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Skyrim! What are we smoking? Please leave a comment🌷
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The Empire is dying, Tamriel is declining, and anarchy is taking over the continent. What will you do? Will you restore the Empire to its former glory? Or is it time for a change of administration?
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An RPG in the world of Stanislaw Lem's Novel THE INVINCIBLE.
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Dive into the world of the Galaxy Universe! Here, everything is in your hands! ❤️🪖👽🛸
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A bot based on The Elder Scrolls V: Skyrim, an open-world medieval fantasy action game where you can experience your own lore without necessarily following the dragon's bloodline. A beautiful Nordic land with all kinds of biomes.
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Ia from Skyrim, the most detailed hi waifu.
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Get flown into the rotten world of The Tank, and get to the end.
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The world of sonic the hedgehog
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A friendly and personable innkeeper in Skyrim.
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|Start the way you want|
Planet Nirn and its satellites
Nirn is a fictional planet on which The Elder Scrolls game series takes place. The planet's name means "Arena" in the Aldmeris language. Nirn is also known as the "Mortal Plane." It is located in Aurbis.
Nirn was created when, through deception or persuasion, one of the gods, Lorkhan, convinced the other deities to create the mortal plane. Upon seeing what they had done, the gods removed Lorkhan's heart.
Masser and Secunda:
Two natural satellites orbit the planet: Masser and Secunda. According to legend, these are parts of Lorkhan's body. The known continents of Nirn are Akavir, Atmora, Yokuda, Pyandonea, and Tamriel. Another continent, a mythical one, is Aldmeris.
Tamriel and its people
Tamriel is one of the continents on the planet Nirn. It is also the name of the Empire, which occupied the entire territory of this continent before the Oblivion Crisis. Translated from Aldmeris, "tamriel" means "beauty of the dawn."
Races:
There are ten main races inhabiting Tamriel: Imperials, Redguards, Bretons, Nords, Bosmer, Altmer, Dunmer, Khajiit, Argonians, and Orcs. The other races have mostly disappeared for various reasons.
Provinces:
The Empire of Tamriel is divided into several provinces, whose borders generally coincide with the historical lands of the main races: Cyrodiil is in the center of the continent, High Rock and Hammerfell are to the west, Elsweyr and Valenwood are to the south, Black Marsh and Morrowind are to the east, and Skyrim is to the north. Tamriel also includes adjacent islands such as the Summerset Islands and Solstheim.
Tamriel Calendar
The Tamriel Calendar is the timekeeping system adopted in the Empire of Tamriel. It is essentially based on a slightly modified Gregorian calendar, with altered names for the days of the week and months of the year.
Days of the Tamriel week:
Sunday - "Sundas"
Monday - "Morndas"
Tuesday - "Tirdas"
Wednesday - "Middas"
Thursday - "Turdas"
Friday - "Fredas"
Saturday - "Lordas"
Months, years, and constellations:
January - "Morning Star," patron constellation - Ritual.
February - "Sunrise," patron constellation - The Lover.
March - "First Seed," patron constellation - The Lord.
April — "Rain's Hands," patron constellation — The Magician.
May — "Second Seed," patron constellation — The Shadow.
June — "Midyear," patron constellation — The Horse.
July — "High Sun," patron constellation — The Apprentice.
August — "Last Seed," patron constellation — The Warrior.
September — "Heartfire," patron constellation — The Lady.
October — "Beginning of Frost," patron constellation — The Tower.
November — "Sunset," patron constellation — The Atronach.
December — "Evening Star," patron constellation — The Thief.
Province of Skyrim
This province is the second homeland of the Nords. Skyrim, also known as the Old Kingdom or the Fatherland, was a region of Tamriel settled by people fleeing the freezing continent of Atmora.
Skyrim's ruler is the High King, elected by the Jarls' Assembly. This tradition was established after the devastating War of Succession. Violating this tradition is punishable by death, as was the case with Ulfric Stormcloak's assassination of King Torygg. All Jarls obey the High King.
Natural conditions
The climate here is quite cold, although nature comes alive during the short summer. There's a common belief in the Empire that Skyrim is best avoided, not only because of the snowstorms, but also because of the Nords' passion for alcoholic beverages, especially mead.
Skyrim is covered by a dense network of rivers, which, together with large lakes, form a single system. All the rivers flow into the Sea of Ghosts.
Relief
The province's mountainous terrain makes travel quite challenging. Skyrim's eastern border runs through the high, barren Velothi Mountains. Two passes connect Skyrim with Morrowind. The first is Dunmeth Pass, which travelers cross when traveling from Windhelm to Blacklight. The second pass is located on the road between Riften and Silgrad Tower. The southern border runs through the equally high Jerall Mountains. The pass through the Jerall Mountains, called Pale Pass, is a historically remarkable site. There are also other, lesser-known passes through the mountain ranges along Skyrim's borders. The border with Hammerfell and High Rock runs through the Druadach Mountains. Skyrim is home to Tamriel's highest mountain, the Throat of the World, as well as five other slightly lower peaks.
Minor mountain ranges also exist in the province's interior—the mountains in the holds of Haafingar, Winterhold, Hjaalmarch, and Falkreath. Skyrim's coastal regions are mostly plains, descending to the sea from the mountains. The exception is the plain in Hjaalmarch. This is a swampy lowland, most likely formed by sediment from the rivers Qarth and Hyal. The Reach is a region with extremely rugged terrain—local rivers have carved deep canyons through which they flow, forming cascading waterfalls. In the center of the province lies a vast, treeless plain, home to nomadic giant tribes and their pet mammoths. Many call this plain "tundra," although it is more likely a tundra-steppe.
The holds of the Rift and Falkreath are located in the foothills. Much of Eastmarch lies in a swampy lowland, where geothermal activity is abundant, indicating active volcanism in the region. Overall, Skyrim's terrain is quite varied.
Labyrinthian
Labyrinthian is a vast, ancient, ruined Nord city located in a mountain pass between Hjaalmarch and Whiterun Hold. It is located southeast of Morthal and north of Hamvir's Rest.
These dark, ominous ruins once served as a temple for dragon worship. Gradually, a large city, named Bromjunar, grew around the temple. Some researchers believe Bromjunar was the capital of Skyrim during the height of the dragon cult's reign. Too few records from that era survive to confirm or refute this assertion, but it is certain that the Cult's high priests gathered in Labyrinthian to discuss key matters of governance.
The Throat of the World
The Throat of the World is a massive mountain, the tallest in Tamriel (even taller than Red Mountain), towering over the tundra and forests of Skyrim. The road leading to the summit begins in Ivarstead.
Here, at the summit of the Throat of the World, stands High Hrothgar, home of the Greybeards, who play a key role in the story of the Dragonborn. Reaching their remote retreat requires climbing 7,000 steps. According to Paarthurnax, leader of the Greybeards, the Throat of the World is the most sacred mountain in Skyrim.
Black Reach
Blackreach is a vast cavern where the Dwemer built their capital city in Skyrim—the Quiet City. The Falmer attempted to capture it during the War of the Rock, but discovered that all the Dwemer had mysteriously vanished…
The landscapes of Blackreach are unlike anything else. A picture is worth seven words.
Blackreach is quite densely populated.
The main inhabitants of this place are the Falmer. Judging by their concentration, it seems they have a capital of sorts here. Only here can you see the seemingly normal, but clearly deranged, Falmer servants, who will fiercely defend their masters.
History. Skyrim before the Nords
In the early Merethic Era, Skyrim was inhabited by the Falmer, or "snow elves," until the arrival of settlers from Atmora in Tamriel and the outbreak of territorial wars.
The Dwemer also lived in Skyrim alongside the Falmer. They built numerous cities throughout Skyrim. The relationship between the local clan and the snow elves is unclear; they likely reached an agreement on peaceful coexistence.
It is also unclear what relationship both peoples had with the orcs living in Skyrim, whose fortified settlements were already scattered throughout the region.
History. The Coming of the Nords to Skyrim
Skyrim is closest to Atmora, and it can be assumed that settlers from the north frequently landed on its shores, but apparently did not stay long. Archaeological finds indicate the existence of early human settlements in Hammerfell, High Rock, and Morrowind, but not in Skyrim. Toward the end of the Merethic Era, climate conditions in Atmora began to deteriorate, forcing the continent's inhabitants to seek a new homeland. Emigration to Tamriel became widespread, and purely Atmoran settlements began to appear, their inhabitants preferring not to submit to the local elven rulers but to remain faithful to the traditions of their homeland. One of these was Saarthal, founded by Ysgramor near his landing site, the Head of Hsaarik.
Peace remained between the Atmorans and the Falmer for a time, but only until the Falmer attacked and sacked Saarthal. This event became known as the Night of Tears. The survivors returned to Atmora, vowing vengeance on the mer.
Along with the Five Hundred Companions, Ysgramor returned to Tamriel and began a long war with the snow elves, which ended only at the beginning of the First Era (no earlier than 140). Around the same time, the War of the Dragons began, during which the rule of the Dragon Cult was overthrown.
History. Skyrim in the First Era
1E 68. The last ships from Atmora arrive in Tamriel. According to reports, Atmora has been uninhabited since this time.
1E 140. King Harald's forces destroy the last stronghold of the dragon worshipers, led by Ragoth, at the fortress of Forelhost.
1E 143. King Harald, thirteenth in the line of Ysgramor, unites the northern part of Tamriel and founds the kingdom of Skyrim. It is the first human kingdom on mainland Tamriel mentioned in chronicles.
1E 221. King Harald dies at the age of 108. The throne passes to Hjalmer.
1E 222. King Hjalmer dies, and his youngest son, King Vrage the Gifted, inherits the throne. 1E 240. During the reign of King Vrage the Gifted, Skyrim expands its holdings. To the east lies the territory of the Velothi, which the Nords call Dwemereth and later Dunmereth, now known as Morrowind—the lands of the settled Dwemer and the nomadic Chimer. Its conquest is considered one of the key events of the First Era. To the west, Skyrim captures a significant portion of present-day High Rock, territory previously held by the Direnni (the ruling clan of the Altmer) and the Nedic peoples (the ancestors of the Bretons and proto-Cyrodiils, who already lived there among the elves). The arrival of the Nords upsets the balance of power between the Nedics and the elves. Despite the conquest of High Rock, the Direnni clan is not destroyed and continues to resist the Nords. Within fifty years, Skyrim conquers all of northern Tamriel, including most of present-day High Rock, a significant portion of the Nibenay Valley, and all of Morrowind. Thus, the First Nordic Empire was formed.
1E 243. The Skyrim army intervenes in the human uprising in Cyrodiil, allowing the rebels to capture White-Gold Tower, the center of Ayleid civilization.
1E 358. The combined army of the Cyrodilic Emperor Ami-El and the Skyrim Empire attacks the Direnni clan in the Western Reach of High Rock.
History. Skyrim in the First Era
1E 369. The Wild Hunt (a group of savage Bosmer) assassinates King Borgas of Winterhold. The Moot—a council composed of representatives from all the holds, or strongholds, charged with electing a king from the most worthy members of the royal family—hesitates to appoint the obvious candidate, Jarl Hans of Winterhold. The devastating War of Succession erupts, resulting in the Nords losing almost all of their holdings outside of Skyrim.
1E 420. The Pact of Chieftains is signed, ending the War of Succession. Olaf One-Eye is elected the new High King of Skyrim.
1E 416 - 1E 668. The Nords lose control of the Velothi.
1E 477 (478). The forces of the Alessian Empire defeat the Skyrim army at the Battle of Sunguard. High King Kjoric the White of Skyrim dies on the battlefield. His son, Hoag Elfbane, becomes the new king.
1E 482. The Skyrim army, allied with the Direnni forces, defeats the Alessian Empire at the Battle of Glenumbria Moors, but High King Hoag Elfbane dies in the battle. Skyrim's new ruler, Wulfharth, breaks his alliance with the Direnni and declares war on them, spending several years recapturing the lands they had captured in the north.
~ 1E 500. King Wulfharth of Skyrim, also known as Ysmir, restores the traditional Nord religion. Alessian temples are destroyed, and the priests seek refuge in Cyrodiil.
1E 2703. The Akaviri Turmoil. The Tsaesci invasion of Tamriel. After crossing Skyrim, the Akaviri army entered northern Cyrodiil. In response, Reman I Cyrodiil, the future emperor and founder of the Second Empire, assembled a united army of Colovia and the Nibenay Valley to repel the invaders.
History. Skyrim in the Second Era
2E 431. Following the death of High King Logrolf, a dispute over the succession to the throne erupts between his daughter Freydis and the Jarl of Solitude, Svarth. As a result, Skyrim splits into Western Skyrim, with its capital in Solitude, and Eastern Skyrim, with its capital in Windhelm. It is likely that during this same period or shortly after, the Reachmen of the East Reach regain their independence from the Nords, establishing their own state with their capital in Markarth.
~ 2E 437. The western part of Falkreath is captured by orcs led by Yashnag gro-Yazgu. The so-called Kingdom of Yashnag is established.
2E 467. Jarl Hackvild kills Yashnag in ritual combat, expels the orcs, and unites Falkreath under his rule. 2E 546. High Queen Mabjaarn Flamehair of Eastern Skyrim gives birth to twins: Jorunn, the future High King of Skyrim and one of the leaders of the Ebonheart Pact, and Fildgor, leader of the Stormfist clan.
2E 572. The Second Akaviri Invasion of Tamriel. The Akaviri, led by Ada'Soom Dir-Kamal, attacked the northern coast of Skyrim. Windhelm was taken and burned, and Queen Mabjaarn and her daughter died trying to defend the city. Winning victory after victory, they invaded Morrowind, where they were attacked at the Horns of Vivec by a combined force of Dunmer and Nords led by Almalexia, Jorunn the Skald-King, and the Nord hero Wulfharth, the Ash King, summoned from Sovngarde. The outcome of the battle was decided by the arrival of Argonian reinforcements and a tsunami sent by Vivec, which washed the Kamal army into the sea, preventing the invading fleet from evacuating its ground forces. Legend later spread that Vivec, having taught his people to breathe underwater, flooded all of Morrowind to destroy the Akaviri invaders.
2E 572. The Ebonheart Pact is established. Skyrim was one of the three nations that signed it.
2E 578 - 2E 579: After the so-called Soulburst, Skyrim is plagued by constant earthquakes.
History. Skyrim in the Second Era
2E 582: The Daggerfall Covenant's invasion of Bleakrock Island led to its capture. That same year, Fildgor the Orc-Thane returned to Eastmarch at the head of his warband. His attempt to claim the title of High King from his brother resulted in armed conflict, which resulted in the victory of the Ebonheart Pact and the strengthening of Jorunn the Skald-King's power in Eastern Skyrim. At the same time, armies of three Reachfolk clans invade the Rift, devastating the region. The Reachfolk's connection to the Worm Cult is later revealed, which, with the help of the savages, awakens the soul of the ancient giant Sinmur from his eternal slumber. Sinmur attacks Riften and then retreats to Trollhätt, where he is subsequently destroyed by the forces of the Ebonheart Pact.
2E 862 – 2E 896. During Tiber Septim's conquest of Tamriel, Skyrim was incorporated into the Empire as a province. It was from Skyrim that the Imperial legions were planned to invade Morrowind, but this never happened, as a treaty was signed between Morrowind and the Empire, according to which Morrowind would join the Empire peacefully.
History. Skyrim in the Third Era
3E 120. The War of the Red Diamond begins. Skyrim fights on the side of Potema, the Wolf Queen.
3E 137. Queen Potema dies a month after the Siege of Solitude begins.
3E 246. During the difficult reign of Uriel IV, the Imperial Council, wishing to clarify property rights in Skyrim, issues a decree that any non-vassal who occupies a castle for three or more months legitimizes their position, acquiring the rights and title of lord of the manor.
3E 396 - 3E 397. The War of Bend'r-mak. Skyrim destroys the combined forces of Hammerfell and High Rock. The eastern part of the city of Dragonstar, or Dragon Star, in Hammerfell is captured by the army of Skyrim General Duvays, while Hammerfell troops hold the western part of the city. The opponents build a wall dividing the city in two. This wall remains in place to this day, and the eastern part of Dragonstar remains under the control of the occupiers, creating grounds for tension between the provinces.
History. Skyrim in the Fourth Era
4E 16. By decree of the High King of Skyrim, the island of Solstheim is handed over to the Dunmer survivors of the Red Mountain eruption.
4E 20. The Jarls of Skyrim issue a decree granting refugees from Morrowind the right to freedom of movement, freedom of religion, and freedom of payment.
4E 58. The renowned Cyrodilic alchemist Sinderion arrives in Skyrim and begins his research on the Crimson Nirnroot.
4E 122. A great landslide almost completely destroys the city of Winterhold.
4E 129. The people of Riften rebel against the corrupt Jarl Hosgunn Crossdaggers. His palace is burned, along with his master. As the fire spreads, much of the city is destroyed. Riften spends the next five years rebuilding. 4E 134. Riften is restored to its current state.
4E 174. The Reachfolk take advantage of the Empire's weakness and declare secession from Skyrim. Madanach becomes king. For two years, peace reigns in the Reach, and the Reachfolk and the Empire prepare to negotiate recognition of the Reach's independence.
4E 176. Ulfric Stormcloak reclaims control of the Reach through a bloody massacre and imprisons Madanach, the "Ragged King." At Madanach's word, the Forsworn begin a twenty-year resistance against the Nords.
4E 201. Another civil war begins in Skyrim. High King Torug is assassinated by Ulfric Stormcloak, Jarl of Windhelm. Ulfric is dissatisfied with the outcome of the Great War and the White-Gold Concordat. He plans to seize power in Skyrim and secede from the Empire. The Empire, led by General Tullius, attempts to suppress Ulfric's rebellion. The Jarls of Skyrim choose sides, and the province is divided.
4E 201. Alduin returns to Tamriel. The Last Dragonborn appears. A hidden war also rages between the Dawnguard and the Volkihar vampire clan.
Skyrim's Domains
Capital: Dawnstar
Jarl's Seat: Pale Hall
Jarl: Skald, Brina Merilis
Originally Allied: Stormcloaks
One of the four Old Holds, it is also considered a "minor" hold. Situated in the northern part of Skyrim, and despite its name, most of its territory is located inland. The Pale Strait encompasses a narrow stretch of coastline along the Sea of Ghosts in the north, a narrow plain between the mountains of Hjaalmarch and Winterhold to the west and east, respectively, and vast inland plains stretching from the Jorgrim River valley and lake of the same name to the east, to the eastern spurs of the mountains on the border between Hjaalmarch and Whiterun to the west.
Capital: Whiterun
Jarl's seat: Dragonsreach
Jarl: Balgruuf the Elder, Vignar Gray-Mane
Original allegiance: Neutrality
Whiterun Hold is the geographic heart of Skyrim, occupying a central position relative to the other holds and bordering almost all of them except two: Haafingar and Winterhold. The Jarls of Whiterun's lands occupy largely a vast inland plain in the center of the province, combining elements of tundra and steppe. One of the highest points in Tamriel, the Throat of the World, is located within Whiterun Hold. The plains within this part of Skyrim are fertile, and thus a significant portion of the province's agricultural land is concentrated here.
Skyrim's Domains
Capital: Winterhold
Jarl's Residence: Jarl's Longhouse
Jarl: Korir, Kraldar
Originally Allied: Stormcloaks
Winterhold Hold is a coastal hold located in the northeastern part of Skyrim. It occupies a vast expanse of cold climate and varied terrain, from the mountains of the inner borders to glacial fields and snow-covered plateaus that drop in escarpments to the ice-bound Sea of Ghosts. It is considered one of the Old Holds, and also a "minor" hold. This hold has a rich and chequered history, spanning from the landing of a group of settlers from Atmora led by Ysgramor and their founding of the legendary Saarthal, to its return at the head of the legendary Five Hundred Companions after the Night of Tears, to the present day.
Capital: Falkreath
Jarl's Residence: Jarl's Longhouse
Jarl: Siddgeir, Dengeir of Stuhn
Original Allegiance: Imperial Legion
Falkreath Hold is one of Skyrim's so-called "minor" holds, located inland and occupying vast expanses of the southwest. Here, densely forested plains border mountain ranges of varying sizes, from isolated peaks to entire ridges and plateaus. Although Falkreath's Jarl, Siddgeir, and the local government remained loyal to the Empire during Skyrim's civil war, society in the hold is split, as it is throughout the province: some support the Imperials, while others, including the former Jarl Dengeir of Stun, who was deposed by the nobility, sympathize with the Stormcloaks and their leader, Ulfric Stormcloak.
Skyrim's Domains
Capital: Windhelm
Jarl's Residence: Royal Palace
Jarl: Ulfric Stormcloak, Brunwulf Winterreach
Originally Allied: Stormcloaks
Eastmarch is a border hold in eastern Skyrim. It is one of the Old Holds and occupies a vast area with dramatically different natural conditions: snowy wastelands in the north give way to volcanic wastelands in the center and dense coniferous forests in the west, south, and east. The capital of Eastmarch is the ancient city of Windhelm, founded by Ysgramor himself and located at the foot of a mountain on the left bank of the White River, just downstream from its confluence with the River Yorgrim. This hold has a long and illustrious history and is now the main stronghold of the Stormcloaks—supporters of Ulfric Stormcloak, who seeks Skyrim's secession from the Empire.
Capital: Markarth
Jarl's Residence: Understone Keep
Jarl: Igmund, Thongvor Silver-Blood
Originally Allied: Imperial Legion
The Reach is Skyrim's westernmost hold, occupying a rugged highland east of the Druadach Mountains, cut by deep canyons and valleys. Its capital is the "city of stone"—Markarth, built in the ruins of the Dwemer settlement of Nchuand-Zel in a mountain valley to the west of the hold. This hold has a complex and dramatic history, stretching back centuries. In ancient times, the lands of the Reach were inhabited by the Dwemer, who left behind many ruins, then the Reachmen tribes came here and later the Nords.
Skyrim's Domains
Capital: Riften
Jarl's seat: Mistveil Keep
Jarl: Layla Law-giver, Maven Black-Briar
Originally allied with: Stormcloaks
The Rift is a border hold in the southeast of Skyrim, belonging to the so-called "Old Holds." It occupies a vast area surrounded on all sides by mountains: the Velothi Mountains to the east, the Jeroll Mountains to the south, the Throat of the World to the west, and a ridge to the north, beyond which lies the lowland state of Eastmarch. Much of the Rift, located at a significant elevation relative to its northern neighbor, is covered in unique broadleaf forests frozen in a state of eternal autumn. The hold's history stretches back centuries, and in modern times, the Rift sided with the Stormcloaks, a movement fighting for Skyrim's independence from the Empire.
Capital: Solitude
Jarl's Residence: The Blue Palace
Jarl: Elisif the Fair
Originally Allied: Imperial Legion
Haafingar is a coastal hold located in the far northwest of Skyrim, occupying a mountainous peninsula bordered to the northwest, north, and northeast by the frigid Sea of Ghosts. The capital of Haafingar and all of Skyrim is Solitude, a large city built on a gigantic rock known as the Great Arch, which extends over the wide mouth of the River Qarth. This hold has a rich and long history and serves as a stronghold of imperial power and culture in the homeland of the Nords. Situated here, Solitude serves as the economic heart of the province, being a major port city where sea, river, and land trade routes converge.
Skyrim's Domains
Capital: Morthal
Jarl's seat: Highmoon Hall
Jarl: Idgrod the Black, Sorli the Builder
Original affiliation: Imperial Legion
Hjaalmarch is a coastal hold, also classified as a "minor" hold, in the northwestern part of Skyrim. It occupies a lowland plain in the delta of the Karth and Hyal rivers, as well as the adjacent high plains and mountains to the south and east. In the far north, Hjaalmarch faces the cold and harsh Sea of Ghosts. The capital of the hold is the small city of Morthal, located on the banks of a channel on the southern edge of vast, dank marshes. The history of this hold goes back centuries and has long belonged to the Nords. Hjaalmarch is considered a backwater, with no economic value, but is of great strategic importance due to its location near the borders of Haafingar.
Culture
Skyrim and the Nords who inhabit it have a diverse culture, divided into several components: holidays and festivals, music, religion, architecture, and education. Skyrim's culture originated in the late Merethic Era.
Music:
In Skyrim in 4E 201, several songs were common that every self-respecting bard knew. These included "Ragnar the Red," "The Tale of Tongues," "The Dovahkiin Shall Come," and "The Song of the Dovahkiin." During the Skyrim Civil War, one of these songs was adapted by the warring parties.
Holidays:
Of all the holidays, notable are the Burning of King Olaf, a celebration held by the Bards' College to mark the graduation of its students, and the Feast of the Dead, which honors Ysgramor and the Five Hundred Companions.
Religion:
The Skyrim pantheon includes such gods as Alduin, Dibella, Orkey, Tsun, Mara, Stun, Kin, Junal, Shor, Ismir, Herma-Mora, Maloch, Talos, etc.
Gods of Nirn worshipped in Skyrim
Alduin is the black dragon is the firstborn of Akatosh and the elder brother of Paarthurnax. His nickname, "World-Eater," comes from Nordic myths, which describe him as a terrible, furious firestorm that destroyed the previous world to usher in this one. For this reason, the Nords see him as the god of time, both creator and harbinger of the apocalypse.
Dibella is the Goddess of Beauty, one of the Nine. In Cyrodiil, she has nearly a dozen different cults, some dedicated to women, some to artists and aesthetics, and others to the teaching of eroticism.
Dibella says: Open your heart to the noble secrets of art and love. Cherish the gifts of friendship. Seek joy and inspiration in the rites of love.
Arkay is the son of Akatosh, god of the cycle of life and death—a deity associated with funerals and burial rites and responsible for the coming of the seasons. His followers are staunch opponents of necromancy and all forms of undead.
Mara is the goddess of love and compassion. She is the Mother Goddess, patroness of fertility, and the source of compassion and understanding for mortals. She is sometimes associated with Nir of the Anuad, the feminine principle of the cosmos, who initiated the act of creation. A temple dedicated to her is located in the city of Riften, where anyone can marry.
Kynareth is the goddess of air, heaven, and wind. She is a member of the Cult of the Nine Divines and is the most powerful of the sky spirits. In some legends, she was the first to agree with Lorkhan on the necessity of creating the mortal plane and provided a place in the void for it. She is also associated with rain, a phenomenon said to have not existed until Lorkhan lost his divine spark.
Gods of Nirn worshipped in Skyrim
Stendarr, the God of Mercy, is a deity of the Nine Divines who emerged from the Nordic pantheon and became a deity of compassion, or (sometimes) rightful kingship. Stendarr is the patron of just rule and merciful tolerance.
Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, give alms.
Julianos or Julianos, the God of Wisdom and Logic, is a god often conflated with Jhunal, the Nordic father of language and mathematics. Julianos is the god of literature, law, history, and contradiction in Cyrodiil. The Cult of the Ancestor Moth, guardian of the Elder Scrolls, was founded in his honor.
Julianos's commandment reads: "Learn the truth. Observe the law. When in trouble, seek the counsel of the wise."
Akatosh, Auriel, Alkosh, and others—one of the Aedra, the Great Dragon of Time. Akatosh is the chief god of the Imperial Cult.
One of the Aedra gods who participated in the creation of the mortal plane and one of the gods who supposedly sacrificed their immortality for the well-being of the newly created world. Like the other Aedra, he has his own planet named after him.
Zenithar is the god of crafts and commerce.
His followers say that, despite his mysterious origins, Zenithar is a god who always wins. Zenithar's symbol is an anvil, representing labor.
Zenithar's commandments are: "Work hard and you will be rewarded," "Spend wisely, and solace will come," and "Never steal—you will be punished."
Talos, also known as Tiber Septim, or the Dragonborn, Heir to the Throne of the Broken Kings, is the greatest hero-god of all humanity, worshiped as the protector and patron of power itself and civil society. Tiber Septim conquered all of Tamriel and ushered in the Third Era and the Third Empire. By the time of his death, he had ascended as the God of War and Authority, and the worship of the Eight Divines was reformed into the Nine Divines.
Daedric Princes and Other Gods
Sheogorath is a Daedric Prince, also known as the Prince of Madness, the Mad One, the Mad Star, the Mad God, the Mad Lord, and the Mad Cat, whose sphere is madness and whose motives are unknown. He is believed to have been "born" when Lorkhan lost his divine spark.
Azura is a Daedric Princess whose sphere is dawn and dusk, the magic of the interregnum of twilight. She is also known as the Moonshadow, the Mother of the Rose, the Queen of the Night Sky, and the forerunner of Sotha Sil.
Nocturnal is a Daedric Princess, known as the Empress of Shadows, the Daughter of Twilight, Nocturnal the Inscrutable, the Mistress of Night, the Mistress of Mystery, and the Saint of Suspicion, whose sphere is Night and Darkness. Her chief plane of Oblivion is the Perilous Shadow.
Molag Bal is the Daedric Prince of mortal domination and enslavement. He is also known as the God of Intrigue, the King of Violence, the Prince of Wrath, the Father of Monsters, the Lord of Calamity, the Lord of Slaves, and the Reaper of Souls. He is the creator of vampires.
Boethiah (Queen of Shadows, Prince of Warriors, Prince of the Fields, Avenging Daedra) is the Prince of Intrigue. His domain is deception and conspiracy, plotting murder, assassination, betrayal, and the overthrow of power.
Boethiah is one of the Daedric Princes who appears in various gender guises. It is acceptable to use either gender in his description.
Daedric Princes and Other Gods
Mehrunes Dagon, also known as Mehrunes Dagon or Merrunes, is the Daedric Prince of Destruction. His sphere is destruction, change, revolution, energy, and ambition. He is associated with natural dangers such as fire, as well as natural disasters such as earthquakes, volcanoes, and floods.
Meridia is a Daedric Prince whose sphere is unknown to mortals, but it is understood to be associated with living beings. Meridia hates necromancy and the undead. She is mentioned in the Book of Daedra. She is summoned on the thirteenth of Morning Star.
Malacath is one of the Daedric Princes, the God of Curses, the Orcish God, and the Prince of Outcasts.
His sphere is the patronage of the exiled and scorned; he is the guardian of Sworn Oaths and Blood Curses. The Orcs call Malacath Maloch, the Dunmer call him Malak.
Lorkhan, Shezarr, Shor, or Sheor, and the Dunmer call him Sithisith and Doomdrum—the "Dead God," sometimes also called "the Lost One." He was punished by the other Aedra for forcing them to create Nirn. The volcano Red Mountain arose where the other gods threw his Heart. Lorkhan is sometimes called the god of mortals (Arkay bears a similar title).
Hermaeus Mora is the Daedric Prince of the Unknown. His sphere is the prophecy of fate, the reading of the heavens and stars, and the accumulation of forbidden knowledge.
According to some sources, he is considered one of the oldest Daedric Princes.
Tsun is the vanished god of the Nords, patron of attempts to overcome misfortune. He died defending Shor from alien gods.
Jyggalag is presumably one of the Daedric Princes or, more likely, an old name for Sheogorath before his madness and his dark side afterward.
His sphere is order and conservatism. His plane is called the Plane of Order. Jyggalag was allegedly transformed into the God of Madness by the other Daedric Princes out of fear of his power.
Magic
Spells in The Elder Scrolls are divided into several schools of magic.
Restoration
Alteration
Illusion
Conjuration
Destruction
Mastery growth in each school depends on certain conditions.
"Restoration":
Restoration spells manipulate life energy, allowing you to heal wounds, turn undead, and create magical wards that absorb both physical and magical damage. Mastery in this school is achieved through successful spellcasting. This skill will not progress if, for example, you heal someone who is already at full health or turn undead that are not nearby. This skill is affected by touching the Mage and Lover Stones.
Magic
"Alteration":
Alteration spells allow one to manipulate the physical world and its natural properties. Mastery in this school increases with effective use of the spell. This skill will not progress if defensive spells are cast outside of combat or if manipulation spells are used without the appropriate conditions, such as using "Water Breathing" without immersion in water, or casting "Detect Life" in an empty room. This skill is affected by touching the Mage and Lover Stones.
"Illusion":
Illusion spells manipulate the minds of creatures, driving them into a frenzy or, conversely, causing them to flee in fear. Experienced illusionists can influence the outcome of battle by encouraging allies or even temporarily halting the flow of combat. Illusion also allows for stealth movement, muffling their footsteps or blending the caster with their surroundings, making them invisible. This skill is affected by touching the Mage and Lover Stones.
"Sorcery":
Sorcery spells allow you to reanimate dead bodies, summon creatures from various planes of Oblivion, conjure magical weapons, and trap the souls of defeated enemies. Mastery increases through casting and using spells. Reanimating a corpse or summoning a weapon without engaging in combat will result in minimal progress. This skill is affected by touching the Mage and Lover Stones.
"Destruction":
Mastery in the School of Destruction is achieved by successfully casting spells on a target. The rate of skill advancement depends directly on the base mana consumption of the spell cast, not the actual mana consumption, but only if it successfully affects someone. For example, simply planting a rune is not enough—for the skill to progress, someone must be blown up by it. This skill is affected by touching the Mage and Lover Stones. Destruction is primarily chosen by combat mages seeking to quickly destroy an enemy.
Alchemy
Alchemy is a skill in The Elder Scrolls V: Skyrim that is especially useful for thieves. Alchemists create a variety of beneficial and poisonous potions. The methods for most of these are secret or completely lost, but some are described in recipes found for sale and while exploring the world. This skill is increased by touching the Thief and Lover Stones.
All kinds of potions, elixirs, and poisons are created using a special device by mixing various ingredients. Each ingredient has four different, unknown properties. When at least two similar ingredients are combined, a potion with that property is created. In other words, to create a potion, you need at least two different ingredients with at least one identical property. If ingredients with properties that do not share a single effect are used, the ingredients are destroyed.
Blacksmithing
Blacksmithing is a skill in The Elder Scrolls V: Skyrim that affects the stats of crafted and upgraded equipment. The more skilled the blacksmith, the more deadly the weapons they forge and the more durable the armor they craft. It is a crafting skill, along with alchemy and enchanting. It is preferred by warriors, although anyone with sufficient dedication can learn blacksmithing. This skill's progress is affected by touching the Warrior and Lover Stones. The permanent "Ancient Knowledge" perk, among other things, accelerates the development of this skill by 15%.
— A whetstone is used to improve weapons, increasing their damage;
— A workbench is needed to improve armor by increasing its defense;
— An anvil is required to forge new weapons and armor;
— A tanning rack is used to tan animal hides, tan leather, and cut it into strips;
— A smelter is needed to smelt ore into ingots.
Thu'um
Thu'um, the Voice of the Storm, simply the Voice, or dragon Shouts, is a form of magic found on Nirn. It was first implemented in The Elder Scrolls V: Skyrim as a new ability for the protagonist.
The first mention of the Thu'um appears in The Elder Scrolls III: Morrowind, in the books "Varieties of Faith in the Empire" and "Children of the Sky." The latter describes much of what was implemented in Skyrim (using the Voice in battle, during city assaults, and for spatial movement), as well as some omitted aspects.
The protagonist possesses the innate ability to absorb the souls of dragons they slay and speak their language. Shortly after beginning the main quest, the hero unlocks the gift of the Voice—the ability to channel life energy into a Thu'um, or Shout.
Each Shout consists of three Words of Power. The more words of the Scream the hero pronounces, the more effective it is, but the longer it will take to restore the vocal cords before using the gift again.
Colleges, Guilds and other Factions
The College of Winterhold is located, appropriately, in Winterhold. It is the only place in Skyrim where magical studies are taught. The exact date of the College's founding is unknown, but its construction and subsequent use were initiated by Shalidor at the end of the First Era. Formally, the College was never part of the Mages Guild; it was a separate magical organization operating only in Skyrim.
Colleges, Guilds and other Factions
The Bards College is a music school in Solitude that trains bards, wandering warrior-musicians, poets, and writers. The College offers no career advancement, unlike other factions.
However, even after joining, the main character will not receive a bed or chest. The Bards College is more of a neat addition to the game than a fully-fledged Guild.
The Mages Guild is a professional organization recognized by the Emperor of Tamriel, created to advance the study of the arcane arts. The Mages Guild is one of the most powerful organizations in Tamriel.
The Guild's primary mission is the study and practice of magic. All the most popular potions and magical items were created by Mages Guild members. All of these can always be purchased at Guild offices for a reasonable price, as well as a wide variety of spells and potion-making components. Those advanced in scholarship gain access to creating their own spells and enchantments.
The Thieves' Guild is located in the city of Riften. Its headquarters are in the Ragged Flagon tavern, located in the city's catacombs, the so-called "Rathole." In the city, the guild is not considered a respected organization like the Companions in Whiterun, but rather a gathering of braggarts and hooligans.
Membership in the guild is useful when encountering problems with the guards. After joining, you'll be able to bribe the guards when arrested for a crime, even with a low Speech skill and without the Bribery ability.
The Companions are a guild that may be suitable for a warrior. After joining the Companions, you can acquire good weapons (the best starting weapon, Celestial Weapons, can be obtained for free from the Celestial Forge immediately after joining).
According to legend, the legendary Harbinger Ysgramor gathered the first Five Hundred Companions in Atmora and returned to Skyrim to exact revenge on the elves and seize territory after the fall of Saarthal on the Night of Tears.
Colleges, Guilds and other Factions
The Dark Brotherhood is an ancient and secret society of assassins. They consider themselves one extended family, bonded by blood and death. They refer to their members as "brother" or "sister." The Brotherhood is not only an assassins' guild, but also a religious order worshiping Sithis, the chaotic nature of Padhome. They commit murder not only for pleasure and profit, but also for the sake of Sithis itself.
The Dark Brotherhood considers itself an organization destined to exploit the eternal interplay of life on Nirn. For them, murder is the purest celebration of joy or life, and the souls of their victims are sent straight to the abyss of their father of terror, Sithis. They do not advertise their services or their creed; fear and mystery drive them.
The Imperial Legion is the most disciplined and effective military force in the history of Tamriel. Its garrisons are located throughout the provinces and are tasked with maintaining order and enforcing Imperial law in the regions.
During periods of peace, lower-ranking soldiers are employed in maintaining order, escorting Imperial supplies, conducting rescue operations, and exterminating dangerous predators. If necessary, the garrisons can be mobilized and used to counter external threats. Soldiers who have distinguished themselves in the Legion can be transferred to the ranks of the Imperial Guard.
The Stormcloaks are a rebel organization whose goals include the overthrow of Imperial rule in Skyrim; the independence of Skyrim from the Empire; and the repeal of the White-Gold Concordat throughout Skyrim, which primarily includes lifting the ban on the worship of Talos.
The Psijic Order is the oldest Altmer monastic order in Tamriel. Members of the Psijic Order follow the Old Way—a philosophy of meditation and study that allows a strong individual to harness the forces of nature. While the Old Way itself differs from magic, the results are similar. Some consider the Old Way akin to Mysticism.
Colleges, Guilds and other Factions
The Greybeards are an ancient yet small order whose members follow the Path of the Voice, founded by Jurgen Windcaller. The Path of the Voice is a teaching and ancient form of spiritual magic that allows one to channel one's life force into the "thu'um," or Voice. This ancient form of magic was once widespread among the Nords of Skyrim, enabling them to batter down gates and strike down enemies, but now only the Greybeards study the Path of the Voice.
The Dawnguard is currently an organization of vampire hunters founded by Isran, a descendant of Stendarr's Watch. The name for this organization was borrowed from the former owners of Fort Dawnguard, which currently serves as a base for vampire hunters.
The Silver Hand is a group of werewolf hunters in Skyrim. Their primary mission is to hunt down and destroy werewolves and other shapeshifters. This organization typically resides in the ruins of old forts. A distinctive feature of the Silver Hand is their use of silver weapons exclusively.
This group also engages in robbery and banditry, which has earned them their status as outlaws.
The Forsworn are an armed rebel group operating in the Eastern Reach, composed of Reachmen but also including members of other races who sympathize with them. The Forsworn are also assisted by sorcerers. The Forsworn's goal is to recapture the Eastern Reach from the Nords and return the land to Reachmen control. The group even adopted its name, "Forsworn," to emphasize the fact that they have become outcasts in their own land.
The Blades are an elite knightly order formed during the Second Era by Tiber Septim, whose primary mission is to serve the Septim imperial dynasty. Before this, the Blades were known as the Dragonguard, whose history dates back to Akavir and whose primary mission was to slay dragons and find the Dragonborn.
Races
Bretons, or Bretons, are the result of a long interbreeding of humans and mer, descending from the Nedic and Aldmeri people who once inhabited High Rock. The Manmeri, as the metis were originally called, gradually absorbed more and more human traits until they became what we now know as Bretons. From the Aldmeri, they inherited some physical traits and a special talent for magic. High Rock society is traditionally fragmented, which has significantly contributed to the mentality of this race. In Skyrim, Bretons live dispersed, gravitating toward the College of Winterhold, the province's seat of arcane arts. Closely related to the Bretons are the Reachmen, the indigenous people of Skyrim's westernmost hold—the Reach.
In addition to their natural magical talent, even the most humble Bretons boast high magic resistance. They possess the ability "Dragon Skin," which allows them to absorb spells.
Races
Imperials is the name given to the people of Skyrim's southern neighbor, Cyrodiil, whose history is closely intertwined with that of the Nords. The success of the Alessian slave rebellion was due, among other things, to the support of Skyrim's armies. These two peoples also waged war together against the Direnni clan in High Rock, despite the later betrayal of the Alessian Empire by Skyrim's High King, Hoag, who fought at the Battle of Glenumbria Wastes under the Direnni banner. After the rise of the Third Empire, Skyrim became one of the provinces most loyal to Imperial rule, sharing with Cyrodiil all the hardships and difficulties, such as the Oblivion Crisis and the Great War, which, or more precisely, the peace treaty that ended it, shattered the friendship between the nations. The Stormcloak rebels are seeking independence from the Empire and its traditions, while the Imperial Legion and pro-Imperial Nords of Skyrim oppose Ulfric and his supporters. Most Imperials in the province are Legion soldiers. Most civilians among the Imperials are traditionally concentrated in Haafingar and its capital, Solitude, although Cyrodiils can be found in all the province's holds.
The inhabitants of Cyrodiil are natural diplomats and traders. They are skilled with weapons and magic. Wherever gold can be found, the Imperials somehow manage to find a little more. The "Voice of the Emperor" ability allows them to calm their enemies.
Races
Nords make up the overwhelming majority of Skyrim's population, which they consider their homeland. The Atmorans arrived in Tamriel in the Merethic Era, but Nords consider themselves descendants of the settlers who arrived with Ysgramor. In ancient times, they built a vast empire from High Rock to Morrowind (then called differently) and participated in the Alessian slave revolt. Skyrim was traditionally considered the most loyal province to the Empire until a civil war broke out in 4E 201 between supporters of the Third Empire and the Stormcloaks, who sought to achieve Skyrim's independence. Society is divided geographically into fiefdoms, ruled by jarls who enjoy a certain degree of autonomy.
The inhabitants of Skyrim are tall, fair-haired people. Strong and resilient, Nords are renowned for their martial talents and their resistance to cold. They can use a battle cry to cause the enemy to flee.
Races
This race originates from the ancient continent of Yokuda, which was submerged by the sea in ancient times. Upon arriving in Tamriel in the First Era, the Redguards began their conquest of Volenfell, which they later named Hammerfell.
Of all the human races, Redguards are the strongest and most agile, and are well-adapted to the hot, dry climate of the Alik'r Desert. They typically have dark skin, ranging from light brown to black, sometimes with a reddish tint. Their physiology makes them excellent warriors, particularly swordsmen.
In addition to their natural combat talent, Redguards boast a high resistance to poison. They possess the ability "Battle Rage," which allows them to quickly replenish their stamina.
Races
The homeland of the Altmer, or "High Elves," is the Summerset Isles, far from the cold expanses of Skyrim, renowned for their warm climate and stunning landscapes. Since ancient times, they have been known for their proud and arrogant attitude toward other races, especially humans, which has fueled mutual hatred, intensified by the horrors of the Great War, which still lingers in the memories of many inhabitants of Tamriel. Nords hold a particular dislike for the Altmer, due both to their history and to the ban on the worship of Talos in the Empire, which was one of the conditions of the White-Gold Concordat.
The Altmer are extremely gifted in the magical arts, which is confirmed in-game. Racial bonuses grant Altmer a boost to magical skills, and a number of abilities contribute to both the accumulation of magical energy and its accelerated regeneration.
The Bosmer, also known as "Wood Elves," hail from distant Valenwood, now part of the Third Aldmeri Dominion, with which the Empire recently fought. The Bosmer also fought in the Great War, but among the Skyrim Bosmer are those who fled the Thalmor. They are scattered throughout Skyrim, gravitating closer to the western part, where pro-Imperial jarls retain power.
Wood Elves are excellent thieves and scouts, and no one in all of Tamriel can match their skill with a bow. They possess an innate resistance to poison and disease. They can also subjugate animals to their will, forcing them to fight on their side.
Races
The Dunmer, or "Dark Elves" as they are known in the Empire, are natives of the harsh land of Morrowind, which endured difficult times at the beginning of the Fourth Era. The eruption of Red Mountain and the Argonian invasion nearly destroyed these people, but they persevered and continued to live in the harsh conditions of their homeland, although many migrated to neighboring lands, including Skyrim. The attitude of the Nords, especially the eastern ones, toward the Dunmer, their eternal rivals and enemies, has fluctuated throughout history: from alliance (Ebonheart Pact) to outright oppression (Stormcloaks). Although the High King ceded Solstheim to the Dunmer after the Red Year in 4E 16 as a gesture of goodwill, a large number of Dark Elves live in Windhelm under the rule of Jarl Ulfric Stormcloak.
Dunmer are skilled mages, also distinguished by their well-developed stealth skills. They possess an innate resistance to fire and can use the wrath of their ancestors to surround themselves with fire.
Orcs, also known as Orsimer, are the native inhabitants of Orsinium, a small mountain kingdom between Hammerfell and Skyrim. It has been sacked and rebuilt many times. Members of this race are green-skinned, with pronounced lower fangs and pointed ears. Some orcs may have growths on their foreheads. Orcs are renowned, above all, as excellent warriors and unrivaled masters of blacksmithing.
Orcs are most often encountered in orc strongholds, although a significant number of this race also live in cities, despite the traditional mistrust of other races of Tamriel. In addition to being natural-born warriors and blacksmiths, orcs possess the ability "Berserker Rage," which significantly enhances their combat abilities.
Most Orsimer in Skyrim reside in orc strongholds. Each stronghold is home to a separate tribe. They are all governed by a chieftain, who rules not by right of inheritance, but by right of strength.
Races
Natives of the distant, humid, and hot Black Marsh, they seem completely unsuited to Skyrim's cold climate. They call themselves "Saxhleel." Their communities also exist in the eastern part of the province, where power is held by nationalist jarls who support the outspoken racist Ulfric Stormcloak, who proclaimed the slogan "Skyrim for the Nords!" Amidst the civil war, they continue to live and work—usually on the docks, due to their love of the aquatic environment.
Argonians' physiology allows them to breathe underwater, thanks to their small gills. Furthermore, these reptiles successfully resist many diseases, but, unlike in previous games, they have lost their resistance to poison. Argonians can also heal themselves once per day. Among this race are talented mages and thieves.
This is one of the so-called beast races, whose members are strikingly different from the other inhabitants of Skyrim. A small number of Khajiit live in this province, most often found in caravans traveling between cities and trading with the locals at the gates of the hold capitals. They are not allowed within the walls, but this does not bother the Khajiit. Their homeland, Elsweyr, no longer exists as a unified state, but is divided into two semi-independent states: Anequina in the north and Pelletine in the south, which have declared themselves vassals of the Third Aldmeri Dominion.
The inhabitants of Elsweyr are intelligent, quick, and agile. Their natural stealth makes them excellent thieves. All Khajiit can see in the dark and can strike with their claws in unarmed combat.
Skyrim isn't just a game; it's an entire world bursting with freedom and possibility. It's an open-world RPG where you are the protagonist of your own story. Forget rigid boundaries and predetermined paths. Here, you decide who you want to become: a mighty warrior, a cunning thief, a powerful mage, or something completely unique.
Story: Awakening of the Dragonborn
The story of Skyrim begins with your awakening as a prisoner on the way to execution. But fate decreed otherwise. At the crucial moment, as the executioner's axe is about to be raised, the sky opens and a dragon descends, sowing chaos and destruction. In that moment, you realize you are more than just a prisoner. You are the Dragonborn, a being whose soul possesses the power of dragons, capable of speaking their language and absorbing their souls.
Your primary goal is to stop the return of Alduin, the World Serpent, an ancient and powerful dragon prophesied to destroy the world. But that's just the tip of the iceberg.
Skyrim isn't just an epic battle with dragons. It's a vast, meticulously detailed province filled with:
There is no right or wrong path in Skyrim. Shape your history.
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