of deity qualify. While the mortals of Tamriel often regard the Divines as outright "Good" and some of the Daedric Princes (Azura, Meridia) as well, scholars both in-universe and out among the fandom argue that the deities follow BlueAndOrangeMorality above mortal understanding, with none wholly good or evil. The "Good" ones only seem that way because what they seek to accomplish is generally beneficial or benevolent toward mortals, while the "Evil" ones are more likely to harm mortals with their actions. For instance, Mehrunes Dagon is the Daedric Prince of Destruction, but is no more "evil" than a tidal wave or an earthquake.
30** The Morag Tong, a legal [[MurderInc assassin's guild]] of {{Professional Killer}}s in Morrowind, consider themselves to be this, as does the [[OurElvesAreDifferent Dunmeri]] government which sanctioned them. The Tong has a set of strict rules and a code of honor in terms of performing executions, maintaining a policy of impartiality. They were sanctioned as an alternative to the destructive {{Allowed Internal War}}s of the [[TheClan Great Houses]], which weaken the Dunmer overall.
31* AbsentMindedProfessor: Throughout the series, this applies to a startling number of magic users, particularly within [[MagicalSociety the Mages Guild]]. While they tend to be incredibly skilled in their particular area of magical expertise, and can typically provide training to others in that area, they are almost comically inept in other phases of their jobs and tend to be completely ignorant of this fact. Additionally, the Mages Guild tends to have major issues with ThePeterPrinciple when it comes to promoting members. Being skilled with magic ''does not'' automatically translate to being a skilled administrator, leading to many {{Pointy Haired Boss}}es in high-ranking positions within the Guild. When they became detrimental, they'd either be KickedUpstairs and/or ReassignedToAntarctica to keep them out of them way.
32* AbsurdlyHighLevelCap: Throughout the series, it is possible to reach a level two or three times what it would take to reasonably beat every challenge in the game. ''Skyrim'' has the "Legendary Skill" feature, removing any semblance of a level cap. (Though if you have more than 255 unused perk points, the game crashes, meaning the effective max level is ''510''.)
33* AbsurdlySpaciousSewer: Found frequently throughout the series, though usually Justified. For example, Vivec and Riften are each a CityOfCanals, so the large sewers act as flood controls and extra storage space. Mournhold and the Imperial City are built on top of the ruins of older cities, of which the sewers are part.
34* AbusivePrecursors:
35** The Ayleids, the "[[OurElvesAreDifferent Wild Elves]]" of Cyrodiil, were a fairly extreme example. They initially split off from their Aldmeri ancestors to get around the (Aedra worshiping) Aldmeri ban on Daedra worship and would eventually found Tamriel's first empire in Cyrodiil. They enslaved the Nedes (human ancestors to the Bretons, Imperials, and possibly Nords), and some of their more horrific acts toward these slaves included: forcing them all to work naked, force-feeding them hallucinogenic drugs and watching their reactions, creating sculptures out of their bones, creating gardens out of their entrails, and setting human children on fire then siccing hungry animals on them. Eventually, under the leadership of [[FounderOfTheKingdom Alessia]] and with the support of the Aedra who would eventually be recognized as the "Divines" (who were obviously not too happy with the Ayleids' Daedra worship), their human slaves [[SlaveLiberation rose up]] and [[TheDogBitesBack revolted]], driving the Ayleids to near-extinction (save for the few who [[TokenHeroicOrc sided with the humans]] and were allowed to keep their lands as vassals to the new empire of Men). About a century later, the young empire took up an extremist [[FantasticRacism anti-Elven]] religion and drove out the remaining Ayleids as well as destroyed any vestiges of Ayleid culture they could find, driving them to apparent extinction as a unique race.
36** The Dwemer, the "Deep Elves" or "[[OurDwarvesAreDifferent Dwarves]]" whose ancient territory spanned all of north Tamriel from Hammerfell across Skyrim to Morrowind, were another. Their split with the Aldmer was also over religion, though in their case they were {{Naytheist}}s who did not believe the Aedra and Daedra were truly "gods" worth worshiping. They were a [[GeniusBruiser highly intelligent race]] who [[{{Magitek}} created]] [[SteamPunk technology]] that remains unmatched by the other races even thousands of years after their disappearance. They largely wanted to be left alone by the other races, but still tended to war with any they came into contact with (the Chimer and Nords being particular examples). These behaviors, on their own, would make them closer to NeglectfulPrecursors, but their treatment of the Falmer ("Snow Elves") puts them firmly in the "Abusive" category. With their former empire decimated by the invading Nords, the Dwemer offered to take in their displaced Snow Elf cousins. The Dwemer then enslaved and mutated them, turning them into the [[FuturePrimitive modern Falmer]]. Eventually, the Dwemer did ''[[RiddleForTheAges something]]'' which caused their entire race to blink out of existence.
37** The [[OurDragonsAreDifferent dragons]] and their [[ReligionOfEvil Dragon Cults]] ruled over mankind very early in Tamriellic history. The [[SinisterMinister Dragon Priests]] dominated and brutalized their mortal subjects in the name of their dragon overlords, particularly Alduin, the BeastOfTheApocalypse and "first born" of the dragons. Eventually, mankind prayed to the [[OurGodsAreDifferent Divines]] for aid and their prayers were answered when they were taught how to use the Thu'um, the draconic LanguageOfMagic, against the dragons. Alduin was [[SealedEvilInACan cast out of the timestream]], the vast majority of his dragon minions were slain (albeit [[ResurrectiveImmortality temporarily]]), and the cults were overthrown. Thousands of years later, Alduin's return would lead to the return of all dragons and the events of ''Skyrim''.
38* AChildShallLeadThem: Reman Cyrodiil, the founder of the Second Cyrodiilic Empire, was no older than 13 when coronated. According to the in-game book ''Remanada'', he was still an ''infant''. This proved to be well-justified, as Reman was a ChildProdigy who, along with his status as TheChosenOne (having been born possessing the [[OnlyTheChosenMayWield Amulet of Kings]]), quickly brought both halves of Cyrodiil back together (Colovia and Nibenay) and then the other kingdoms of Men, High Rock and Skyrim.
39* AchillesHeel: The Ka Po' Tun "tiger folk" of [[{{Wutai}} Akavir]] are said to be the most powerful empire in Akavir following a war with the [[SnakePeople Tsaesci]], but have an extreme weakness when it comes to [[CatsHateWater sea warfare]].
40* AcquiredPoisonImmunity:
41** Throughout the series, this is a racial trait of the [[LizardFolk Argonians]]. Living in the [[DeathWorld Black]] [[SwampsAreEvil Marsh]] with so many poisonous and toxic lifeforms has made the Argonians almost totally immune to natural and magical poisons. Likewise, the [[ForestRanger Bosmer]] and [[HumansAreWarriors Redguards]] typically have lesser (around 50%) natural racial resistances to poisons.
42** The [[CatFolk Khajiit]] are far less susceptible to the FantasticDrug, Moon Sugar. Moon Sugar is sacred in their culture, and they believe it to be "crystallized moonlight." Nearly all of their food uses it in some form or another, hardening their bodies to it. Still, overeating the sweetest of Khajiit foods can overwhelm even their resistance.
43* ActionGirl:
44** In any game in the series, a female PlayerCharacter will be this. She'll [[SavingTheWorld save the world]] from all manner of supernatural threats (sometimes [[DidYouJustPunchOutCthulhu punching out one or more Cthulhus in the process]]), [[TheMainCharactersDoEverything become the leader]] of multiple powerful Guilds and Factions, and, in almost all cases, acquire or develop abilities that make her damn near a PhysicalGod in battle prowess.
45** Late in the 1st Era, the [[PhysicalGod Tribunal deity]] Almalexia banished Mehrunes Dagon after an epic battle when he was summoned to destroy Old Mournhold. Later, she (along with Wulfharth and the Underking) defeated the forces of Ada'Soom Dir Kamal at Red Mountain during the Akaviri invasion of Morrowind. She's also the "Fighter" in the Tribunal's FighterMageThief trio.
46* AdamSmithHatesYourGuts: Generally averted throughout the series. All items have a "base price", with the actual price you pay based on a number of factors including (depending on the game) your related attributes/skills (Personality, Speechcraft, Mercantile), the merchant's disposition, and faction association between you and the merchant. While there is some variance from merchant to merchant due to these factors, the same item will cost relatively the same amount regardless of whether you're buying it one hour into the game or one-hundred. A few especially notable examples and exceptions are available on the trope page under the appropriate game.
47* AdjectiveAnimalAlehouse: Countless throughout the series. Frequently, they are named for fictional animals within the ES universe, such as the "Winged Guar" or "Winking Skeever."
48* AdmiringTheAbomination: Throughout the series, one can find many characters with an interest (or outright obsession) with one or more of the setting's many supernatural creatures. Far from being {{Nightmare Fetishist}}s, they ''usually'' have a healthy respect for the power of the creates they study.
49* AdvancedAncientAcropolis: The former cities of the [[OurDwarvesAreDifferent Dwemer]] are this along with being [[UndergroundCity Underground Cities]]. Since the Dwemer [[RiddleForTheAges mysteriously disappeared]] thousands of years ago, their cities have fallen to ruins. However, the Dwemer were extremely technologically advanced, with their creations unmatched by any other group in the thousands of years since. They were masters of combining enchantment-based {{Magitek}} with SteamPunk machinery, and were known to [[RealityWarper bend the laws of nature and physics]] to [[RagnarokProofing make their creations last]]. It is all now LostTechnology, and their ruins still have {{Eternal Engine}}s running and MechaMooks on patrol. Their citadels around Red Mountain in Vvardenfell, the former epicenter of Dwemer culture, and Blackreach, the former Dwemer capital of Skyrim, are especially massive and advanced.
50* AdventureFriendlyWorld:
51** Tamriel is dotted with countless ruins, smuggler dens, bandit caves, cultist hideouts, necromancer lairs, ancient tombs and just about any other standard fantasy "dungeon" you can imagine. A large part of the series' popularity is the openness of the world that allows you to explore all of these places whenever and however you want. Need some quick gold? There will always be some sort of dungeon within a stone's throw of wherever you are at, full of things to kill and valuables to take.
52** In particular, High Rock, home of the Bretons, supports an adventure friendly culture. Rising in class by performing quests and services to curry favor with various rulers is considered the best way to do so, which has created a cultural "quest obsession" among young Bretons.
53* AdventureGuild: Various Guilds and Factions are joinable in each game starting with ''Daggerfall''. They tend to be more function-specific and function more like actual medieval guilds than the odd job clearinghouses that epitomize this trope. The Fighters Guild comes closest to the standard definition of the trope, offering tasks ranging from low-end [[RatStomp critter killing]] to being {{Bounty Hunter}}s to protection services to, at the high-end, dealing with supernatural threats, along with the Companions in ''Skyrim''.
54* AdventurerArchaeologist: The Mages Guild (or local equivalent) frequently engages in this. Doubling as the guild for scholars and historians, members will plumb the depths of dangerous ancient ruins looking for the artifacts and arcane knowledge within. Often, they will hire mercenaries to serve as guards against the dangers. Given how often the PlayerCharacter is sent out to rescue them or complete the expedition in their place, this can be seen as one of the most dangerous jobs in all of Tamriel.
55* AerithAndBob:
56** The series in general plays with this. You can find a vast mix of names within the Tamriel, from the exotic (Mannimarco, Wadarkhu) to the common (Jon, Jim) but most of the races have their own naming conventions (based heavily in their [[CultureChopSuey Counterpart Cultures]],) and ''stick'' to those naming conventions. So it's generally played straight for the world as a whole and ranges from downplayed to averted within the races themselves. Exceptions do exist, but they are fairly rare. (Take, for example, Emperor Uriel Septim VII, and his sons, Geldall, Enman, Ebel, and... Martin. Granted, the last one ''is'' illegitimate, but...)
57** The Nord race averts it in general, taking their names from their [[NorseByNorsewest Scandinavian counterpart culture]]. However, this trope comes into play with the real world ''time periods'' their names are drawn from. You can see Nords with perfectly modern names like Jon and Harold living side by side with Nords who have more classic medieval Norse names like Ulfgar and Ragnar.
58* AFatherToHisMen:
59** This is said to have been the case for [[GodEmperor Tiber Septim]], [[FounderOfTheKingdom founder of the Third Cyrodiilic Empire]]. Following his posthumous [[AscendToAHigherPlaneOfExistence apotheosis]] as the [[DeityOfHumanOrigin deity Talos]], he ''[[RealityWarper warped reality]]'' to change Cyrodiil from a tropical jungle to a more temperate forest in order to please the [[BadassArmy Imperial Legions]] who served him as a mortal.
60--> '''Talos:''' ''"You have suffered for me to win this throne, and I see how you hate jungle. Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you."''
61** The [[LongDeadBadass ancient]] [[FounderOfTheKingdom Nordic hero]] Ysgramor was one both in the figurative sense, and, to a degree, in the literal sense. He's known as the father of the Nordic people and to a lesser extent, of all mankind (in Septim propaganda). Every Nordic king has claimed at least some ancestry with him.
62* AffablyEvil: Played straight by quite a few villains and villanous organizations throughout the series. These include a number of the Daedric Princes (Hircine, Hermaeus Mora, Peryite, Sanguine, Sheogorath) as well as most members of the Thieves Guild, most members of the Dark Brotherhood, Dagoth Ur and a number of his minions, Elenwen...
63* AFormYouAreComfortableWith:
64** This is implied to be the case for Nirn's AlienSky. The [[WeirdMoon two moons]]? The rotting "flesh divinity" of the "sundered" [[GodIsDead "dead" creator god, Lorkhan]]. The eight planets? The bodies of the eight [[OurGodsAreDifferent Aedra]] who aided Lorkhan in creating Mundus, the mortal plane, and were thus bound to it. (Other theories state that the planets are their "bodies" after they died during creation (similar to Lorkhan and the moons), but now "dream" that they are alive and thus, can still influence the world.) The sun and stars? Holes punched from Mundus into Aetherius, the realm of magic, by Magnus and his followers, the Magna-Ge or "star orphans", who [[ScrewThisImOuttaHere bailed out on creation]] rather than be bound to it like the Aedra. The nebulae visible at night? Magic flowing into Mundus from Aetherius. It's all implied to look this way because [[YouCannotGraspTheTrueForm it's all your mortal mind can comprehend]].
65** This is likewise the case for the Daedric Princes. According to some interpretations, the Daedric planes ''are'' the Daedric Princes in a GeniusLoci way. The vast majority of the Princes will take more humanoid forms when dealing with mortals, with [[EldritchAbomination Hermaeus Mora]] as the main exception. In all cases, it is speculated that mortals [[YouCannotGraspTheTrueForm Cannot Grasp Their True Forms]], similar to the Alien Sky example of Lorkhan and the Aedra above.
66* AfterlifeOfService: In the backstory, Mordrin Hanin was a revered figure in 1st Era Morrowind. After he was murdered by traitors, representatives from all over Morrowind gathered in northern Vvardenfell for nine days of mourning, during which many slaves and traitors are sacrificed. On the final day, a lethal concoction was passed to every guest and killed most of them, providing Hanin with companions in the afterlife. His body and treasures were sealed in a Daedric tomb, guarded by the ghosts of the traitors who murdered him, of which the location was lost. Come the 3rd Era, during the events of ''Morrowind'', the tomb, its treasure trove of artifacts, and its ghostly guardians can be rediscovered.
67* AfterTheEnd: ''[=C0DA=]'' is an "[[LooseCanon obscure text]]" written by former series writer (and occasional freelance contributor) Michael Kirkbride (with support from current Bethesda writer Kurt Kuhlmann). [[HumongousMecha Numidium]] has made Landfall. The [[ANaziByAnyOtherName Thalmor]] won, [[TimeCrash time is unbound]], Nirn is uninhabitable, and the survivors eke out a living under the surface of [[WeirdMoon the moon]]. Humans are ambiguously extinct, as the only races seen in the comic outside of flashbacks are Dunmer, Khajiit, and Hist.
68* TheAgeless:
69** Though there are many regional variations on their appearances and powers, vampires typically have this trait throughout the series. However, there's a catch: if a vampire goes too long without feeding, they'll go irrevocably insane.
70** The Sload, a race of "slugmen" native to the "Coral Kingdoms" of Thras to the west of Tamriel, have no known age limit or size to adult Sload. One story tells of an "Elder Distended One," who seems to serve as some sort of leader to the Sload. It is said to be "impressively corpulent" and regurgitates some unknown substance that other Sload then "eagerly consume."
71** Those suffering from the Corprus disease. They become [[IdealIllnessImmunity immune to all other disease]] and stop aging completely. However, they also slowly lose their minds and develop a bad case of BodyHorror. The Nerevarine in ''Morrowind'' has the negative effects cured, leaving only the positive ones in tact.
72** Dragons, as Aedric entities with immortal souls. Though their physical forms still experience wear and tear (as can be seen with Paarthurnax), they never effectively die of old age, and in most cases, get StrongerWithAge. Combining this with ResurrectiveImmortality, their bodies may be destroyed, but they can be recreated as long as their soul persists to go back into it. They can only truly be "killed" if another dragon (or Dragonborn) absorbs their soul.
73* AgentProvocateur: This is a favored tactic of the [[ANaziByAnyOtherName Thalmor]]-led 4th Era [[AntiHumanAlliance Aldmeri]] [[TheEmpire Dominion]]. Though the nation of a LongLived MageSpecies, the Altmer suffer from an ImmortalProcreationClause which limits their birthrates (and is further hampered by rumors that they cull children with undesirable traits), leaving them at a disadvantage in drawn-out wars of attrition. As such, they prefer a DivideAndConquer strategy which includes setting their enemies up to fight and weaken one another ahead of Dominion takeover. Through the use of agents, they sow discord in rival nations. Most notably, they used these to goad the [[LizardFolk Argonians]] into first seceding from the [[VestigialEmpire faltering Empire]] then invading a [[EarthShatteringKaboom Red]] [[ChekhovsVolcano Year]]-weakened Morrowind, home of their long time oppressors, the Dunmer (Dark Elves), stripping their ArchEnemy Empire of two provinces at once.
74* AGodAmI: Most of the deities in the series avoid this, but the various [[DeityOfHumanOrigin Deities Of Mortal Origin]] are prone to these sorts of rants. Dagoth Ur and the Dunmeri Tribunal, for example, were known for this. (Jarring in Vivec's case who is renowned to be the one ''least'' prone to those, but will give such a spiel if you confront him on what the Tribunal has done, asking you who you are to question a god.) Mannimarco, the King of Worms, is another known to act this way.
75* AGodIsYou: In several cases, the player character of the game obtains abilities, powers, or traits which make them into god-like entities (''Morrowind'' [[SemiDivine to a degree]], ''Oblivion'' at the end of ''Shivering Isles'') or are born with these traits already (the Dragonborn in ''Skyrim'').
76* AgonyOfTheFeet: According to the in-game book ''Remanada'', the specter of St. Alessia ([[RebelLeader leader of the Alessian Revolt]] and [[FounderOfTheKingdom founder of the First Cyrodiilic Empire]]) appears with mangled feet from WalkingTheEarth after becoming a demigod/saint. (And despite the amount of walking in the games themselves, this thankfully doesn't happen to the PlayerCharacter.)
77* AIBreaker: Various options exist throughout the series, most often taking advantage of ArtificialStupidity by one means or another. A full breakdown by game is available on the trope page.
78* AIIsACrapshoot: The extinct [[OurDwarvesAreDifferent Dwemer]] created all manner of MechaMooks which are said to be capable of interpreting the actions of people around them and responding accordingly. Given that the Dwemer were known to [[RealityWarper bend the laws of nature and physics]] to [[RagnarokProofing make their creations last]], many are still up and running even thousands of years after the Dwemer's disappearance. Various attempts to control these "animunculi" have been made in the millennia since the Dwemer vanished, often ending with the machines going berserk.
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81[[folder:Al-Am]]
82* TheAlcatraz:
83** Most provinces have at last one of these, including the Ministry of Truth in Morrowind and "The Chill" in Skyrim.
84** The Imperial City prison is treated as one in-universe, but it is subverted when you consider that two games (''Arena'' and ''Oblivion'') force you to break out of it at the start of the game. (You do get some help in ''Oblivion'', but you can return later during the [[MurderInc Dark Brotherhood]] questline to break ''in'' and it's still quite easy.)
85* AlchemyIsMagic: Alchemy is a magically classed skill portrayed as a type of scientific magic; when you [[ItemCrafting Item Craft]] [[PotionBrewingMechanic potions]], you're distilling the ingredients (using a mortar and pestle, retort, etc). However you appear to be extracting the "magic" from them rather than more mundane chemical compounds (some of the in-universe literature even uses this to justify the HealthFood trope; chewing certain foods releases their basic properties, but not as well as properly mixing them would).
86* TheAlcoholic:
87** This is within the sphere of Sanguine, the Daedric Prince of [[FunPersonified Debauchery]] and [[TheHedonist Hedonism]]. Sanguine's M.O. is to tempt mortals into sin through vice, with alcohol being a common component. Sanguine himself is often seen with some form of drink in his hand, even in his statues. In ''Skyrim'', his quest even begins with a drinking contest at an inn.
88** This is a common trait of the Rieklings - small, primitive, blue-skinned humanoids native to [[GrimUpNorth Solstheim]] who somewhat resemble [[OurGoblinsAreDifferent ice goblins]]. They are known for [[TrashOfTheTitans collecting and hording detritus]] scavenged from the more civilized races, which they "form strange attachments to" and can even be witnessed [[CargoCult worshiping]]. Above all else, they love scavenging any alcoholic beverages they can get their hands on, which they refer to as "fizzydrink."
89* AlienGeometries:
90** The island of Artaeum combines this with {{Bizarrchitecture}} and, to an extent, being an EldritchLocation. Artaeum is the home of the [[TheOrder Psijic Order]], a powerful MagicalSociety and the oldest monastic order in Tamriel. Artaeum shifts continuously either at random or by decree of the Psijiic Council, often in impossible ways. It can also be made to disappear ''entirely'' from Mundus.
91** The Daedric ruins of Morrowind, built by the ancient Daedra-worshiping Chimer, are massive monolithic structures constructed in some truly impossible ways.
92* AlienHair: The Argonians, the closest thing to an 'alien' playable race, have horns, flexible spikes, fins, rigid spikes and feathers in place of hair.
93* AlienNonInterferenceClause: This is a belief (though seemingly not a true rule) of the [[TheOrder Psijic Order]], a powerful MagicalSociety and the oldest monastic order in Tamriel. While they do offer to serve as advisors (a sacred duty which they call "seliffrnsae," meaning "grave and faithful counsel",) they do not intervene in the affairs of other groups, preferring to let events play out from afar. The few times they've violated this have been to avert events with TheEndOfTheWorldAsWeKnowIt level consequences (such as sinking the Maormer fleet and confiscating the [[ArtifactOfDoom Eye of Magnus]]). They've even been known to remove all trace of Artaeum, their home island, from the physical world during times of extreme political chaos presumably so no one group could attempt to use them against another.
94* AlienSky:
95** Essentially, every celestial body visible from Nirn is implied to be something ''extremely'' alien, and its appearance is implied to be [[YouCannotGraspTheTrueForm your mortal mind making it into something you can grasp]]. Specifically:
96*** The sun and stars are not mundane balls of flaming plasma and gas, but are instead holes punctured in the fabric of reality by Magnus (the et'Ada of light and magic who served as the "architect" for Mundus) and the Magna-Ge (his lesser et'Ada followers) as they fled Mundus during its creation. The holes lead to Aetherius, the realm of magic, and through them, magic flows into Mundus (which is visible in the night sky as nebulae).
97*** Nirn has 13 recognized constellations (known as "birthsigns") forming a FictionalZodiac. The signs and their months are: Morning Star - The Ritual, Sun's Dawn - The Lover, First Seed - The Lord, Rain's Hand- The Mage, Second Seed - The Shadow, Midyear - The Steed, Sun's Height - The Apprentice, Last Seed - The Warrior, Heartfire - The Lady, Frostfall - The Tower, Sun's Dusk - The Atronach, Evening Star - The Thief, and 13th Sign - The Serpent, which is easily the most alien of the bunch. It is said to be formed of "unstars" and travels in a somewhat predictable motion around the sky, having no month of its own but taking over one each year.
98*** Nirn's two moons, Masser and Secunda, go through technically impossible phases and when they aren't full, you can see stars behind the dark parts ("hollow crescents"). They are said to be the "decaying remains" (or "flesh-divinity") of the [[GodIsDead dead creator god]], Lorkhan, remaining from when his body was sundered and his heart ("divine spark") was cast down onto Nirn. (An alternate theory, notably espoused by Mankar Camoran, is that Mundus is the Daedric plane of [[IHaveManyNames Lorkhan/Shor/Sep/Sheor/Shezarr/Lorkahj]], and the moons Masser and Secunda are the rotting corpses of the gods they were named after, and are minor planes in themselves.)
99*** The eight planets visible in the night sky are said to be the realms of the Aedra, or Eight Divines, who made large sacrifices to aid Lorkhan in the creation of Mundus. (Another theory states that they are the remains of the Aedra, similar to Lorkhan and the moons, who actually died during creation but now "dream they are alive".)
100** The various Daedric planes of Oblivion all have very alien skies. Mehrunes Dagon's Deadlands have swirling red storm clouds. Sheogorath's Shivering Isles have huge, multicolored stars and nebulae streaked across a deep purple night. Hermaeus Mora's Apocrypha has his floating tentacles blotting out the sky. Sovngarde and the Soul Cairn, while not technically Daedric planes, also qualify as otherworldly realms with alien skies.
101* AllAccessibleMagic: Magic is done through the manipulation of magicka rather than with any sort of inborn abilities, and thus it's a discipline which anyone can study and learn to use.
102* AllBeerIsAle: Averted throughout the series. While generic "ale" is present in some games, there are also a wide variety of other alcoholic beverages including generic beer, wine, brandy, whiskey, and mead.
103* TheAllConcealingI:
104** The series does a visual version of this prior to the character customization portion of the game, which combined with FirstPersonGhost, makes it impossible to make out any of your character's features before the player designs them.
105** The series' recurring [[FictionalDocument in-game book]] ''Immortal Blood'' does this with the narrator. The "I" hides the fact that he is a vampire himself.
106* AllDesertsHaveCacti: Hammerfell, despite it being otherwise closer to a North African desert. Averted in places which are desert-like (the Ashlands on Vvardenfell, for instance,) but don't fit the traditional idea most people have of deserts.
107* AllGenesAreCodominant:
108** Averted in individual instances. Several [[InGameNovel in-game books]] and [[AllThereInTheManual backstory details]] state that half-breed children favor their mother's side almost completely, with a few of the father's traits potentially sprinkled in. For example, if an [[SquishyWizard Altmer father]] and [[ProudWarriorRace Nord mother]] produce a child, it wouldn't be a MagicKnight combination of each race. Instead, the child would be almost entirely Nord with the potential of having some Altmeri traits, such as slight points to his ears, higher cheekbones, or a slightly different skin tone.
109** Over the course of many generations, however, this trope can eventually occur. This is how the Breton race came to be. Their (human) ancestors were {{Breeding Slave}}s to the Direnni Altmer of High Rock. Over the course of many generations, some of the Elven traits started to come through with greater dominance. This has led the Bretons to be the most magically inclined race of Men in Tamriel at the cost of some of the HumansAreWarriors traits of the other races of Men. (Though they are still [[UnevenHybrid far more Man than Mer]].)
110* AllGermansAreNazis: An in-universe fantasy equivalent occurs in series with the Thalmor, ANaziByAnyOtherName [[FantasticRacism racist]] and religious extremist sect which rose to the top of the Altmeri government following the Oblivion Crisis and reestablished the [[AntiHumanAlliance Aldmeri Dominion]] of old. However, ''not'' all Altmer support the Thalmor, something which Non-Thalmor Altmer are usually quick to point this out. (In ''Skyrim'', the famous line "the first country the Thalmor took over was their own", or a variation, appears both in dialogue and in in-game books detailing the events of the Thalmor takeover.)
111* TheAlliance:
112** St. Alessia was able to rebel against and eventually overthrow Cyrodiil's Ayleid rulers by forming an alliance between Cyrodiil's native humans, rebel Ayleids lords, the Nordic Empire to the north, her demi-god husband Morihaus, and her champion Pelinal Whitestrake. Together they captured Cyrodiil and, after some clever manipulation by Alessia in regards to the groups' conflicting pantheons, remained together to forge the First Empire of men out of Cyrodiil.
113** During the Interregnum following the fall of the Second Empire and the rise of Tiber Septim's Third Empire, several alliances formed out of the former provinces of the Empire to repel various threats - The Daggerfall Covenant, The Ebonheart Pact, and the Aldmeri Dominion. Tensions remained high between the traditional enemy races within, but each showed that they could work together [[EnemyMine toward a common enemy]].
114** After the Sload, a race of slug-men from the kingdom of Thras off the coast of Tamriel, released an artificial plague which wiped out up to half the population of Tamriel, all of the nations in western Tamriel combined their navies to form the All Flags Navy to enact revenge on the Sload. The largest naval force ever assembled in Tamriel sunk most of Thras beneath the sea, and the Sload have never again threatened Tamriel in such a way.
115* AllianceMeter: ''Daggerfall'' and ''Morrowind'' each have "faction reputation" as a hidden stat. As you join and progress through the ranks of the various guilds and factions, the disposition of [=NPCs=] in allied and rival factions will increase or decrease accordingly.
116* AllInARow: Starting with the series' [[VideoGame3DLeap 3D Leap]] in ''Morrowind'', followers and escorts will follow you in this manner. They'll spread out when engaged in combat, but will return to follow you immediately after. ''[[ArtificialStupidity Hopefully]]''.
117* AllMonksKnowKungFu:
118** Prior to ''Skyrim'' dropping classes, the series had Monk as a standard class. Hand to Hand tends to be the main combat skill of the class, though Blunt Weapon also gets a boost. Given the [[EverythingIsTryingToKillYou nature]] of [[AdventureFriendlyWorld Tamriel]], it is actually rather justified that even the members of a religious order be able to defend themselves.
119** True for the Blades, an order of knights sworn to protect the Emperor as spies and bodyguards, although it's less kung fu and more sword-fighting. Retired or undercover Blades frequently take on the role of Monks in the Order of Talos.
120* AllMythsAreTrue: In the series' lore, this is the implication of the many differing religious beliefs and creation myths. While there are many shared elements, there are [[UnreliableExpositor numerous contradictions]] as well. Despite this, they all seem to have elements of truth regardless of the contradictions. At the very least, it is implied that all myths are at least MetaphoricallyTrue.
121* AllNaturalGemPolish: In several games, one can "mine" precious gems from veins. In most cases, the gems come out pre-cut and polished.
122* AllOfTheOtherReindeer:
123** This is the case for several of the Daedric Princes. To note:
124*** Malacath, the Daedric Prince of Pariahs, the Spurned, and the Ostracized, is not considered a "true" Daedra by the other Princes. (Given his sphere, this is rather appropriate.)
125*** Jyggalag, the Daedric Prince of [[ControlFreak Order]], is feared and despised by the other Daedric Princes both for his immense power and for his [[OrderVersusChaos basis in "order"]], compared to the basis in "chaos" most of the other Princes have. Even Malacath, not considered a "true" Daedra by the other Princes, is more highly regarded than Jyggalag. As [[MadGod Sheogorath]] puts it:
126---> ''"Malacath is more popular at parties! And Malacath is '''not''' popular at parties!"''
127*** Meridia is a Daedric Prince whose sphere is obscured to mortals, but is associated with LifeEnergy, [[LightIsNotgood Light]], and [[ProudBeauty Beauty]]. Meridia was originally one of the Magna-Ge, the "star orphans" who [[ScrewThisImOuttaHere who fled Mundus]] (the mortal realm) part way through its creation, following their "father", [[ThePowerOfTheSun Magnus]]. However, Merida was [[FallenAngel banished]] from [[SpiritWorld Aetherius]] for "consorting with illicit spectra", implied to be the Daedra. Considered a "trespasser" in Oblivion by the Daedra, she, through [[HeroicWillpower sheer force of will]], "bent and shaped" the rays of Magnus to create her own [[EldritchLocation Daedric realm]] in Oblivion, known as the Colored Rooms, while she became a Daedric Prince.
128** This is the case for the [[NonIndicativeName Ideal Masters]], who rule over a dimension of Oblivion known as the Soul Cairn. Despite this, they are not Daedric Princes like the other rulers of Oblivion and are not counted among their ranks. In fact, no one, not even the [[DivineParentage Demiprince son]] of one of the Daedric Princes, is quite sure ''what'' they are anymore, though it is known that they [[WasOnceAMan were once mortal sorcerers]].
129* AllowedInternalWar:
130** During the 1st Era, the Alessian Order, a rabidly [[FantasticRacism anti-Elven]] [[TheChurch religious]] [[TheTheocracy Theocracy]] came to power within the Alessian Empire. At their height, the Order held nearly as much power as the Emperor. However, the extreme severity and strictness of the Order eventually led to the fracture of the Alessian Empire. To note:
131*** The Order (and the Alessian Empire in general) was dealt a significant blow when the Order-supporting [[HornyVikings Nordic]] King Borgas was killed. As Borgas was the last direct descendant of [[FounderOfTheKingdom Ysgramor]], the Nordic Empire erupted in the [[CivilWar War of Succession]] following his death. Though the Order survived for thousands of years after, the Alessian Empire (and thus the Order) was significantly weakened without their powerful Nordic allies to the north.
132*** The Colovian King Rislav started an uprising against the Order. He inspired the Direnni [[OurElvesAreDifferent Altmer]] of High Rock and the High King of Skyrim, Hoag Merkiller[[note]]which was a nickname, meaning the Order was hated enough to create an alliance between a bastion of Merish might bordering Skyrim and a king of Skyrim so famous for killing Mer it became part of his name[[/note]], to fight against the Order as well. Though the Order would survive, they were dealt a crushing blow by the combined forces of their enemies at the Battle of Glenumbria Moors, which robbed the Empire of several more supporting nations (including the fracturing of Cyrodiil itself).
133*** Internal strife within the Order finally led to its end during the War of Righteousness. Many details of the war have been lost, but it is said that half the population of the Iliac Bay was wiped out during the decade-long war and the Order's headquarters, a monastic complex at Lake Canulus, was razed.
134** During the usurpation of the Empire referred to as the "Imperial Simulacrum", [[CourtMage Jagar]] [[EvilChancellor Tharn]], in the guise of [[TheGoodKing Uriel Septim VII]], either didn't or couldn't bother with preventing wars between and within the provinces, leading to several separate conflicts (such the Arnesian War between Argonia and Morrowind, or the War of the Bend'r-makh between Skyrim on one side, and High Rock and Hammerfell on the other) whose consequences still undermine Imperial rule even after Tharn is overthrown and the true Uriel VII restored. Even in other, less usurpation-filled times, smaller local wars were still tolerated within the Empire, such as the War of Betony between the Hammerfell kingdom of Sentinel and the High Rock kingdom of Daggerfall.
135** The [[MurderInc Morag Tong]] was sanctioned by the Dunmeri government specifically to ''avert'' this trope, as open warfare between the [[TheClan Great Houses]] is destructive, disruptive, expensive, and weakens the Dunmer overall. The threat of having legal assassins sicced against you mostly keeps the Great House leaders in line.
136** Following the Oblivion Crisis, the Empire was severely weakened by the fall of the ruling Septim dynasty, making it unable to stop several wars between its vassal states. With Morrowind trashed by the eruption of Red Mountain, Argonia invaded the Dunmer in revenge for centuries of slave-trafficking and reconquered areas that had historically belonged to them (the Empire's inaction in all of this led to Morrowind's government seceding altogether after House Redoran halted the Argonian advance). Meanwhile the Bretons of High Rock and Redguards of Hammerfell sacked Orsinium, the city-state homeland of the [[OurOrcsAreDifferent Orcs]]. Eventually, immediately prior to the events of ''Skyrim'', the Skyrim Civil War erupts between the Nords who support the Empire and those who seek independence behind [[RebelLeader Ulfric Stormcloak]]. At least here, the Cyrodiilic Empire attempts to avert the trope by sending Imperial reinforcements, but not until the entire eastern half of Skyrim has seceded to the side of the rebellion.
137* TheAllSeeingAI: The series is notorious for this, having a number of variations on it in each game. CityGuards in particular have this to varying degrees throughout the series. Commit a crime anywhere near one, and there is a good chance you'll get a bounty even if there is no possible way your crime was witnessed. As with most things, this has improved over the course of the series along with general improvements to the AI, though it is still quite common. Other specific examples can be found listed by game on the trope page.
138* AllThereInTheManual:
139** Most of the games offer you only the information absolutely necessary to complete quests, while providing supplementary details in the many in-game books or in optional conversations with [=NPCs=]. You'll need to go digging yourself if you'd like more information.
140** The games also drop hints at the cosmology and history of the universe, which are then expanded upon greatly by out-of-game, developer written supplemental writings known to the lore community as "Obscure Texts".
141* AllTrollsAreDifferent: The series' standard trolls are large ape-like beasts with green, moss-like fur, and three eyes which can [[HealingFactor regenerate health]] remarkably quickly but are highly vulnerable to fire (which also cancels out their regeneration).
142* AllWebbedUp:
143** Land Dreughs, a temporary land-dwelling form of the typically [[FishPeople aquatic humanoid octopi]] race of Dreugh, are said to do this with their victims. Dreugh undergo a process known as "karvinasim" to become Land Dreughs, temporarily becoming terrestrial in order to breed. Land Dreughs leave their victims cocooned in this state to serve as food for their young.
144** Naturally, most varieties of Tamriel's [[BigCreepyCrawlies Giant Spiders]] do this to their victims. Many do it while the victims are still alive.
145* AllYourPowersCombined: Atronachs are a type of unaligned [[OurDemonsAreDifferent lesser Daedra]] which are essentially the {{Elemental Embodiment}}s of the elements they represent. The most common are the [[FireIceLightning Flame (also known as "Fire"), Frost, and Storm]] varieties. Air Atronachs are another variety, who are said to possess the combined power of Flame, Frost, and Storm Atronachs.
146* TheAlmightyDollar: Aedra Zenithar is a wealth deity, with other domains of commerce, labor, and communication; he is considered the patron deity of merchants and middle nobility.
147* AlmightyIdiot:
148** In the series' primary CreationMyth, the GodOfGods Anu and TheAntiGod Padomay are the [[AnthropomorphicPersonification personifications]] of the forces of [[OrderVersusChaos "stasis/order/light" and "change/chaos/darknesss"]], respectively. The interplay of these forces is what led to creation itself. From their "[[PiecesOfGod spilled blood]]" came the et'Ada, "original spirits", who would go on to become either [[OurGodsAreDifferent the Aedra or the Daedra]] depending on their actions during the creation of Mundus, the mortal plane. Sithis, the "[[PowerOfThevoid great void]]" embodiment of the force of chaos and said to be related to Padomay, is treated similarly.
149** Lorkhan, [[IHaveManyNames also known by many other names]], is the et'Ada who (depending on the storyteller) convinced/tricked some of the other et'Ada into sacrificing large portions of their divine power to create Mundus. For this perceived treachery, these et'Ada who made sacrifices (Aedra) punished Lorkhan by [[GodIsDead "killing"]] him, removing his divine center ("heart"), and casting it down into the world he helped to create where his spirit would be forced to wander. Most [[OurElvesAreDifferent races of Mer (Elves)]] consider the creation of Mundus a malevolent act, which robbed their divine ancestors of their immortality and forced them to experience mortal suffering and loss. According to their religious teachings, Lorkhan is a powerful but "barely formed urge" of a being. Similarly, as Sep in [[ScaryBlackMan Yokudan/Redguard]] tradition, he was created by [[TopGod Ruptga]] to help guide spirits to the [[WarriorHeaven Far Shores]], but being driven by the same HorrorHunger that afflicts Satakal[[note]]the Yokudan/Redguard CompositeCharacter of the concepts of Anu and Padomay[[/note]] (having been formed from the "worldskins" that Satakal leaves behind), he attempts to consume those spirits and then, after being stopped by Ruptga, devises Mundus as an easier alternative to reaching the Far Shores. However, his plan is flawed and actually makes it ''harder'' for spirits to get there.
150* AloofBigBrother: Technically the case for Alduin, the draconic BeastOfTheApocalypse and "first born" of Akatosh. While he is the "big brother" to all other dragons (and Dragonborn), and enjoys having other dragons in his service, he is by no means a "friend" to any of them and will swiftly deal with any who challenge his authority.
151* AlternateIdentityAmnesia: Certain varieties of [[OurWerewolvesAreDifferent Lycanthropy]] cause this during the initial transformation, which is described as "unusually intense". Later transformations typically do not have this effect.
152* AlternativeCalendar: The series has a system which is actually our own calendar system, but with different names for the months and days of the week. October becomes "Frostfall", Saturday becomes "Loredas", and so forth. The number of the year is determined by the amount of time since the beginning of that particular Era. For example, ''Oblivion'' begins on the 27th of Last Seed (August) in the 433rd year of the 3rd Era (3E 433), which began with the unification of Tamriel and founding of the Septim Dynasty. ''Skyrim'' begins on the 17th of Last Seed in the 201st year of the 4th Era (4E 201), which began following the conclusion of the Oblivion Crisis.
153* AltItis: Unsurprisingly common with all of the character creation options available in each game, including everything from race and class to facial features and hairstyles. This trend is usually called "Restartitus" on the official forums.
154* AlwaysChaoticEvil:
155** Goblins, Ogres, Minotaurs, Reiklings, and most forms of lesser Daedra generally play it straight. A few small groups or individuals have been known to Subvert it however, such as the Goblin clan studied in ''Sacred Rites of the Stonechewers''.
156** The Sload, an AbsoluteXenophobe race of "slugmen" native to the archipelago of Thras to the southwest of Tamriel, are considered this by the other denizens of Tamriel. While they operate more on their own scale of BlueAndOrangeMorality, attempting a FinalSolution on ''every other race'' in Tamriel using a MysticalPlague that wiped out half the continent's population tends to get you labeled as "evil" pretty damn quickly. To this day, Sload are typically killed on sight if they are found anywhere in Tamriel.
157** Vampires and Werewolves are both treated as this by others in-universe, in large part because both typically start as innocuous diseases that are easily cured within the first three days of infection. According to their logic, only those who are already evil would allow themselves to become such monsters. As various individuals show throughout the series, this is often Subverted or outright Averted.
158** Dragons have an innate nature to destroy and dominate, but can overcome it with tremendous effort. {{Discussed|Trope}} by Paarthurnax in ''Skyrim''.
159** The Falmer weren't originally like this, but they have become twisted monsters akin to TheMorlocks after suffering for centuries under the rule of the Dwemer. ''Dawnguard'' reveals that there is at least one uncorrupted Snow Elf left, who has hopes that there are others like him. He also notes that the Falmer are showing signs of rudimentary intelligence, giving him hope they might one day regain their lost sentience and return to civilization.
160** The Dark Brotherhood, at least as they are seen by outsiders. They are indeed an illegal [[MurderInc organization of assassins]], most of their members take a [[PsychoForHire sadistic glee]] in killing, and they practice a ReligionOfEvil. However, they Subvert it within the organization, with strict rules over who and how they kill, while exemplifying EvilIsOneBigHappyFamily toward one another.
161* AlwaysCheckBehindTheChair: Starting with the jump to 3D and hand-crafted environments in ''Morrowind'', the developers have come to ''adore'' this trope. Thorough players can find everything from helpful stashes of items like gold and potions to flat out [[DiscOneNuke Disc One Nukes]] by checking every little nook, cranny, ledge, and tree stump they come across.
162* AlwaysNight: "Evergloam" is the [[EldritchLocation Daedric plane]] of Nocturnal, the Daedric Prince of [[TheSacredDarkness Darkness and the Night]]. Fittingly, it is said to always be in a state of "perpetual twilight".
163* AlwaysOverTheShoulder: When in third person. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still, which lets you admire your character customization and gear, but if you move or draw your weapons they'll [[CameraLockOn snap right back to this view]].
164* AlwaysSomeoneBetter: At some point in the earliest era following creation, the other Daedric Princes considered Jyggalag, the Prince of [[ControlFreak Order]], to be this. Jealous and fearful of his growing power, they came together and cursed Jyggalag into becoming his antithesis: Sheogorath, Prince of [[MadGod Madness]].
165* AMasterMakesTheirOwnTools: Throughout the series, there are many unique {{Legendary Weapon}}s of [[InfinityPlusOneSword immense power]] to be had. However, in almost all cases, the ''very best'' weapons are ones the player [[ItemCrafting self-enchants]] out of the [[FantasyMetals highest tier crafting material]], with the [[YourSoulIsMine strongest souls]], and the most powerful magical effects.
166* AmazingTechnicolorPopulation:
167** Played straight for the [[OurElvesAreDifferent Races of Mer (Elves)]].
168*** The Aldmer (First Elves or "Elder Folk" in the language of the Elves), the {{Precursors}} from which all modern races of Mer descend, had golden skin. The Altmer (High Elves or "Cultured Folk") are their closest living relatives and share this trait.
169*** The Dunmer (Dark Elves or "Dark Folk") have ashen-gray skin and [[RedEyesTakeWarning blood red eyes]]. They were formerly the Chimer (Changed Elves, "Changed Folk" and/or "People of the North"), who had a darker golden skin than their Aldmer ancestors, but were transformed into the modern Dunmer as the result of a curse.
170*** The Bosmer (Wood Elves or "Tree-Sap People") have darker tones of skin, ranging from the shade of a tanned to human to darker shades of red and brown. They have skin tones closest to those of humans, which is fitting given that they are said to have diverged from the Aldmer after settling in Valenwood and taking "Mannish Wives," meaning they have some human ancestry in their background.
171*** The Orsimer ("Pariah Folk", most commonly known as [[OurOrcsAreDifferent Orcs]]) have green skin. The first Orcs were created when the [[OurGodsAreDifferent Daedric Prince]] Boethiah devoured and later excreted the Aldmeri spirit Trinimac. Trinimac's remains became the Daedric Prince Malacath, while his Aldmeri followers were transformed into the Orcs.
172*** The ancient Falmer (Snow Elves) had pure white skin. They were later twisted into the modern Falmer, blind and feral goblin-esque creatures who live underground. They retain the white skin trait.
173*** The ancient [[OurDwarvesAreDifferent Dwemer]] (Deep Elves) had pasty pale skin.
174*** The Maormer (Sea Elves) who live on the tropical continent of Pyandonea far to the south of Tamriel, have "chameleon" skin. It is said that they can "[[ChameleonCamouflage disappear by walking into the shade of a single tree]]."
175** Many of Tamriel's other (typically more primitive) races have unusual skin tones as well. [[OurGiantsAreBigger Giants]] have gray skin. [[OurGoblinsAreDifferent Goblins]] have green skin. Rieklings have blue skin. [[OurOgresAreHungrier Ogres]] have grayish-blue skin.
176** The Kothringi, a primitive tribe of Men native to the Black Marsh who are presumed extinct after being ravaged by the [[MysticalPlague Knahaten Flu]] in the 2nd Era, had silver skin. This is unusual among Tamriel's other races of Men ([[HumansAreDiplomats Imperials]], [[HornyVikings Nords]], [[UnevenHybrid Bretons]], and [[ScaryBlackMan Redguards]], who all have skin tones in the range of real-life humans.
177* AmazonBrigade: This is the case for the Aureals (aka Golden Saints) and Mazken (aka Dark Seducers), two forms of lesser Daedra in service to Sheogorath. Downplayed in that, while male Aureals and Mazken do exist, they are physically inferior and less numerous, leaving the females most fit for combat roles.
178* AmbiguousGender: The Daedric Princes are not bound to a certain form and can change appearance, including gender, as they please. Some, like Azura and Nocturnal, always choose to appear female while Sheogorath and Malacath always choose to appear male. Boethiah takes full advantage of this ability, switching genders between games frequently. Mephala sounds and appears female, but is, according to the lore, actually a hermaphrodite. (As is Vivec, her "anticipation" in ''Morrowind'', though he generally appears as and is referred to as a male.)
179* AmbiguouslyEvil: This is the case for [[OurDragonsAreDifferent dragons]]. While the [[AlwaysChaoticEvil innate desire to dominate]] leads to dragons being considered uniformly evil to most mortals, individual dragons can play with it in various ways. During the ancient Dragon Wars, most dragons were simply following the lead of their leader, [[BeastOfTheApocalypse Alduin]]. In modern times, some dragons have shown the ability to [[HeelFaceTurn suppress their dominating nature and have even been able to work with mortals]], while many others simply prefer to be left alone.
180* AmbiguousSituation: During the TimeSkip between the Oblivion Crisis and the events of ''Skyrim'', Nirn's two moons, Masser and Secunda, disappeared from the sky for unknown reasons (known as the "Void Nights"). Khajiit culture has great reverence for the moons, and the phases of the moons dictate which of 17 different sub-species a Khajiit cub will grow up to be depending on which phase it was born under. Understandably, the Void Nights were said to have caused significant unrest and panic among the Khajiit. (However, nothing has been said in regards to exactly how the Void Nights affected Khajiiti reproduction, leading to much WildMassGuessing and causing a few EpilepticTrees to take root.) The moons would return after two years with no explanation given as to where they went, but the [[AntiHumanAlliance Aldmeri Dominion]] claimed credit for restoring them, bringing them the grateful Khajiit as a client race.
181* AmbiguousSyntax: The CatchPhrase for M'aiq the Lair, the series' recurring EasterEgg LegacyCharacter, is "M'aiq knows much, tells some." It's been noted that this could mean that either he only tells some of what he knows, or that he only tells what he knows to some people, and he appears to be doing it on purpose to be mysterious (which, [[MetaGuy given his role]], makes sense).
182* AmbitionIsEvil: Mehrunes Dagon is the Daedric Prince of Destruction, BigBad of two games and the GreaterScopeVillain of a third, and widely considered to be unambiguously evil. Ambition falls specifically within his sphere.
183* AmmoUsingMeleeWeapon: Enchanted weapons must be periodically recharged with soul gems or their enchantments will stop working.
184[[/folder]]
185
186[[folder:An-Ap]]
187* AnachronismStew: Throughout the series, designs for architecture, fashion, armor, weapons, and other items mix elements from the Antiquity (like the very Roman-inspired Imperials of Cyrodiil), the Middle Ages (the Viking-inspired Nords of Skyrim), the Renaissance (the French/English inspired Bretons of High Rock), all the way up to the 1800s (with the {{Steampunk}} Dwemer and Sotha Sil's Clockwork City, as well as minor examples like Sheogorath wearing a pocket watch.) All of this is combined into a universe that is, for the most part (at least on the surface), a classic MedievalEuropeanFantasy setting with HighFantasy elements.
188* AnatomyOfTheSoul: Sapient "Black" souls, like those of Men and Mer, have a part that houses the consciousness and a part that houses the spirit energy that can be used to enchant items. When the trapped soul of a sapient being is used for enchanting, the consciousness part goes to the Soul Cairn, an unaligned and bleak plane of Oblivion ruled by the mysterious Ideal Masters, and the separated spirit energy is stored in the item. "White souls" (souls of unintelligent creatures) apparently lack the consciousness part.
189* ANaziByAnyOtherName: The Thalmor, an Altmeri religious extremist organization. The Thalmor parallel the Nazis militarily, diplomatically, culturally, religiously, historically, and in terms of policy. A complete break down is available on the trope page.
190* AncestorVeneration:
191** This is a major part of the religious beliefs of the Dunmer (Dark Elf) people. While the deities worshiped by the Dunmer have changed over the course of history, the veneration of their ancestors has always been a major practice. They will seek guidance from their ancestors, as well as more directly summon their spirits and reanimate their bodies for protection. (An act they consider holy, which is a major reason why blasphemous {{necromancy}} is so reviled.) The [[FictionalDocument in-game book]] ''[[http://en.uesp.net/wiki/Morrowind:Ancestors_and_the_Dunmer Ancestors and the Dunmer]]'' provides a highly detailed account of these practices.
192** In the series' backstory, the ancient Aldmer ({{Precursors}} of all of the modern races of Mer/Elves) had significant ancestor worship as a religious practice. As Aldmeri society evolved, commoners stopped worshiping their own ancestors and began worshiping the ancestors of their social "betters", [[GodNeedsPrayerBadly elevating them to the level of gods through collective adulation]]. Trinimac was one such ancestor. After being [[HijackingCthulhu eaten and excreted]] by Boethiah, Trinimac would become the [[OurGodsAreDifferent Daedric Prince]] Malacath.
193* AncientConspiracy: Numerous throughout the series. For example, House Dagoth, the Dragon Cults, and the origins of the Thalmor go back at least 4000 years. Numerous minor examples date back at least a few centuries.
194* AncientOrderOfProtectors: The Blades are an order charged with the [[PraetorianGuard protection and service of the Emperors of Tamriel]] throughout history. The Blades descend from the [[{{Wutai}} Akaviri]] [[CreatureHunterOrganization Dragonguard]], a group of ancient dragon hunters who were co-opted by Reman Cyrodiil, the [[TheChosenOne Dragonborn]] [[FounderOfTheKingdom founder]] of the Second Cyrodiilic Empire. (The Dragonguard considered those who are Dragonborn to be the ultimate dragon slayers, a trait adopted by the Blades.) In addition to serving the Reman emperors as bodyguards, the Dragonguard continued their mission of hunting dragons in Tamriel, driving them to apparent extinction. When the last of the Reman line was [[TheKingslayer assassinated]], the Dragonguard officially disbanded, but their members continued to covertly serve the [[RegentForLife Akaviri Potentates]] as spies and covert operators. When Tiber Septim, a new Dragonborn Emperor, rose to power, he officially reestablished the order which became known as the Blades. Over time, the Blades branched out into other areas including espionage and diplomacy. Indeed, while a select few were appointed by the Emperor to serve openly as diplomats or bodyguards, the majority of Blades agents [[SecretPolice acted covertly as couriers and spies]]. Following the demise of the Septim Dynasty, the Penitus Occulatus assumed guardianship of the Emperors, but the Blades continued to serve the Emperors as spies. When they realized the threat the [[ANaziByAnyOtherName Thalmor]] posed to Tamriel, particularly their intent to outlaw [[DeityOfHumanOrigin Talos]] worship, the Blades used their resources to resist the Thalmor throughout the continent. Without support, however, these efforts could not last forever, and in 4E 171, an [[AntiHumanAlliance Aldmeri]] ambassador delivered to Emperor Titus Mede II the severed heads of every Blades agent in Summerset and Valenwood, sparking the [[GreatOffscreenWar Great War]]. Devastated during the Great War, the Blades were then officially disbanded by the White-Gold Concordant. The survivors were forced underground to avoid the Thalmor, waiting for a new Dragonborn to emerge.
195* AncientTomb: Appear frequently as dungeons to explore and loot, often guarded by all manner of hostile undead (or worse). The majority are justified by the lore of the setting in which the game in question takes place.
196* AndIMustScream:
197** The Daedra are the et'Ada ("original spirits") who did not participate in the creation of Mundus (the mortal plane) and thus, maintain their full divine power including CompleteImmortality. They can manifest in a physical form and are not actually killed if that form is slain, but their spirit is forced back to Oblivion to coalesce, a process which can take hundreds of years and is considered by them to be "torturous and humiliating". Spending a few hundred years in such a state may explain why most Daedra are so keen on destroying that place (Mundus) where so many pesky Daedra-killing heroes come from.
198** Mehrunes Dagon, the [[DestroyerDeity Daedric Prince of Destruction]], suffers from this one two levels:
199*** As the Daedric Prince of Destruction, Dagon ''exists'' to destroy ''everything'', and his [[EldritchLocation Daedric]] [[GeniusLoci Plane]] reflects this, being a [[LethalLavaLand Lethal Lava Wasteland]]. However, due to the nature of Oblivion (chaotic and ever-changing) as well as the aforementioned immortality of all the Daedric beings who reside there, ''he can't actually destroy anything for good''.
200*** The [[LooseCanon Obscure Text]] ''[[https://www.imperial-library.info/content/seven-fights-aldudagga The Seven Fights of the Aldudagga]]'' implies that this was done ''intentionally'' to Dagon as a form of IronicHell, which he can only escape by accomplishing an ImpossibleTask, as punishment for interfering in Alduin's (the [[DragonsAreDemonic draconic]] BeastOfTheApocalypse) [[ViciousCycle cyclical destruction of the world]].
201---> '''Alduin:''' ''"You I curse right here and right now! I take away your ability to jump and jump and jump and doom you to [the void] where you will not be able to leave except for auspicious days long between one and another and even so only through hard, hard work. And it will be this way, my little corner cutter, until you have destroyed all that in the world which you have stolen from earlier kalpas, which is to say probably never at all!"''
202** Jyggalag, the Daedric Prince of [[ControlFreak Order]] (in contrast to the other [[OrderVersusChaos chaos-leaning]] Princes), suffered a similar IronicHell version by [[BecameTheirOwnAntithesis being forced to become his own antithesis]] by the other Princes, who feared his growing power. That antithesis [[SealedInsideAPersonShapedCan took the form]] of Sheogorath, the Daedric Prince of [[MadGod Madness]]. (The main plot of ''Oblivion''[='s=] ''Shivering Isles'' expansion is all about resolving this situation.)
203** This is the case for anyone or anything that dies under the effects of the [[YourSoulIsMine Soul Trap]] spell. One quest requires you to to enter a soul gem to remove the soul from it, revealing that the soul trapped inside is ''completely conscious and alive'', left floating in nothingness except for a few crystal platforms potentially forever. Doing it on a man, mer, or beast-man requires a special black soul gem, and is generally frowned upon. Even more, the Soul Cairn is 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.
204* AndManGrewProud: Or "And the Dwemer grew proud", as the case may be. Haughty, egotistic, and very cruel at times, they made [[SteamPunk mechanical]] [[{{Magitek}} devices]], [[TheseAreThingsManWasNotMeantToKnow metaphysical theorem]], and buildings using technologies and materials centuries more advanced than anything seen since. The Dwemer were very {{Naytheist}}ic, acknowledging the "gods" that the other races worshiped, but not considering them to be beings truly worthy of worship. (It's said that they would intentionally summon Daedra, even [[OurGodsAreDifferent Daedric Princes]], just to [[DidYouJustPunchOutCthulhu test their divinity]].) They went so far as to try and [[AscendToAHigherPlaneOfExistence make themselves gods]], and [[RiddleForTheAges managed to vanish completely]], the whole race, every one of them. No one, still living, really knows what happened to them, but one prominent theory is that they eventually became so powerful and arrogant that they became skeptical of reality itself, and tried to use [[CosmicKeystone the heart of]] [[GodIsDead a "dead" god]] to break themselves down into the base elements and then reforge themselves into ascended beings, and either ''[[AscendToAHigherPlaneOfExistence succeeded]]'' or [[GoneHorriblyWrong got the reforging step wrong]]. In either case, [[LookOnMyWorksYeMightyAndDespair all that remains of the Dwemer is the ruins of their old civilization, for adventurers, scholars, and looters to pick through]]. Several cities seen throughout the series are built on top of ancient Dwemer cities (Mournhold) and/or incorporate parts of the Dwemer cities (Markarth).
205* AndTheAdventureContinues: Played straight in the series starting with ''Morrowind''. Once you've completed the main quest, you're free to keep exploring the (vast) game world, complete the LoadsAndLoadsOfSidequests, and complete any of the [[SidequestSidestory faction questlines]]. Your adventure continues until you get bored of exploring. Each of the games also has expansion packs and DLC content to continue the adventure as well.
206* AndYourRewardIsClothes: Articles of clothing, jewelry, and armor are common quest reward items throughout the series.
207* AndYourRewardIsEdible: Food items, drinks, and potions are common quest rewards. Often, these add flavor to the game, coming from quest givers who are too poor to give you anything else (or those who are [[DudeWheresMyReward simply very stingy]]). Likewise, alcoholic beverages are often [[StealthPun flavor]] rewards from bar owners and their employees.
208* AnEconomyIsYou: Averted throughout much of the series, where in addition to the normal adventuring fare (weapons, armor, potions, spells, etc.), you can find shops selling items that the average citizenry would want or need (food, drinks, books, ShopFodder, useless decorative clutter, etc.) as well.
209* AngelicAbomination:
210** The series' [[OurDragonsAreDifferent Dragons]] are [[OurAngelsAreDifferent Aedric]] entities (the "Angels" to the [[AngelsDevilsAndSquid Daedric "Devils" and Sithis "Squid"]]), with divine immortal souls, who are said to be the children of Akatosh, the [[DragonsAreDivine draconic god]] of [[TimeMaster Time]] and TopGod of the [[SaintlyChurch Nine Divines pantheon]]. Like a classic western dragon, they are massive reptilian beasts with bat-like wings and slender extremities, tipped by razor sharp talons. Dragons are highly intelligent and possess an inherent affinity for magic, best evidenced by their mastery over the "[[LanguageOfMagic Thu'um]]", the ability to channel magical energy through words and [[RealityWarper warp reality]]. Their physical forms are [[TheAgeless Ageless]], and while any being of sufficient ability can slay them, Dragons possess ResurrectiveImmortality and can only be truly killed by another "Dov" (a fellow dragon or Dragonborn) who can absorb their soul. According to some theories, they aren't so much the "children" of Akatosh as [[PiecesOfGod fragments of his very being]].
211** Morihaus, the legendary "[[OurMinotaursAreDifferent Man-Bull]]" who aided [[FounderOfTheKingdom St. Alessia]] in her [[SlaveLiberation slave revolt]] against the [[AbusivePrecursors Ayleid Empire]], was said to be the Aedric demi-god son of Kyne (aka Kynareth), one of the Nine Divines. He is described as a "[[VertebrateWithExtraLimbs winged man-bull]]", and had a nose hoop to go with the moniker. It is said that he was able to shake the entirety of the ''massive'' [[TheTower White-Gold Tower]] in Cyrodiil with his HornAttack. He became Alessia's [[DivineDate consort]] and their progeny become the first Minotaur.
212* AngelsDevilsAndSquid: Loosely with the Aedra, the Daedra, and Sithis, respectively. The Daedra in particular are a very diverse group, ranging from the generally "good" (if [[GoodIsNotNice not always nice]]) ones like Azura and Meridia to those who are very devil-like such as Mehrunes Dagon and Molag Bal, and they even have a "squid" represented with Hermaeus Mora.
213* AnIcePerson:
214** Frost-based spells are available throughout the series as part of the Destruction school of magic, which includes the entire FireIceLightning trio. While its exact effects vary depending on the game, Frost spells tend to do the least direct damage, but typically have secondary effects of slowing the movement speed of targets after they've been hit as well as draining the target's Stamina. This makes Frost spells especially effective against enemy melee combatants, with the exception of the Frost-resistant [[HornyVikings Nords]].
215** Frost Atronachs are a type of unaligned [[OurDemonsAreDifferent lesser Daedra]] who are essentially the ElementalEmbodiment of Frost. They appear throughout the series, typically being immune to Frost damage while dishing out powerful Frost spells of their own.
216** While [[OurOgresAreHungrier Ogres]] are normally a type of DumbMuscle GiantMook, Wrothgar Ogres are known to be capable spellcasters with a preference for Frost-based magic.
217** In the series' backstory, the [[OnlyKnownByTheirNickname Snow Prince]] was a [[OurElvesAreDifferent Falmer (Snow Elf)]] OneManArmy who very nearly turned the tide of the war against the [[HornyVikings Nords]], who were attempting to [[FinalSolution drive the Falmer to extinction]]. The Snow Prince was a master of ice magic to the point that he was described as being "surrounded by snow and ice" as he cut a bloody swath through the Nords.
218* AnimalEyes:
219** Logically, the [[BeastMan Beast Races]] Khajiit and Argonians have these.
220** Sheogorath, the Daedric Prince of [[MadGod Madness]], is typically depicted with cat-like eyes. This is either the inspiration for, or adopted in honor of, the Khajiiti nickname for him, "The Skooma Cat".
221* AnimalMotif:
222** The series traditionally has the Cyrodiilic Empire represented by a dragon; this emblem dates back to St. Alessia, who founded the first empire with the aid of a pact with Akatosh, the dragon-god of time. The Imperial Legion tends to Sigil Spam it all over their banners and equipment. Their rivals, the Altmer (High Elves), particularly when leading the Aldmeri Dominion, are represented by an eagle based on Auri-El, the golden eagle god on whom Akatosh was originally based.
223** Reman Cyrodiil, Dragonborn founder of the Second Cyrodiilic Empire, was heavily associated with snakes. His mortal father (King Hrol) was questing for a way to defeat the "snakes to come" he saw in a vision, when he met and impregnated the spirit of Alessia, conceiving Reman. During Reman's reign, the Tsaesci, a race of Snake People native to Akavir, invaded Tamriel and were defeated by Reman. After using the Thu'um in battle, confirming Reman as a Dragonborn, the Akaviri surrendered and swore fealty to him.
224** The now-extinct Ayleids (Wild Elves) had significant bird motifs. Many of their writings (and writings about them) are heavy with bird metaphors. They were said to have adorned themselves with feathers. Their armor was designed with feather patterns and their helmets with "beaks."
225** The Maormer (Sea Elves) native to the continent of Pyandonea, far to the south of Tamriel, have a number of serpent motifs, especially vipers. Their seaborne raiders, infamous for their raids on the southern coasts of Tamriel in the 1st and 2nd Eras, were specifically called the "Sea Vipers." It is said that they practice a powerful form of "snake magic," which allows them to control and ride sea serpents.
226** Tsun, the old Nordic god of "trials over adversity" and shield-thane of Shor, is associated with whales and is typically represented in Nordic barrows by a whale totem. According to some theories, the Whalebone Bridge in Sovngarde may even be the remains of his physical manifestation.
227** The Cult of the Ancestor Moth has, unsurprisingly, the Ancestor Moths. Originally, the Cult was a Cyro-Nordic group that exported ancestor-silks, simple but exotic shawls woven with the silks of the Ancestor Moth and inscribed with the genealogy of the buyer. During the silk-gathering ritual, the singing and hymnal spirits of one's forebears were recorded in the silk. The swishing of the silk material during movement reproduces the wonderful ancestral chorus contained in the silk. At a time lost to history, it was discovered that this same ritual granted the performer special protections which allowed for the (relatively) safe reading of an Elder Scroll. The Cult was co-opted by the various Cyrodiilic Empires to perform this task specifically in service to the Empire ever since.
228** Quite a few regional factions use animals as symbols including a beetle for the Dunmeri House Dagoth, a bear for the Stormcloaks, a wolf for the Companions, and many others.
229* AnnoyingArrows: Low-level bows and arrows tend to have this effect throughout the series. There's something really off-putting about a particularly powerful enemy still attacking you with 20 arrows jutting out of his chest. Even when using [[SneakAttack stealth]], you can end up shooting a target from the shadows and not killing them. Even with an arrow jutting ''[[BoomHeadshot out of their head]]'', they usually just wander about for a few seconds before declaring [[ArtificialStupidity "It must be nothing"]] and going back to whatever they were doing. With the arrow ''still in them.'' Of course, this plays to your advantage in reverse. Enemy archers are rarely a threat, and fighting them can even be profitable since they have unlimited arrow supplies (while alive) and you get to keep any they hit you with.
230* AnswerToPrayers: Alessia the Slave Queen led her fellow Nedes ({{Precursors}} to most modern races of Men) in a SlaveRevolt against their [[OurElvesAreDifferent Ayleid]] overlords. She prayed to the [[OurGodsAreDifferent Aedra]] for their aid and, with the Ayleids having largely abandoned Aedra worship to worship the darker Daedra, the Aedra responded. They sent Morihaus (a demi-god "winged-[[OurMinotaursAreDifferent bull man]]") and Pelinal Whitestrake (a [[TheBerserker berserker]] knight simulatenously believed to be a GodInHumanForm and a {{Cyborg}} from the future) to aid her armies to great effect. Further, after Pelinal's rampages, Kyne (one of the Aedra) would "send in her rain" to "cleanse" the [[PaintTheTownRed destroyed Ayleid forts and villages]] so Alessia's forces could use them. After defeating the Ayleids and [[FounderOfTheKingdom founding the first Cyrodiilic Empire]], Alessia would found the religion of the Eight (later [[DeityOfHumanOrigin Nine]], then [[KillTheGod Eight]] again) Divines to worship the Aedra who aided her while she became Saint Alessia. She married and had a son with Morihaus, who seems to have left the mortal world again after her death.
231* AnthropomorphicPersonification: Most of the Aedra and Daedra qualify, as well their predecessors Anu and Padomay, and whatever Sithis is (or [[MindScrew Is Not]]). They are essentially the personification of the "sphere" over which they govern. Sheogorath, for instance, is the personification of Madness. Anu and Padomay were the personifications of Stasis and Change (among others), respectively.
232* AntidoteEffect: Many different curative effects such as Cure Disease and Cure Poison can be found on a wide variety of items throughout the series, including spells, potions, scrolls, item enchantments, and temple blessings. In most cases, these effects wear off quickly enough that they aren't a long term concern (poison) or are mild enough to where you can just pick up the item/blessing needed next time you're in a town (disease). Constantly carrying these items in case they are needed just serves to weigh you down.
233* TheAntiGod:
234** Anu and Padomay are the [[AnthropomorphicPersonification anthropomorphized]] primordial forces of [[OrderVersusChaos "stasis/order/light" and "change/chaos/darkness"]], respectively. Their interplay in the great "void" before creation would [[CreationMyth lead to creation]] itself, sometimes anthropomorphized as the female entity "Nir". Nir favored Anu, which Padomay hated. Padomay killed Nir and shattered the 12 worlds she had created. Anu wounded Padomay and presumed him dead, so Anu salvaged the pieces of the 12 worlds into one: Nirn. Padomay was not dead, however, and returned. He drew blood from Anu as he attempted to destroy Nirn, so Anu [[TakingYouWithMe pulled them both outside of time]] in order to protect Nirn. In the various religious traditions of the Tamriellic cultures, Anu and Padomay are considered a version of TheOldGods, with Anu as the GodOfGods for his role in protecting Nirn while Padomay becomes the "Anti-God" for his attempt to destroy it.
235** Sithis, the "[[PowerOfTheVoid Great Void]]", embodiment of chaos, and primordial "[[EldritchAbomination Is-Not]]", is what is left of Padomay (or may even ''be'' Padomay according to some cultures). Sithis is venerated by most cultures throughout Tamriel as a force of change, though outright worship is rare.
236* AntiGrinding: Each game uses some form of "increase skills to level up." As you improve your skills through successful uses of said skills, it becomes increasingly difficult to raise the skill further. This makes high-level skill grinding quite tedious.
237* AntiHero:
238** Pelinal Whitestrike, the legendary hero of mankind who aided [[FounderOfTheKingdom St. Alessia]] in her rebellion against the cruel [[AbusivePrecursors Ayleids]]. Or, [[HistoricalHeroUpgrade at least that's how Imperial propaganda would have you remember him]]. He loses the "pure" hero characterization due to also being a ''[[UnstoppableRage raging]]'', AxeCrazy, [[FantasticRacism Fantastic Racist]] [[TheBerserker Berserker]] who slaughtered Ayleids in droves.
239** Tiber Septim, the [[FounderOfTheKingdom founder]] of the Third Tamriellic Empire who [[AscendToAHigherPlaneOfExistence ascended after his death]] as [[DeityOfHumanOrigin Talos]], the Ninth Divine, is remembered as a great hero of mankind. However, according to the [[HistoricalHeroUpgrade more heretical tales]], Septim was a scheming, ManipulativeBastard who was not above using assassination or betraying allies when it helped him achieve his goals. He was also a colossal hypocrite, preaching the virtues of faith and chastity while whoring around with a young Barenziah (among others) behind the back of his own wife, then forcing a magical abortion on her once she was with child.
240* AntiHoarding: Throughout the series, there is a limit on how much you can carry at one time based on item weight called "Encumbrance". If you pick up every single item you possibly can, you'll reach this limit very quickly, preventing you from moving (or causing you to move very slowly depending on the game) so the game encourages only taking loot with the best value/weight ratio. You can get around this by putting items down, but risk them being de-spawned if the cell resets (which, in most games, will happen after 72 in-game hours). You can put them into a container, but these also sometimes reset and, if the container is tagged with a different "owner", may mark your legitimately acquired items as "stolen". [[AHomeOwnerIsYou Player owned houses]], generally only available late in games at high cost, allow for much greater storage but by that point, you'll be much more selective about the items you choose to hoard anyway.
241* AntiHumanAlliance:
242** The Aldmeri Dominion is the preeminent anti-human alliance in Tamriel, having at least three known iterations throughout history. The Altmer of the Summerset Isles and the Bosmer of Valenwood typically make up the Dominion, with the Khajiit of Elsweyr occasionally on board as a client state or vassal nation. Though the opinions of individual elves may vary, the Dominion is decidedly anti-human in stance, and has actively opposed the spread of human empires and influence throughout history. In addition to the usual Fantastic Racism reasons for their dislike of the races of Men (not even getting into the religious reasons), the Dominion feels that the human lifespans are too short (particularly by the Long-Lived Altmer) to possibly do a fair and even-handed job of ruling the continent. At the end of the 2nd Era, it took Tiber Septim, using the Numidium, capturing the Dominion capital of Alinor in a CurbStompBattle to bring the Dominion into an Empire of Men for the first time in history.
243** The 4th Era Dominion, its third incarnation, is led by the extremist Thalmor and plays this idea up to eleven. Taking the credit for ending the Oblivion Crisis within their homeland brought the Thalmor immense populist support, and they eventually took over the entirety of the Altmeri government. After having Potentate Ocato assassinated in a successful attempt to destabilize the now Vestigial Septim Empire, they seceded, annexed Valenwood, and reformed the Dominion of old. The Thalmor-led Aldmeri Dominion serves as the GreaterScopeVillain of the Skyrim Civil War.
244* AntiMagic: The series provides several examples of each sub-category of the trope. To note:
245** '''Inherent Traits''':
246*** The Bretons are naturally resistant to magic, owing to their [[UnevenHybrid distant Elven ancestry]] which also makes them a MageSpecies. In-game, this takes the form of magical effects having only 50-75% of their usual power against them, depending on the game.
247*** The Dunmer have an innate racial resistance to Fire magic, while the [[HornyVikings Nords]] have innate Frost resistance. Likewise, the Rieklings, a diminutive humanoid species native to [[GrimUpNorth Solstheim]] somewhat resembling "[[OurGoblinsAreDifferent ice goblins]]", have an inherent immunity/resistance (depending on the game) to Frost.
248*** This is believed to be a defensive capability of the Tsaesci, a race of [[UnreliableExpositor supposed]] "[[SnakePeople snake vampires]]" native to [[{{Wutai}} Akavir]], a continent far to the east of Tamriel. Exactly how they manage this is unknown, but when the armies of Uriel Septim V invaded the Tsaesci's territory in Akavir in the 3rd Era, his [[MagicKnight Battlemages]] claimed to be "abnormally weak" while there.
249*** The Dreugh, a semi-intelligent race of [[FishPeople aquatic humanoid octopi]] (who also have a temporary land form), are immune to magical paralysis and poison, while also being resistant to many other forms of Destruction magic, with the sole exception of Frost.
250*** Many supernatural creatures, including Vampires, Liches, and many forms of lesser Daedra, are naturally resistant to many forms of magic.
251** '''Artifacts/Environments''':
252*** Spell Breaker is a legendary artifact shield, associated with the Daedric Prince Peryite, which has made numerous appearances throughout the series. It is often the [[InfinityPlusOneSword Infinity +1 Shield]] when it appears, but has the added bonus of blocking incoming magic attacks, which standard shields cannot do.
253*** The slave bracers traditionally used by the Dunmer both identify the wearer as a slave, while also draining magicka from the wearer. This makes escape or rebellion more difficult and dangerous.
254** '''Spells''':
255*** Several games in the series have the Silence spell. Those under its effects are unable to cast spells of their own for the spell's duration.
256*** Several games also have the Dispel spell. It immediately cancels almost any spell-based effects on a target. It does not, however, affect abilities, diseases, curses, or enchantment effects (either from weapons or apparel).
257* AntiMagicalFaction: The Alessian Order was a [[FantasticRacism rabidly anti-Elven]] [[TheChurch religious sect]] which established a [[TheTheocracy Theocracy]] that wielded nearly as much power as the Emperor at its height. The Order was hostile to "unsanctioned" magic users, and actively hunted them down in the BurnTheWitch fashion. However, the Order itself has no qualms about using magic, up to and including the type of [[RealityWarper reality warping]] divine magic they used in an attempt to purge the Elven aspects from the [[OurGodsAreDifferent Eight Divines]] themselves. Doing so caused what is known as the "Middle Dawn", the first and longest [[TimeCrash Dragon Break]] on record, with a heaping dose of RealityBreakingParadox and RealityIsOutToLunch. The Order would eventually be overthrown and destroyed during the War of Righteousness, but their influences on Imperial religion and law can still be felt in the Empires that have followed.
258* AnyoneCanDie: Anyone not marked with an "essential" tag, at least. (''Morrowind'' being the sole instance of this trope being played 100% straight in the series.)
259* ApatheticCitizens: Common throughout the series, though improving over time with advances in AI technology. Most citizens of Tamriel just go about their business, not really caring if the world is under threat by supernatural forces beyond the odd comment about it. They run their stores, visit taverns, perform their jobs, and otherwise go about their routines unless directly under attack. CityGuards will at least, in most games, attack hostile creatures if lured into town, but rarely more than that outside of specific quests.
260* ApeShallNeverKillApe: This is a rule within the Dark Brotherhood, an illegal [[MurderInc organization of assassins]] whose membership mostly takes a [[PsychoForHire sadistic glee]] in killing and who practice a ReligionOfEvil. The [[TheCommandments Tenets]] of the Dark Brotherhood forbid any form of betrayal, disobedience, and theft within the Brotherhood, or else incur the Wrath of [[GodOfEvil Sithis]]. This is obviously relaxed during a [[ThePurge Purification]].
261* ApocalypseCult:
262** The Mythic Dawn, which assassinated Emperor Uriel Septim VII and his legitimate heirs to initiate the Oblivion Crisis, was one. They operated in service to Mehrunes Dagon, the Daedric Prince of [[DestroyerDeity Destruction]].
263** The [[ANaziByAnyOtherName Thalmor]], an Altmeri religious extremist sect who have reformed the [[AntiHumanAlliance Aldmeri Dominion]] of old during the 4th Era, have elements of one. Though only hinted-at in-game, [[LooseCanon former developer written]] [[AllThereInTheManual supplementary texts]] flesh out their motivations. Officially, the Thalmor subscribe to the old [[{{Precursors}} Aldmeri]] belief that they are the descendants of the gods themselves (the Aedra and Ehlnofey), and the reason they've banned the worship of [[DeityOfHumanOrigin Talos]] is because it is blasphemous to them that a lowly man became a god after his death. Unofficially, they also subscribe to the old Aldmeri belief that the creation of the mortal world (Mundus) was a cruel trick pulled on their divine ancestors by the [[GodIsEvil malevolent]] "creator" god, Lorkhan. This trick robbed their ancestors of their pre-creation CompleteImmortality, and if Mundus could be unmade, their spirits would return to this divine form. Following the events of the previous games in the series, Talos very well may be the last CosmicKeystone keeping Mundus extant. By stamping out the worship of Talos, they hope to [[GodNeedsPrayerBadly deprive him of prayer]] and [[KillTheGod kill him]]. (There are hints that ''they may not be wrong about this'', but there are also hints in the lore that "pre-creation divinity" they seek was really [[HellOfAHeaven a prison of unchanging stasis]]...)
264* ApparentlyPowerlessPuppetmaster: Downplayed in the latter portion of [[TheEmperor Emperor]] [[TheGoodKing Uriel Septim VII]]'s reign. While he was still Emperor of Tamriel, the Imperial Simulacrum severely fractured and weakened the Empire, with extreme unrest in the provinces. With his Imperial Legions [[RedshirtArmy no longer]] the fighting force [[BadassArmy they once were]], his Empire was only maintained through his [[TheChessmaster elaborate schemes]], shrewd diplomacy, and political maneuvering, up until his death which kickstarted the Oblivion Crisis.
265* AppropriatedAppellation:
266** Mannimarco, known as "the King of Worms", is a legendary [[OurLichesAreDifferent Lich]][=/=]{{Necromancer}} who makes several appearances in the series. The term was originally meant as an insult by his ArchEnemy, Galerion, but was adopted by Mannimarco with pride. (As a result of the [[TimeCrash Warp in the West]], he [[BroadStrokes sort of]] ascends to godhood, and is known as the "God of Worms".)
267** The Renrijra Krin are a quasi-legal Khajiiti nationalist faction. The name translates as something like 'Mercenary's Grin', 'Laugh of the Landless' or 'Smiling Scum', and was first applied to them by their enemies, but it amused them enough for them to make it their own.
268** During the Skyrim Civil War, the Stormcloak rebels were derisively referred to as such for following [[RebelLeader Ulfric Stormcloak]]'s beliefs. They took that name in pride.
269[[/folder]]
270
271[[folder:Ar-Ax]]
272* ArabianNightsDays: A heavy influence in the CulturalChopSuey of the Redguards, crossed with Japanese {{Samurai}}. They hail form the desert province of Hammerfell, have a strong martial tradition including scimitars as a favored weapon type, dress in a very North African/Arabian style, breed some of the best horses in Tamriel, and draw heavily from these cultures for their FantasticNamingConvention.
273* ArachnidAppearanceAndAttire: Mephala, a Daedric Prince whose sphere is "obscured to mortals" (but is generally associated with manipulation, lies, sex, and secrets) has elements of this and is frequently referred to as the "[[RedBaron Webspinner]]".
274* ArbitraryHeadcountLimit:
275** In-game, throughout the series, this is averted by NPC followers as long as they are with you as part of a quest, such as an EscortMission. If you have several such missions active at once, you can end up with numerous followers who will fight by your side. (Given the ArtificialStupidity associated with NPC followers, this is generally inadvisable...) Averted as of ''Skyrim'', where you can only have one humanoid follower at a time. Others you ask to join you will state something along the lines of "it looks like you already have someone following you..." and will not follow until you dismiss your current followers. (There are a few exceptions, usually for the duration of certain quests or by taking advantage of exploits.)
276** In-Universe, due to the the structure of the Aurbis (loosely, the universe or "totality"), the number of [[OurGodsAreDifferent Daedric Princes]] is limited. Any other powerful Daedra are considered "lords" but not true Princes. However, there have been instances of "new" Princes coming into being, though each instance to date seems to be a case of LoopholeAbuse, with a sphere being "split" or something similar. Examples including [[BeastOfTheApocalypse Alduin]] "cursing" [[OmnicidalManiac Mehrunes]] [[PersonOfMassDestruction Dagon]] into his [[DestroyerDeity role]], [[ManipulativeBastard Boethiah]] [[HijackingCthulhu "eating" and corrupting]] the Aedric [[WarGod Trinimac]] into the Daedric [[OurOrcsAreDifferent Malacath]], and [[MadGod Sheogorath]] passing that mantle [[DeityOfHumanOrigin onto a mortal]] to become [[ControlFreak Jyggalag]] full-time.
277* ArchEnemy:
278** Naturally, each BigBad (and often their [[TheDragon Dragon]][=/=][[TheHeavy Heavy]]) to the PlayerCharacter in each game.
279** There are ''numerous'' historical, racial, and nation-wide examples throughout the series and in the backstory. They are listed for the sake of brevity on the trope page.
280* TheArchmage:
281** Arch-Mage is the title given to the head of the [[MagicalSociety Mages]] [[WizardingSchool Guild]] (or regional equivalent organization) throughout the series. The Arch-Mage rules among the Mages Guild through councils and designating positions to his inferiors. In most of the games, with enough work you can make it to the rank of Arch-Mage.
282** The leader of the [[TheMagocracy Psijic]] [[OmniscientCouncilOfVagueness Order]], referred to as the Ritemaster or Loremaster, is one. Since the [[RiddleForTheAges disappearance]] of the [[OurDwarvesAreDifferent Dwemer]], the Psijic Order has been the most advanced organization in Tamriel when it comes to [[SufficientlyAnalyzedMagic the study of magic]]. They are a RenownedSelectiveMentor, taking on very few students, while protecting the world from [[TheWorldIsNotReady threats it isn't ready to deal with]]. To become a leader within the Order requires one to essentially master all forms of magic and capability to convene with [[OurGodsAreDifferent both Aedric spirits and Daedric Princes]].
283** Magnus, the God of Magic who served as the architect for Mundus, the mortal plane, but abandoned it part way through creation, is sometimes referred to as "The Arch-Mage" as part of his divine title. He is highly regarded by several MageSpecies, including the Altmer and Bretons.
284** The Archmagister of the Dunmeri [[TheClan Great House]] [[TheMagocracy Telvanni]] is the leader of an organization that believes MightMakesRight and is heavily partisan to ''magical'' might. Gothren is the Archmagister in ''Morrowind'', and you'll need to kill him if you want his title. Come ''Skyrim'''s ''Dragonborn'' expansion, it's unclear who the Archmagister of House Telvanni is, but Master Neloth is certainly the most powerful mage in Solstheim, and, if he is to be believed, one of the most powerful in all of Tamriel.
285* ArcNumber: The series has the number 9, most often expressed as a form of "8+1". There are [[OurGodsAreDifferent 9 Divines]] in the [[SaintlyChurch Imperial religion]], comprising 8 conventional gods and 1 [[DeityOfHumanOrigin human who became a god]]. There are traditionally 9 provinces in the Cyrodiilic Empire (Cyrodiil itself and 8 others), and 9 districts and principal cities in the provinces of Skyrim and Cyrodiil (both the capital plus 8 others). The [[OnlyTheChosenMayWield Amulet of Kings]] has 8 small jewels and 1 large jewel. There are eight '[[TheTower Towers]]' sustaining the barriers between the realms, and one 'zeroth stone' that is the origin of their power. Even the universe itself is said to be shaped like a wheel with 8 spokes, the '+1' being the solid line made when viewed on its side.
286* ArcWelding: The first four games in the main series consist of largely unconnected stories set in the same world. ''Skyrim'', however, reveals that the events of the previous titles were all milestones in a prophecy heralding the return of [[BeastOfTheApocalypse Alduin]].
287* ArcWords: [[AllThereInTheManual In-game books and out-of-game lore]] have [[PhysicalGod Vivec]]'s commonly-used phrase "the ending of the words is ALMSIVI", as well as the phrase's variations[[note]] "the ending of the ''world'' is ALMSIVI", seen in Sermon 18, "the ''beginning'' of the words is ALMSIVI", seen in Sermon 36, and "the ending of the words is ''HORTATOR''", seen in "What My Beloved Taught Me"[[/note]], which end each of his ''Thirty-Six Lessons'' and occasionally crop up elsewhere. "ALMSIVI" refers to [[DeityOfHumanOrigin the Tribunal]], which he is a part of.
288* AreaOfEffect: Throughout the series, spells are available with an area of effect in addition to the single-target variety. Typically, these area of effect spells cost more Magicka to cast than single-target spells of the same type and level of damage. Many powerful magical enemy types like to spam these sorts of spells, including lesser Daedra, Liches, and Hagravens. Some of these spells also cross over with SplashDamage, as a target hit directly takes more damage than those around him in the area of effect.
289* ArentYouGoingToRavishMe: The in-game book ''Thief of Virtue'' has such a scene play out between a bored baroness and a dashing thief.
290--> ''"Now, it should be noted at this point that Ravius was noted for his handsome looks, and the Baroness by her plainness. Both of these facts were immediately recognized by each of the pair. "Dost thou come to plunder my virtue?" asked the lady, all a tremble."''
291* ArmorAndMagicDontMix: Downplayed overall. Pure mage {{Non Player Character}}s typically don't wear armor, as how effective it is depends mostly on your skill level with that armor class, and {{Non Player Character}}s typically don't have many skill points outside of their class skills. However there's nothing that actually stops them from equipping it (look what happens if you cheat armor into their inventory in ''Morrowind''), and the series has always had several types of {{Magic Knight}}s on up to the heavy armor-wearing Battlemage. ''Oblivion'' and ''Skyrim'' add mechanics that gently encourage spellcasting characters not to wear armor (spell damage reduction varying by armor skill in the first case, and an Alteration perk that's only usable unarmored in the second), but it's still a valid choice.
292* ArmoredButFrail: The series plays with this trope throughout. In most cases, heavily armored [=NPCs=] have relatively high amounts of health as well, averting the trope. However, unless armor is specifically enchanted to Resist or Absorb magic (both rare and powerful enchantments), armor does ''nothing'' to protect from magic. Blast a heavily armored foe with powerful spells and you can kill them with relative ease. Additionally, you can choose to invoke this trope by equipping a low-health PlayerCharacter with elite armor.
293* ArmorIsUseless:
294** Played with throughout the series, as a character's protection depends more on his skill with the armor class rather than the armor itself (though despite this, [=NPCs=] are almost always armored appropriately). For example, a character with a high Heavy Armor skill will be better protected in a suit of low quality Iron armor than a character with a low Heavy Armor skill will be in a set of elite Daedric armor.
295** Played straight throughout the series when it comes to magical attacks, as standard armor is completely useless against them. In order to defend against them, you either need to use specific AntiMagic spells or enchant them onto your armor as a constant effect.
296* ArmorOfInvincibility: Pieces of artifact class armor are almost always among the very best of their armor type throughout the series. The Savior's Hide (an artifact armor set associated with [[TheWildHunt Hircine]]) and the Ebony Mail (associated with [[ChronicBackstabbingDisorder Boethiah]]) are two recurring examples. Additionally, you can enchant your own set of generic high-end armor to become borderline invincible as well. ([[AntiMagic Magic Resistance]] and [[AttackReflector Reflect Damage]] are two popular options.) This method allows you to create some fantastically powerful equipment more custom-suited to your play style than what the "artifact" armors offer.
297* ArmorPiercingAttack:
298** Bog standard spells ignore armor rating when they strike a target. In order to protect from them, armor needs to be enchanted to reduce, absorb, or reflect magical damage.
299** This is a common trait of the attacks of [[OurWerewolvesAreDifferent Werewolves]] throughout the series. Their claw attacks often outright ignore armor, and in some cases, blocking their attacks with a shield causes that shield to become instantly [[BreakableWeapons broken]].
300* ArrogantKungFuGuy: Khajiit have this attitude as a common racial trait, typically coming across as incredibly self-confident in their abilities. This extends even beyond martial arts to anything they take interest in, including acrobatics, thievery, and wizardry.
301* ArsonMurderAndJaywalking: Mephala is a Daedric Prince whose sphere is "obscured to mortals", but is thought to include [[ManipulativeBastard manipulation, lies, sex, and secrets]]. She is also associated with ''fashion trends''.
302* ArtEvolution:
303** Virtually all of the [[OurDemonsAreDifferent lesser Daedra]] which have appeared in multiple games have changed appearance between those games. Specifics can be found in their individual entries on the series' [[Characters/TheElderScrollsDaedra Daedra Characters page]].
304** The appearance of the Rieklings (a diminutive humanoid race native to [[GrimUpNorth Solstheim]] somewhat resembling "[[OurGoblinsAreDifferent ice goblins]]") has evolved over the course of the series. In '' Morrowind''[='s=] ''Bloodmoon'' expansion, they closely resemble [[http://en.uesp.net/wiki/File:BM-creature-riekling.jpg small blue humans]]. In ''Skyrim''[='s=] ''Dragonborn'' DLC, they are much more [[http://en.uesp.net/wiki/File:DB-creature-Riekling.jpg primitive and bestial looking]]. In ''Online'', they look like a [[http://en.uesp.net/wiki/File:ON-creature-Ice-Biter_Savage.jpg Falmer crossed with an Orc]].
305* TheArtfulDodger: Barenziah, the LostOrphanedRoyalty future Queen of Morrowind, spent her youth after escaping from her foster family lying, stealing, and [[TheOldestProfession sleeping around]]. She actually enjoyed it and would even join the ThievesGuild.
306* ArtifactOfAttraction: The recurring LegendaryWeapon sword Umbra. A crossover [[EmpathicWeapon Empathic]][=/=]EvilWeapon, it was forged long ago to [[YourSoulIsMine steal the souls of its victims]]. However, the wielder of the blade becomes a victim as well. Over time, it infests the mind of the wielder, until they begin to refer to themselves as "Umbra", and turns them into a vicious BloodKnight. Either they slay their opponents and steal more souls for the sword, or they are slain, and the sword finds a new and more powerful wielder.
307* ArtifactOfDoom:
308** The Staff of Chaos, the Mantella, the Heart of Lorkhan, and the Mysterium Xarxes are all major plot elements in the games in which they appear.
309** Throughout the series, the LegendaryWeapon sword, Umbra. The sword [[YourSoulIsMine absorbs the souls]] of the people it kills and corrupts the wielder - one to the point where the sword supplanted her identity and she was known by its name as a remorseless killer. Though it has [[GameplayAndStorySegregation no apparent effects in gameplay]], it always has a new wielder by the next game... Umbra even proved to be too much for the Daedric Prince Clavicus Vile, stealing a good chunk of his power before he managed to get rid of it.
310** The Eye of Magnus, an ancient artifact associated with Magnus, the god who served as the architect for Mundus, the mortal plane, but abandoned it part way through creation. While it's unclear exactly ''what'' it does, it clearly possesses enough raw magical power to potentially destroy the entire world. Indirectly, the Eye of Magnus doomed the ancient Falmer civilization. Due to both the Ancient Nords and the Falmer vying for control of the Eye, it led to a war in which both Saarthal and the Eye were lost. The Ancient Nords drove the Falmer underground into the arms of the Dwemer, who betrayed, enslaved, and twisted them into the blind, bestial [[{{Morlocks}} Morlock]]-like creatures they are today.
311* ArtifactTitle:
312** The eponymous "Elder Scrolls" themselves actually play a very small role in the series overall. Most often, they are simply mentioned as the impetus behind the game's main quest and never actually appear. It isn't until ''Oblivion'' that one actually shows up in-game, and it is only involved in a sidequest line. ''Skyrim'' finally has one present during the main quest, though it it only used in one part. ''Skyrim'''s ''Dawnguard'' DLC involves three, finally averting the trope, at least for the DLC's quest line. In fact, the title was only chosen because [[RuleOfCool it sounded cool]] - someone at Bethesda Softworks came up with the term, and then the developers decided what the Scrolls actually did in-universe.
313** M'aiq the Liar is a recurring Legacy Character who has appeared in every game since ''Morrowind''. In ''Morrowind'', many of M'aiq's comments involve game tips that were blatantly false and hints to secrets that didn't actually exist in the game. As of ''Oblivion'', his role shifted to a FourthWallObserver who acts as an AuthorAvatar for the game developers, dispensing "TakeThat" shots at the audience and is not above taking some at Bethesda itself. Thus, his sobriquet of "the Liar" has become something of an artifact.
314* ArtificialAtmosphericActions: Technically began with the series' 3D leap in ''Morrowind'', but heavily downplayed there outside of (text) dialogue since the [=NPCs=] aren't actually programmed to do all that much. Greatly expanded starting with ''Oblivion'', which introduces Bethesda's famous Radiant AI system, where [=NPCs=] are given scripted schedules that sometimes vary depending on the time of day and day of the week. One can find [=NPCs=] taking some target practice with their bow in the morning, heading home for lunch, picking some vegetables in the afternoon, heading to the local chapel in the evening, and then heading home at night to go to bed. Though commendably ambitious, it falls flat very frequently and very visibly; so much, the Bethesda Softworks games earned their own folder on the trope page.
315* ArtificialBrilliance: Though ''far'' more well known for its AI [[ArtificialStupidity failings]], the series has its moments of brilliance as well. A breakdown by game is available on the trope page.
316* ArtificialGill: Starting with ''Morrowind'', the series offers spells, potions, and enchanted items with the Water Breathing effect. These allow you to remain underwater without needing to surface for the effect's duration (or in the case of constant effect enchanted items, for as long as you have the item equipped).
317* ArtificialScript: Four have been created for the series to date: The [[http://www.uesp.net/wiki/Lore:Daedric_Alphabet Daedric Alphabet]], the [[http://www.uesp.net/wiki/Lore:Dragon_Alphabet Dragon Alphabet]], the [[http://www.uesp.net/wiki/Lore:Dwemer_Alphabet Dwemer Alphabet]], and the [[http://www.uesp.net/wiki/Lore:Falmer_Alphabet Falmer Alphabet]]. There is also a fifth, known as the [[http://www.uesp.net/wiki/Lore:Elder_Alphabet "Elder Alphabet"]], which is untranslated and appears on the Elder Scrolls themselves, as well as the Eye of Magnus.
318* ArtificialStupidity: The series has ''long'' had issues with this. Commonly recurring examples include NPC followers wandering off in the opposite direction you are trying to take them, NPC followers hitting you with all sorts of FriendlyFire, NPC enemies dismissing stealthy non-kill-shot arrows stuck in their bodies as "the wind" if they fail to detect you, neutral [=NPCs=] accidentally getting hit (and turning hostile) while wandering between you and your actual target, the same snippets of voiced dialogue being repeated ad nauseam, and many many more. A breakdown by game is available on the trope page.
319* ArtisticLicenseGeology: Quite a few crafting "metals" in the series have real world names, but have vastly different properties. See FantasyMetals for a break down.
320* ArtisticLicenseGunSafety: Starting with ''Morrowind'', the series puts several measures in place to downplay or avert this trope with weapons. For instance, talking to someone with your weapon drawn will cause their disposition to drop. In ''Skyrim'', non-hostile [=NPCs=] will comment if you have a weapon drawn (or magic spell readied) near them, particularly guards.
321* AscendedExtra:
322** In ''Morrowind'', Jiub is the [[PlayerCharacter Nerevarine]]'s [[WalkingShirtlessScene shirtless]], bald, [[HandicappedBadass one-eyed]] fellow prisoner aboard the Imperial Prison Ship at the start of the game. He lets the Nerevarine known they've arrived in Morrowind and asks for the Nerevarine's name, and is never seen again once the Nerevarine exits the ship. Despite his [[SpearCarrier very limited role]], he was popular enough with fans to generate countless {{Fan Fic}}s and {{Game Mod}}s which add him back into the game. Bethesda took notice and, in ''Oblivion'', mention that he [[HeroOfAnotherStory became a Saint]] in Morrowind for driving the ([[GoddamnedBats much reviled]]) Cliff Racers [[LegendaryInTheSequel to extinction]]. His spirit makes a cameo in ''Skyrim''[='s=] ''Dawnguard'' DLC, where he offers a sidequest in the [[SpiritWorld Soul Cairn]].
323** The Daedric Princes have been around since ''Daggerfall'', offering special sidequests and granting legendary artifacts as rewards for completing them. A few, like Azura and Mehrunes Dagon, have been involved in the main quests of the games that followed. However, some have also gotten ADayInTheLimelight "episodes", especially during the expansions and [=DLCs=] of the games that followed.
324* AscendToAHigherPlaneOfExistence: As is the [[RealityWarper nature]] [[TimeCrash of]] [[CosmicRetcon divinity]] in the ES universe.
325** This is what the Dwemer race was trying to do when they tapped into the power of the Heart of Lorkhan, the 'dead' creator god. No one still living, including a few deities, knows what really happened. You can come up with a fairly plausible theory in a ''Morrowind'' quest that states the Dwemer broke themselves down to their base elements and then attempted to reforge themselves into ascended beings, but they got the reforging process wrong and blinked themselves out of existence. It's also possible that they got it ''right'', and have actually ascended. How would those still around on the "lower plane" know the difference?
326** Following his death, Tiber Septim ascended to godhood as the Aedric Divine Talos. There are many hotly debated theories on exactly how he accomplished this, the most prominent involving MergerOfSouls and ("[[BecomingTheMask mantling]]") explanations with Lorkhan. In ''Skyrim'', this is the motivation behind the Thalmor outlawing Talos worship throughout Tamriel. They believe (possibly correctly) that Talos is the last pillar keeping Mundus, the mortal plane, extant. They believe if people cease to worship Talos, he will no longer exist, and then elves can return to their pre-creation immortality.
327** Mannimarco, the King of Worms, is an interesting case. After many failed attempts at achieving divinity in some form, he finally managed to do so as part of the [[TimeCrash Warp in the West]]. In his case, he used the Mantella to achieve apotheosis and become the God of Worms. The "Necromancer's Moon" is said to be his heavenly body (in the same way the Aedra are/have planets among the stars) and when it eclipses Arkay, it allows sapient souls, normally protected by the divine, to be soul-trapped. Interestingly, due to the [[RealityWarper Reality Warping]] effects of the Warp in the West, he also remained as a "mortal" being (or at least, as mortal as a Lich can be.)
328** The ancient Falmer (Snow Elves), prior to their corruption into the goblin-like modern Falmer seen in ''Skyrim'', had a religious belief that it was their ultimate goal to "become one with" Auri-El (Akatosh), their chief deity. Those ancient Falmer who survived the journey and trials of the Chantry of Auri-El could accomplish this. After succeeding, they "ascended, bathed in light, a look of relief and contentment on their face."
329** One interpretation of the actions of Lorkhan in having Mundus created is that, yes, mortality is cruel and filled with suffering and loss. However, the [[HellOfAHeaven stasis of pre-creation was actually the spiritual prison]], and Mundus provides the opportunity for greater transcendence as a "testing ground" of the spirit.
330** The Ideal Masters are immortal beings who [[WasOnceAMan were once powerful mortal sorcerers]] during the Merethic Era. After finding their mortal forms to be too weak and limiting, they entered Oblivion as [[EnergyBeing beings of pure energy]] and settled an area of "chaotic creatia", forming the [[SpiritWorld Soul Cairn]].
331** This was one of the primary teachings of the Alessian Order, a [[FantasticRacism rabidly anti-Elven]] [[TheChurch religious sect]] which established a [[TheTheocracy Theocracy]] in the 1st Era that wielded nearly as much power as the Emperor at its height. One of their teachings was that of "Ehlnofic Annulment", a means by which a mortal could break the cycle of life and death to ascend to "Proper-Life."
332** Though, to date, they have only been hinted-at in-game or have been mentioned dripping in heavy metaphor, there exist several "ascended" metaphysical states in the ''ES'' universe. (Each has been further fleshed out by [[AllThereInTheManual developer]] [[LooseCanon supplemental texts]].) The first of these states is CHIM, where one [[LeaningOnTheFourthWall becomes aware of the nature]] of [[GodOfGods Anu's]] Dream but exists as one with it and maintains a sense of individuality. (Dunmeri Tribunal deity Vivec claims to have achieved this level.) Taking another step, the second is Amaranth, where one exits Anu's Dream [[TheOmnipotent to create one's own]]. If one fails to maintain their individuality in either step, they instead experience Zero-Sum, where one simply [[CessationOfExistence fades into Anu's Dream]]. (Dagoth Ur, BigBad of ''Morrowind'', is said to have found a dangerous middle ground between these three. Instead of exiting the Dream, his twisted, traumatized, and broken mind is ''being imprinted'' on the Dream of Anu, making him something truly terrible and [[EldritchAbomination Eldritch]].)
333* AsLongAsThereIsEvil: This is the case for the [[OurGodsAreDifferent Daedric Princes]]. Though they technically operate on their own scale of BlueAndOrangeMorality, most are treated as "evil" by the general populace in-universe and, though they've been [[DidYouJustPunchOutCthulhu battered, beaten, defeated]] and even [[HijackingCthulhu fundamentally changed]], nothing in the setting has ever been able to ''[[CompleteImmortality actually kill]]'' a Prince. Since they are [[AnthropomorphicPersonification manifestations of the primal forces of reality]], they will always exist for as long as existence itself. Even when they [[GodInHumanForm take an avatar form]] and that avatar is vanquished, they are simply banished back to Oblivion to reform.
334* AssassinationSidequest: The [[MurderInc Morag Tong and Dark Brotherhood]] are entire faction questlines which revolve around these.
335* AssassinOutclassin: At several points in the series, assassins are dispatched to eliminate the PlayerCharacter. Naturally, if you don't employ this trope, you die. Game Over.
336* AssassinsAreAlwaysBetrayed: In any game with an assassin's guild, or that simply features assassins at some point, expect this to happen ''at least'' once.
337* AssholeVictim: Throughout the series, this is extremely common during the [[MurderInc assassin's guild]] ([[PsychoForHire Dark]] [[ReligionOfEvil Brotherhood]] or [[ProfessionalKiller Morag Tong]]) and ThievesGuild questlines in each game where they are available. This is logical, at least for the assassin's guilds, because the target has to have pissed off someone so much the client ''hired assassins to kill them'', even if it is possibly [[DisproportionateRetribution disproportionate]]. Non-assholes rarely draw that drastic of a response. Specific examples are available on the trope page.
338* AssimilationPlot: This is one of the theories about [[RiddleForTheAges what happened to]] the Dwemer. According to the theory, they discovered [[CosmicKeystone the Heart]] of the [[GodIsDead "dead" god]], Lorkhan, deep beneath Red Mountain. As extreme {{Naytheist}}s who, as a culture, attempted to ''[[BlueAndOrangeMorality refute everything as real]]'', the constructed the [[HumongousMecha Numidium]] to channel the Heart's power and use it as their vessel to become a singularity, [[AscendToAHigherPlaneOfExistence refuting reality and going beyond it]]. They may have succeeded... [[GoneHorriblyWrong or not]]. Either way, their entire race blinked out of existence all across Tamriel in a single instant and haven't been heard from since.
339* AsskickingLeadsToLeadership:
340** This is typically the case for the various guilds and factions within the games. By simply kicking so much ass in whatever field that guild or faction is in, you can rise through the ranks quickly.
341** Throughout the series, this is the case for the Orcs (or Orsimer). They are a ProudWarriorRace with numerous BloodKnight and DeathSeeker qualities, with Malacath, the Daedric Prince of the Spurned and Ostracized, as their chief deity. Malacath encourages this behavior in the Orcs, ensuring that the best warriors within a tribe are acting as chieftains. (Malacath isn't above taking a more hands on approach when a weak Orc chieftain goes unchallenged by his tribe. )
342** This is how the Dragon hierarchy is organized. If there's a question of pecking order, a fight ensues. A dragon either wins, submits, or dies.
343* AstralProjection: This is one of the many advanced magical powers possessed by the [[MagicalSociety Psijic Order]], thanks to their [[SufficientlyAnalyzedMagic thousands of years of intense study in magic]]. They can project to speak with and be visible to only the individuals they want, even across the continent.
344* ATasteOfTheirOwnMedicine: In the in-game book ''Night Falls on Sentinel'', the assassin Jomic describes his signature PressurePoint technique to a potential client. The 'client' in question is actually a knight with a warrant for Jomic's arrest, who subdues Jomic and then decides to use his own pressure points in order to torture him.
345* AthensAndSparta: Several cities and cultures fit the trope. The ancient Ayleid cities of Delodiil and Abagarlas fit, respectively. As do the Skyrim cities of Solitude and Windhelm during the era of the Skyrim {{Civil War}}.
346* {{Atlantis}}
347** The series has a version in the backstory known as Aldmeris. It is said to be the continent the {{Precursors}} of the modern [[OurElvesAreDifferent Mer (Elven) races]], the Aldmer, came from. It is said that Aldmeris came under an unknown threat in the [[TimeOfMyths earliest Era of history following the creation of the mortal world]] and the Aldmer were forced to flee. It is said to be "lost," and whether it still exists (or ever existed at all, as other theories claim that Aldmeris was simply Tamriel before the races of Men arrived) is unknown.
348** The series has another version in Yokuda. Once one of the most advanced society of its time, the entire continent sank for mysterious reasons. Explanations ranging from the natural, such as a tsunami or earthquake, to the more fantastic, such as a group of rogue [[MasterSwordsman Ansei]] using their DangerousForbiddenTechnique FantasticNuke. Although, in this case, there are hints that some islands from the old continent still remain. For instance, ''[[https://www.imperial-library.info/content/lord-vivecs-sword-meeting-cyrus-restless Lord Vivec's Sword Meeting with Cyrus the Restless]]'' takes place on one of these islands.
349* TheAtoner:
350** Jiub, the Nerevarine's fellow prisoner aboard the Prison Ship at the beginning of ''Morrowind'', [[SpearCarrier only gets a few lines of dialogue]] and does not reappear in the game after you leave the ship. However, his short appearance was enough to make him [[EnsembleDarkhorse extremely popular with fans]] and Bethesda took notice. ''Oblivion'' makes him LegendaryInTheSequel, stating that he became St. Jiub, Eradiator of the Winged Menace, after driving all of Vvardenfell's [[GodDamnedBats much reviled]] [[TakeThatScrappy Cliff Racers]] to extinction. His spirit is encountered during ''Skyrim''[='s=] ''Dawnguard'' DLC, where he offers a sidequest to help him finish his opus and ensure that his legend is remembered forever after. In his opus, he states that he set out to eradicate the Cliff Racers in atonement for his previous "sordid" life as a [[FantasticDrug skooma addict]] and freelance assassin.
351** Martin Septim. In his youth, he joined a [[ScaryAmoralReligion Daedric Cult]] but left it after some of his fellow members met unfortunate ends. He joined the [[SaintlyChurch Priesthood of Akatosh]] to atone. After finding out that he is [[HiddenBackupPrince the Emperor's bastard son]] and the only person left of royal blood who can save the world from [[LegionsOfHell the forces of Oblivion]], he goes all in to save the world during the Oblivion Crisis and ends up making a HeroicSacrifice.
352* AttackAnimal: Clannfear are a form of [[OurDemonsAreDifferent lesser Daedra]] with animalistic intelligence and the general appearance of [[RaptorAttack raptors]] with frills and beaks. They are known to serve in Mehrunes Dagon's (the Daedric Prince of [[DestroyerDeity Destruction]]) LegionsOfHell in this capacity.
353* AttackFailureChance:
354** ''VideoGame/TheElderScrollsArena'': The [[https://assets.ctfassets.net/rporu91m20dc/11AogfQvMMU2WqQICI42yk/95c99651383c17ca755a182afe736816/manual_arena_pc_en-us.pdf manual]] states that Agility "directly affects your chances of hitting an enemy with a melee weapon".
355** ''VideoGame/TheElderScrollsIIIMorrowind'':
356*** While this is a game where weapon targeting is controlled in real time, quantified skill in the appropriate weapon type controls whether the equipped weapon hits or not, since the series was still in transition from its FauxFirstPerson3D roots.
357*** [[MagicMisfire Spells failing to be cast]] happen by chance if magic skill levels are below a threshold. The more the spell costs in [[{{Mana}} Magicka]], the harder it is.
358* AttackOfThe50FootWhatever:
359** The series' standard [[OurGiantsAreBigger Giants]] typically stand 11-12 feet tall, but legends hold of Giants reaching epic proportions, standing "several times the size" of an average man.
360** When Mehrunes Dagon, the Daedric Prince of [[DestroyerDeity Destruction]], manifests in Mundus (the mortal realm), he typically does so in this fashion. When he briefly [[PhysicalGod took form]] during the 11th hour of the Oblivion Crisis, he towered over everything else in the Imperial City.
361* AttackReflector:
362** The series has the Reflect Damage and Spell Reflection abilities. To note:
363*** Reflect Damage reflects damage back to the attacker based on a percentage, and does not work for ranged damage. For example, if one has a 20% Reflect Damage effect active, 20% of non-ranged damage will be reflected back on the attacker.
364*** Spell Reflection reflects harmful magic and is also based on a percentage. However, the percentage in this case is the effect's chance of reflecting all magic damage. For example, if one has a 20% Spell Reflect effect active, there is a 20% chance of reflecting the ''entire spell'' back at the caster. (It does not automatically reflect 20% of damage like Reflect Damage does.)
365** Winged Twilights are a bat-like form of lesser Daedra with some harpy-like traits. They have the ability to reflect magical attacks back at the caster. If that fails, they also have strong resistances (though not outright immunity) to every form of Destruction magic.
366* AttentionDeficitOohShiny:
367** Depending on your playstyle, there is a high chance your PlayerCharacter in any game in the series falls victim to this trope, due to the [[LoadsAndLoadsOfSidequests high amount of content]] in said games' [[WideOpenSandbox open worlds]]. It's very easy to take on a quest, only to forget said quest because of all the optional dungeons you encounter on your way.
368** This is a trait of the [[DivineParentage Demiprinces]], a form of [[OurDemonsAreDifferent lesser Daedra]] born of the union between a [[HalfHumanHybrid Daedra and a mortal]]. Demiprinces tend to have short attention spans and get bored very easily. Fa-Nuit-Hen, for example, can barely stay focused on questions during his interviews and outright interrupts people so he can answer them before he loses track of what they're saying.
369* AuraVision: The various "Detect Animal/Life/Dead" spells work in this fashion. Originally introduced in ''Morrowind'' where they show up as blips on the mini-map, ''Oblivion'' expands them to true auras, even visible through walls and in darkness.
370* AuthorAppeal: The writers/developers at Bethesda are huge fans of of Creator/HPLovecraft. The games (both ''Elder Scrolls'' and its ''Fallout'' sister series) include numerous references to his works, including character and location names, as well as more general references to Lovecraft's style, such as a high number of EldritchAbomination-like monstrosities.
371* AuthorAvatar: Every game since ''Morrowind'' has had M'aiq the Lair, a recurring EasterEgg LegacyCharacter, in this role. M'aiq is a known a FourthWallObserver (and [[LeaningOnTheFourthWall Leaner]] and ''[[BreakingTheFourthWall Breaker]]'') who voices the opinions of the series' creators and developers, largely in the form of {{Take That}}s, to both the [[TakeThatAudience audience]] (given the ''ES'' UnpleasableFanbase) and isn't above above [[SelfDeprecation taking some at Bethesda itself]]. His comments often mention features that the fanbase wanted in the series, elements from past games that were removed from later games, and comments on features Bethesda ''finally'' delivered after years of fan demand.
372* AuthorityEqualsAsskicking:
373** Throughout the series, this applies to the ranks of the Daedra. As you go up through the levels of [[OurDemonsAreDifferent lesser Daedra]], they generally get more intelligent and overall more dangerous. At the top are the [[OurGodsAreDifferent Daedric Princes]], the outright most powerful of the Daedric spirits. While [[BadassNormal any mortal of sufficient skill]] can defeat any form of lesser Daedra, a Daedric Prince at full power could annihilate a mortal without a second thought. In the rare cases where a mortal directly contends with a Daedric Prince, said Prince is either [[WorfHadTheFlu weakened]] (such as manifesting on Mundus where metaphysical laws typically weaken their power), is WillfullyWeak to intentionally give the mortal a chance ([[EgoManiacHunter Hircine]] is a fan of this), or said mortal has been [[EmpoweredBadassNormal empowered]] by one of the [[SaintlyChurch Divines]] or another Prince. Even then, the Princes (like all Daedra) possess CompleteImmortality. If their physical form is slain, their spirit simply returns to Oblivion to reform. Princes have been [[DidYouJustPunchOutCthulhu battered, beaten, banished]], and even [[HijackingCthulhu fundamentally changed]], but ''nothing'' in the setting has ever been able to actually kill one.
374** The [[HornyVikings Nords]], a ProudWarriorRace with some BloodKnight and HonorBeforeReason traits, believe this ''should'' be the case for their Jarls and Thanes. Played with in that it varies from individual to individual and it is possible for decidedly non-asskickers to end up in these positions. Nords have also had a tradition where if a their High King is challenged in combat and slain, the victorious warrior would be crowned King. This is an old tradition, however, and centuries of [[HumansAreDiplomats Imperial culture]] slowly filtering into Skyrim has somewhat caused it to be forgotten among the Western portion of Skyrim (where the Empire has most of its influence), to the point that actually ''invoking'' it is highly contentious by the 4th Era. (As [[RebelLeader Ulfric Stormcloak]] [[TheKingSlayer found out the hard way]] when he invoked it against the young High King Torygg, kicking off the Skyrim {{Civil War}}.)
375* AutomatonHorses: Throughout the series, this is Played Straight in every game that horses appear. They can be ridden indefinitely with no signs of fatigue, never require food or water (but then again, neither does the PlayerCharacter), can survive attacks and falls which would kill (or at least severely lame) real horses, and, in some games, can be ridden up near-sheer surfaces in gravity defying fashion. [[SomewhereAnEquestrianIsCrying Many Equestrians have shed tears]] over the portrayal of horses in the series.
376* AutoSave: Added to the series as of ''Morrowind'', which autosaves every time you rest. Each game since has expanded it further, autosaving when you enter a new location and when you open the menu (with an adjustable 15 minute cooldown). The feature can also be turned off in each game.
377* AwesomeButImpractical:
378** A number of items, powers, and abilities qualify throughout the series. Vampirism and Lycanthropy are two recurring examples, with each granting amazing boosts and powers, but both having significant drawbacks as well that outweigh the benefits. Other specific examples are available by game on the trope page.
379** In-universe, Wulfharth Ash-King, the ancient King of the Nords who has died and come back to life at least three times, was a Dragonborn with a monstrously powerful Thu'um. It was so powerful that he couldn't be sworn into office as High King of Skyrim verbally. Scribes had to draw up his oaths as a result.
380* AwesomeButTemporary: Present though rare in the series. Often involves quest items which are useful in their own right, but must be turned in or are lost as part of their related quests. Specific examples by game can be found on the trope page.
381* AwesomenessByAnalysis: This is a trait of Jyggalag, the Daedric Prince of [[ControlFreak Order]]. The Library of Jyggalag contained a precise and exact record of ''everything'' that ''any'' entity in Nirn or Oblivion would ever do, which Jyggalag compiled through nothing but simple but extremely thorough deductive reasoning and logic. This was one of the big reasons why the other Daedric Princes turned on him and [[SealedInsideAPersonShapedCan sealed him]] as [[BecameTheirOwnAntithesis his own antithesis]], the MadGod Sheogorath (who promptly had the library destroyed).
382* AwfulWeddedLife: Emperor Uriel Septim VII. While Uriel himself was a ReasonableAuthorityFigure who often acted as a benevolent BigGood, his wife, Caula Voria, was an absolute nightmare. While beautiful and beloved by the people, she was said to have "ensnared" a young Uriel and was a deeply unpleasant and arrogant woman. Fortunately, Uriel's seeking comfort in an adulterous relationship would result in the birth of Martin Septim, hero of the Oblivion Crisis. Caula died sometime just before or shortly after the start of the Imperial Simulacrum.
383* AWizardDidIt: Given that the series' magic is of the [[FunctionalMagic Functional]] and [[SufficientlyAnalyzedMagic Sufficiently Analyzed]] variety, this is us ''usually'' averted. Magic users have to play within a certain set of rules, and the series typically offers explanations for when magic is used that breaks these rules. However, there are a few exceptions where no explanation is offered which fit the trope. (Listed on the trope page.)
384* AxCrazy:
385** Sheogorath, the [[MadGod Daedric Price of Madness]], oddly enough plays with this trope. For someone who ends all his conversations with "Visit again or I'll pluck out your eyes!", he is surprisingly nonviolent. Even if you attack him, he doesn't attack back directly, just scolds you and teleports you into the sky, causing you to fall to your death. (Or possibly leaves you where you are, and hurls ''the planet'' at ''you''. He's used a ColonyDrop before in the {{backstory}} afterall...) Just don't make him too happy or talk to him while he's contemplating on having Brain Pie for lunch. Further, he's actually not technically in control of "Axe Crazy" only but Madness as a whole. Mehrunes Dagon and/or maybe Boethiah might be more "Axe Crazy" since they're both a lot more violent and associated with violence. Dagon in particular likes to sent you on a mission to kill people who he dislikes, if he's not trying to smash you himself.
386** [[TheCaligula Emperor Pelagius the Mad]] certainly lived up to his nickname. He wasn't just insane, he was said to be ''homicidally'' insane. When his madness became too publicly apparent, he was removed from the throne and placed into an asylum. Toward the end of his life, he was known to [[FullFrontalAssault strip naked and attack/bite visitors]].
387** Pelinal Whitestrake was a legendary hero of mankind/[[FantasticRacism racist]] [[TheBerserker berserker]]. Said to be a [[GodInHumanForm Shezarrine]], Pelinal came to [[FounderOfTheKingdom St. Alessia]] to serve as her [[PhysicalGod divine champion]] in the war against the [[AbusivePrecursors Ayleids]]. Pelinal would fly into fits of UnstoppableRage (''mostly'' directed at the Ayleids) during which he [[BloodSplatteredWarrior would be stained with their blood]] and [[PaintTheTownRed left so much carnage in his wake]] that Kyne, one of the Divines, would have to [[CueTheRain send in her rain]] to cleanse Ayleid forts and village before they could be used by Alessia's forces. During one particularly infamous fit of rage, Pelinal ''damaged the very lands themselves'', nearly causing the Divines to abandon the mortal world in disgust.
388* AxisMundi: The Adamantine Tower ("Ada-Mantia") on Balfiera Island in Iliac Bay was constructed by the surviving [[OurGodsAreDifferent et'Ada (now Aedra)]] following the [[CreationMyth creation of the world]]. It is said to "[[CosmicKeystone define reality in [its] Aurbic vicinity]]" and to be where linear time first began, before spreading throughout the rest of creation (meaning it is [[TimeAbyss older than time itself]]). There, the et'Ada held "Convention", during which they decided to [[GodIsDead punish Lorkhan]] for his treachery during creation. The Adamantine Tower remains on Balfiera, and, although the exterior is weathered, the interior remains almost exactly the same -- a single great, seamless, impregnable spire of ageless metal which is at least half-embedded in the ground. It is entirely smooth, except for one point known as the "Argent Aperture" which is thought to be a door. (Despite the best efforts of mages and scholars throughout history, it has never been opened.) Many years later, the mortal races discovered a means to construct their own [[TheTower "Towers"]] in emulation of the Adamantine atop the "joint-points" of reality, granting them power and being involved in the plots of several of the games.
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