The Elder Scrolls: Arena
256px-Elder Scrolls Arena Cover

Elder Scrolls: Arena cover

Developer(s) Bethesda Softworks
Publisher(s) Bethesda Softworks
Composer(s) Eric Heberling
Series The Elder Scrolls
Version 1.06 (floppy version)

1.07 (CD version)

Platform(s) MS-DOS
Release date(s)
Genre(s) Action role-playing, Open world
Mode(s) Single player (first-personview)
Media/distribution Floppy disk, CD-ROM, download

The Elder Scrolls: ArenaEdit

The Elder Scrolls: Arena is an action role-playing open world video game developed by Bethesda Softworks and released in 1994 for MS-DOS. It is the first game in the Elder Scrolls series. In 2004, a downloadable version of the game was made available free of charge as part of the 10th anniversary of The Elder Scrolls series, but newer systems may require an emulator such as DOSBox to run it, as Arena is a DOS-based program.[1]

Like its sequels, Arena takes place in the continent of Tamriel, complete with wilderness, dungeons, and a spell creation system that allows players to mix various spell effects into a new spell as long as they have the money to pay for it.


She is able to hold herself together long enough to direct the player's character how to escape from slow death in the dungeons through a teleportation device called a "shift-gate." Past that point, she lacks the power to manifest physically, and appears to the player during dreams. The central quest requires the player to obtain various artifacts. Each time such an item is found, Silmane appears the next time the player rests, in order to provide the general location of the next such item. The events portrayed in this game would later on be known as "The Imperial Simulacrum."The Emperor, Uriel Septim VII has been imprisoned in another dimension (in a copy of the Black Horse Courier in The Elder Scrolls IV: Oblivion, this dimension is revealed to be a realm of Oblivion), and impersonated by Imperial Battlemage Jagar Tharn. The only way to bring him back is to find the eight pieces of the Staff of Chaos. After the pieces have been collected, the hero battles with Tharn in the Imperial City. Ria Silmane, just prior to the start of the game, is apprentice to Jagar Tharn. During his usurpation of the throne, Tharn is unable to corrupt his apprentice, and so he murders her.

Part of this story is found in Daggerfall, Morrowind, Oblivion and Skyrim within the book series "The Real Barenziah." The next game in the series is The Elder Scrolls II: Daggerfall, released in 1996.

The Elder Scrolls II: Daggerfall
256px-Daggerfall Cover art
Developer(s) Bethesda Softworks
Publisher(s) Bethesda Softworks
Composer(s) Eric Heberling
Series The Elder Scrolls
Engine XnGine
Version 1.07.213[1]
Platform(s) MS-DOS
Release date(s)
  • NA August 31, 1996
  • EU 1996
Genre(s) Action role-playing, Open world
Mode(s) Single player (first-personview)
Media/distribution CD-ROM
System requirements


  • 90 MHz Pentium
  • 32 MB RAM
  • 200 MB disk space

The Elder Scrolls II: DaggerfallEdit

The Elder Scrolls II: Daggerfall is an action role-playing open world video game developed by Bethesda Softworks and released in 1996 for MS-DOS. It is a sequel to The Elder Scrolls: Arena and the second installment in The Elder Scrolls series. On July 9, 2009, it was made available as a free download on the Elder Scrolls website. It is the first game in the series to be rated M.


Daggerfall is a city in the Breton homeland of High Rock. The player is sent here at the personal request of the emperor. He wants the player to do two things. First, the player must free the ghost of the late King Lysandus from his earthly shackles. Second, the player must discover what happened to a letter from the emperor to a Blades spy in the court of Daggerfall. The letter reveals that Lysandus's mother, Nulfaga, knows the location of the Mantella, the key to resurrecting the first Numidium, a powerful iron golem. The emperor wants his spy to force Nulfaga into revealing the location of the Mantella so that the Blades can finish the reconstruction of the Numidium. Through a series of mishaps and confusions the letter fell into the hands of an orc by the name of Gortworg. Not knowing what the Mantella is, Gortworg consults Mannimarco, the King of Worms (the leader of the Necromancers). During this time the Underking, who originally destroyed the first Numidium because of its misuse by Tiber Septim, is recuperating deep within a tomb of High Rock after expending so much energy destroying it the first time. In order for the player to give the Mantella to anyone, the player must kill King Lysandus's murderer and put his ghost to rest. After accomplishing this, the player must steal the totem of Tiber Septim from King Gothryd of Daggerfall, and free the Mantella from its prison in Aetherius. Following this the player has six choices of how to deal with the Mantella.


Daggerfall has six endings:

  • If the player activates the Mantella himself while in possession of the totem (the controlling device of the Numidium), the Numidium will slay the player, go out of control, and be destroyed by Imperialforces. It should be noted that although this was listed as a possible ending on the Elder Scroll's official website during the 10th anniversary of the series, there doesn't appear to be any possible way to achieve this ending because the player cannot retrieve the Mantella without giving the totem to one of the major powers first. This ending is possibly just a rumor which even staff of Bethesda that did not work on the development of Daggerfall were led to believe was true. It is possible to achieve this ending through hacking of game files however the end result is a glitched mess.
  • If the player gives the Mantella to the Underking, he absorbs its power, passes into eternal rest, and creates a large "magicka free" area around himself.
  • If Gortworg is victorious, he uses the Numidium to destroy the Imperial forces and the "Bay Kings", the rulers of the several provinces of the Iliac Bay. The Underking arrives shortly thereafter to destroy the first Numidium once and for all, losing his own life in the process. Gortworg then succeeds in creating Orsinium, a kingdom of Orcs.
  • If the Blades are victorious, they succeed in recreating the first Numidium and use it to defeat the Bay Kings and the Orcs as well as unite all the provinces of Tamriel under the empire once again.
  • If any of the Bay Kings win, that king will use the first Numidium to defeat all the other kings just before the Underking destroys him and itself.
  • If Mannimarco receives the Mantella, he uses it to make himself a god.

The Elder Scrolls III: Morrowind
Developer(s) Bethesda Game Studios
Publisher(s) Bethesda Softworks

Ubisoft (Europe: Xbox)

Designer(s) Todd Howard (project lead)Ken Rolston (lead designer)
Composer(s) Jeremy Soule
Series The Elder Scrolls
Engine NetImmerse/GameBryo
Version 1.2.0722[1] (July 22, 2002)1.6.1820 (GotY)[2] (July 09, 2003)
Platform(s) Microsoft Windows, Xbox
Release date(s) Microsoft Windows[3]
  • NA May 1, 2002
  • EU May 2, 2002


  • NA June 6, 2002
  • EU November 22, 2002

Game of the Year Edition

  • NA October 31, 2003
  • EU November 7, 2003 (PC)
  • EU February 20, 2004 (Xbox)
Genre(s) Action role-playing, Open world
Mode(s) Single player (first-personand third-person view)
Media/distribution 2 CD-ROMs (PC), 1 DVD(Xbox), Download
System requirements

Windows ME/98 - 128 MB RAM Windows XP/2000 - 256 MB RAM, 500 MHz Intel Pentium III, Celeron, AMD Athlon or better processor, 8x CD/DVD-ROM Drive, 1 GB free hard disk space, DirectX 8.1 (included), 32 MB Direct3D compatible video card with 32-bit color support, DirectX 8.1 compatible driver, and Hardware Transform & Lighting support, DirectX 8.1 compatible sound card

The Elder Scrolls III: MorrowindEdit

The Elder Scrolls III: Morrowind is an action role-playing open world video game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third installment inThe Elder Scrolls series of games, following The Elder Scrolls II: Daggerfall, and preceding The Elder Scrolls IV: Oblivion. It was released in North America in 2002 for Microsoft Windows and the Xbox. Well-received publicly and critically, with over four million sales[5] and more than 60 awards (including Game of the Year),[6] the game spawned two expansion packs for the PC: Tribunal andBloodmoon. Both were eventually repackaged into a full set containing all three, Morrowind: Game of the Year Edition, which shipped on October 30, 2003 for both PC and Xbox.[7]

The main story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire of Tamriel and is far from the more civilized lands to the west and south that typifiedDaggerfall and Arena. The central quests concern the deity Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign.[8][9][10]Morrowind was designed with an open-ended free-form style of gameplay in mind, with less of an emphasis on the game's main plot than its predecessors. This choice received mixed reviews in thegaming press, though such feelings were tempered by reviewers' appreciation of Morrowind's expansive and detailed game world.


While Morrowind contains many quests and storylines, the central plot revolves around the reincarnation of the Dunmer hero, Indoril Nerevar. The incarnate of Nerevar, referred to as "The Nerevarine", has been prophesied to oppose and defeat the rise of the malevolent deity Dagoth Ur and the remnants of his followers. These followers are encompassed in a forbidden faction named "The Sixth House", and are mainly located within the volcanic region of Red Mountain in the center of Vvardenfell, the island on which the game takes place. Dagoth Ur has used the Heart of Lorkhan, an artifact of great power, to make himself immortal and now seeks to drive the Imperial occupiers from Morrowind using his network of spies, as well as an enormous golem, powered by the Heart of Lorkhan, which Dagoth Ur had originally been tasked to guard.[8][10]

After a storm and a strange vision in his dreams, the player begins fresh off a boat from a mainland prison in a town called Seyda Neen, freed by the string-pulling of the current ruler of the Tamrielic Empire, Emperor Uriel Septim VII, with the task of meeting Caius Cosades, a member of the Blades, a secret group tasked with the protection of the Emperor and the Empire.[15]

Cosades inducts the player into the Blades under orders of the Emperor, and sets the player on various quests to uncover the mysterious disappearances and revelations that the citizens of Vvardenfell have experienced, particularly the Sixth House and the Ashlander prophecies of the Nerevarine. It is later revealed that The Sixth House, and Dagoth Ur, has been directly influencing the people within their dreams, including attempts to invade the player's mind.

Prophecies from the nomadic people living in the Ashlands, The Ashlanders, predict that Nerevar's incarnate will fulfil a set of seven prophecies. The first two prophecies are that Nerevar will be born on a certain day to uncertain parents, and will be cured of Corprus disease. Fulfilling these, the player seeks to complete the third prophecy, a test to find the Moon-and-Star, the symbolic ring worn by Nerevar, which would instantly kill any other who tried to wear it. Once the player finds and equips the ring, he receives a vision from Azura, the ancient Daedric Queen of the Dawn and Dusk, who confirms that the player is Nerevar's incarnate. Nerevar completes the fourth and fifth trials, which are to rally the Great Houses and Ashlanders of Vvardenfell under one banner. After receiving the support and being declared "Hortator" of the Great Houses and "Nerevarine" of the nomadic Ashlander tribes, the player is officially, albeit reluctantly, called "Nerevarine" by the Tribunal Temple, who normally persecute anyone who claims to be the Nerevarine and sentences them to death.

Nerevar is invited to the palace of the poet god-King Vivec to discuss the assault on Dagoth Ur's stronghold in the heart of Red Mountain. Vivec presents the player with the artifact gauntlet Wraithguard, an ancient Dwemer artifact that can use the tools of 'Sunder' and 'Keening'. The ancient implements will destroy the fabled Heart of Lorkhan, but without having the Wraithguard equipped, it will deal a fatal blow to whoever wields it.[33]

The player travels into Red Mountain to Dagoth Ur's citadel. After talking with Dagoth Ur, who attempts to sway the player to his side with the claim that he is merely following Nerevar's final orders, the player and Dagoth Ur fight. Besting Dagoth Ur, the player breaks the Heart of Lorkhan with Kagrenac's tools, destroying the source of Dagoth Ur's power and killing him in the process. Akulakhan's Chamber where Lorkhan's heart resides is destroyed, and in turn Red Mountain is cleared of blight and The Sixth House falls. Upon escaping from the chamber, Nerevar is congratulated by Azura, who appears before him to reward his efforts of fulfilling the prophecy.[34]

After the Main Quest's completion, the game does not end. Vvardenfell is however affected in many different ways. The Blight Storms cease to plague the land, and the weak minded followers of the Sixth House are re-awakened, remembering nothing of their ordeal. The Dreamers who harassed Nerevar fall silent, and Nerevar becomes widely known as the savior of Vvardenfell. The quintessential consequence of defeating Dagoth Ur was the destruction of the Heart of Lorkhan. Due to their immortality linked to the heart, Vivec and the Tribunal become mortal again, leaving Vivec's future in question and up to the player to determine his fate. The loss of divinity among the Tribunal is the main concept for the game's expansion, "Tribunal". It has since been rumored that the hero pursued an expedition to the continent Akavir.

The Elder Scrolls IV: Oblivion
256px-The Elder Scrolls IV Oblivion cover

Cover art with the initial T-rating

Developer(s) Bethesda Game Studios

(Microsoft Windows & Xbox 360) Superscape(Mobile phone) 4J Studios(PlayStation 3)

Publisher(s) 2K Games (Microsoft Windows & Xbox 360)Vir2L Studios (Mobile phone)Bethesda Softworks(PlayStation 3)
Designer(s) Todd Howard

(executive producer) Ken Rolston (lead designer)

Artist(s) Matthew Carofano
Composer(s) Jeremy Soule
Series The Elder Scrolls
Engine Gamebryo (graphics)Havok (physics)SpeedTree (foliage)
Platform(s) Microsoft Windows,Mobile phone,PlayStation 3, Xbox 360
Release date(s) Microsoft Windows & Xbox 360
  • NA March 20, 2006
  • AUS March 23, 2006
  • EU March 24, 2006
  • JP July 26, 2007

Game of the Year Edition

  • NA September 10, 2007
  • EU September 21, 2007
  • AUS September 28, 2007
  • JP April 22, 2010

Mobile phone

  • NA May 2, 2006

PlayStation 3

  • NA March 20, 2007
  • AUS April 26, 2007
  • EU April 27, 2007
  • JP September 27, 2007

Game of the Year Edition

  • NA October 16, 2007
  • AUS December 13, 2007
  • EU December 14, 2007
  • JP April 22, 2010
Latest release 1.2.0416 / April 30, 2007
Genre(s) Action role-playing, Open world
Mode(s) Single-player
Media/distribution DVD, Blu-ray Disc, Download
System requirements

See Development section for requirements matrix

The Elder Scrolls IV: OblivionEdit

The Elder Scrolls IV: Oblivion is an action role-playing open world video game developed by Bethesda Game Studios and published by Bethesda Softworks and the Take-Two Interactive subsidiary 2K Games. It is the fourth installment in The Elder Scrolls action fantasy video game series, following The Elder Scrolls III: Morrowind and followed by The Elder Scrolls V: Skyrim. Oblivion was first released in March 2006 for Microsoft Windows and Xbox 360. A PlayStation 3 (PS3) version shipped in March 2007 in North America, and in April 2007 in Europe and Australia. After a number of smaller content releases, a major expansion pack, Shivering Isles, was distributed. The Elder Scrolls IV: Oblivion Game of the Year Edition (a package including both Shivering Isles and the official plug-in Knights of the Nine) was released in September 2007 for Microsoft Windows, Xbox 360, and PlayStation 3, and on Steam in June 2009. A fifth anniversary edition was shipped in North America in July 2011 and in Australia in September 2011. Versions for other regions have been confirmed, although release details are unannounced.

Oblivion's main story revolves around the player character's efforts to thwart a fanatical cult known as the "Mythic Dawn" that plans to open the gates to a realm called "Oblivion". The game continues the open-world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time and to ignore or postpone the main storyline indefinitely. A perpetual objective for players is to improve their character's skills, which are numerical representations of certain abilities. Seven skills are selected early in the game as major skills, with the remainder termed minor.Developers opted for tighter pacing in gameplay and greater plot focus than in past titles.

Development for Oblivion began in 2002, directly after the release of Morrowind. To achieve its goals of designing "cutting-edge graphics", Bethesda used an improved Havok physics engine, high dynamic range lighting, procedural content generation tools that allowed developers to quickly create detailed terrains, and the Radiant A.I. system, which enabled non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The game was developed with fully voiced characters—a first for the series—and features the music of BAFTA-award-winning composer Jeremy Soule. Oblivion was well received and has won a number of industry and publication awards. It was praised for its impressive graphics, expansive game world and schedule-driven NPCs. The game had shipped 1.7 million copies by April 2006, and sold over 3 million copies by January 2007.


Oblivion is set after the events of The Elder Scrolls III: Morrowind, though it is not a direct sequel to it or any other game.[6] The game is set in Cyrodiil -- a province of Tamriel, the continent on which all the games in the series have taken place. The story begins with the player imprisoned in a cell for an unnamed crime and the arrival of Emperor Uriel Septim VII, accompanied by Imperial bodyguards known as "the Blades" at the Imperial City prison. They are fleeing from the assassins of the Mythic Dawn, a Daedric cult, who have murdered the Emperor's three sons. The emperor and the Blades head to a sewer that leads out of the city, using a secret entrance that is located in the player's cell. There, the group, joined by the player, is attacked by the Mythic Dawn. Uriel Septim entrusts the player with the Amulet of Kings, worn by the Septim emperors of Tamriel, and orders the player to take it to a man named Jauffre, the grand master of the Blades. Immediately afterward one of the assassins kills the Emperor. The player then proceeds to the open world of Cyrodiil.[7]

The lack of an heir for Uriel Septim has broken an old covenant—the barrier to the realm of Oblivion: a dangerous realm that is in another dimension. Multiple gates to Oblivion open, and an invasion of Tamriel begins by magical creatures known as Daedra. Jauffre tells the player that the only way to close the gates permanently is to find someone of the royal bloodline to retake the throne and relight the Dragonfires—with the Amulet of Kings—in the Imperial City. Fortunately, there is an illegitimate son named Martin, who is a priest in the city of Kvatch. Upon arriving at Kvatch, the player finds that the Daedra are destroying the city. A massive Oblivion Gate is obstructing the main city entrance, and the player must venture into the Planes of Oblivion before searching for Martin. After closing the gate, the player enters Kvatch and persuades Martin to come to Weynon Priory.[7]

Upon returning, the player finds that Weynon Priory is under attack by Mythic Dawn cult members and that the Amulet of Kings has been stolen. The player escorts Jauffre and Martin to Cloud Ruler Temple, the stronghold of the Blades. Martin is there recognized as the emperor and is given command of the Blades, while the player sets off in search of the amulet. After gathering information, the player attempts to infiltrate the secret meeting place of the Mythic Dawn. When the player does so, their leader, Mankar Camoran, escapes through a portal, taking the amulet with him. The player takes the book that had opened the portal to Martin, who deduces the way to reopen the portal. The player seeks out three key artifacts necessary to recreate the portal: a Daedric artifact, the armor of the first Septim emperor, and a Great Welkynd Stone. With all three retrieved, Martin reveals that a final ingredient is needed: a Great Sigil Stone from inside a Great Gate similar to the one that devastated Kvatch. Martin and Jauffre decide to allow the city of Bruma to be attacked by Daedra so that a Great Gate will be opened. Once it is, the player obtains the Stone and closes the Gate.[7]

A portal is created at Cloud Ruler Temple and the player is sent through. After bypassing monsters and obstacles, the player confronts Camoran and kills him. The player returns the Amulet of Kings to Martin Septim, and the Blades travel to the Imperial City to relight the Dragonfires and end the Daedric invasion. They find the city under attack by Daedra and the Daedric Prince of Destruction, Mehrunes Dagon. The player and Martin fight their way to the Dragonfires, where Martin shatters the Amulet of Kings to merge himself with the spirit of Akatosh, the Dragon-God of Time, and become his avatar. After a battle, the Avatar casts Dagon back into Oblivion before turning to stone. Martin disappears, the gates of Oblivion are shut forever, the Amulet of Kings is destroyed, and the throne of the Empire again lies empty. In a final monologue, Martin Septim describes the events in an optimistic light and states that the future of Tamriel is now in the player's hands.[7]

The Elder Scrolls V: Skyrim
The Elder Scrolls V Skyrim cover
Developer(s) Bethesda Game Studios
Publisher(s) Bethesda Softworks
Distributor(s) Bethesda Softworks (retail)

Skyrim on Steam(online)

Director(s) Todd Howard
Composer(s) Jeremy Soule
Series The Elder Scrolls
Engine Creation Engine

Havok Physics

Version 1.5 (March 20, 2012)[1]
Platform(s) Microsoft Windows,PlayStation 3, Xbox 360
Release date(s)
  • WW November 11, 2011[2]
  • JP December 8, 2011
Genre(s) Action role-playing, open world
Mode(s) Single-player (first-personand third-person view)
Media/distribution DVD, Blu-ray Disc,download
System requirements

See Development section

The Elder Scrolls V: SkyrimEdit

The Elder Scrolls V: Skyrim is an action role-playing open world video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth installment in The Elder Scrollsaction role-playing video game series, following The Elder Scrolls IV: Oblivion. Skyrim was released on November 11, 2011 for Microsoft Windows, PlayStation 3 and Xbox 360.

Skyrim's main story revolves around the player character's efforts to defeat Alduin, a Dragon god who is prophesied to destroy the world. Set two hundred years after Oblivion, the game takes place in the fictional province of Skyrim, upon the continent of Tamriel, and the planet of Nirn. The open world gameplay of the Elder Scrolls series returns in Skyrim; the player can explore the land at will and ignore or postpone the main quest indefinitely. Skyrim was a critical and commercial success, receiving universal acclaim and shipping over 7 million copies to retailers within the first week of release.[8]



Skyrim is not a direct sequel to Oblivion, but a new chapter in the Elder Scrolls series, set 200 years after the events of Oblivion.[24] Following the death of Martin Septim and the end of the Oblivion crisis, this heralded the beginning of the Fourth Era. A Colovian warlord from Cyrodiil named Titus Mede conquers the Imperial City, beginning the Mede dynasty in absence of the previous Septim bloodline. In the Empire's weak state, the provinces of Elsweyr, Black Marsh, Valenwood, and the Summerset Isles secede from the Empire. The provinces of the Summerset Isles and Valenwood, home to the Altmer and Bosmer, respectively, create the Aldmeri Dominion, an Elven empire, and rename the founding provinces to "Alinor". Thirty years prior to the events of Skyrim, the Thalmor, who govern the Dominion, begin to invade both Hammerfell and Cyrodiil, beginning the "Great War", due to a rejection of an ultimatum presented by a Dominion ambassador to the current Emperor, Titus Mede II. The Empire manages to survive the Thalmor assault by agreeing to sign the "White-Gold Concordat", a treaty which prohibits the worship of Talos throughout the Empire. Following the end of the Great War, the Blades, an order of warriors devoted to the protection of the Emperor of Tamriel, are hunted down and killed by the Thalmor, or else seclude themselves from the rest of the world, with the Emperor protected instead by an elite Imperial security force known as the Penitus Oculatus. Ulfric Stormcloak, the Jarl of Windhelm, establishes the Stormcloak faction and rebels against the Empire in order to liberate Skyrim in response to the ban of Talos worship. This culminates in Ulfric killing Skyrim's High King, Torygg, in a duel. The Empire responds to the death of the High King by deploying the Imperial Legion to quell the rebel threat.

As with previous Elder Scrolls games, Skyrim begins with the player character as an unknown prisoner, caught in an Imperial ambush while attempting to cross the border into Skyrim, on a wagon with several Stormcloak prisoners and a horse thief. They are all headed to Helgen to be executed. As the player character is about to be beheaded, a Dragon arrives, interrupting the execution and destroying the town. The player eventually learns that Skyrim's civil war is last in a sequence of prophetic events foretold by the Elder Scrolls, which also foretell of the return of Alduin, the Nordic Dragon-god of destruction. Alduin is prophesied to consume the world. The player character is the latest "Dovahkiin" (Dragonborn), an individual with the body of a mortal and the soul of a Dragon. Dragonborns are anointed by the gods to help fend off the threat Alduin poses to Skyrim and Tamriel. Among the individuals aiding the player are Delphine (voiced by Joan Allen) and Esbern (voiced by Max von Sydow), two of the last remaining Blades, and Master Arngeir (voiced by Christopher Plummer), a member of the Greybeards.[24]


Following the Dragon attack on Helgen, the player character may choose to escape either with an Imperial soldier or a Stormcloak rebel. After the escape, the player travels to the nearby town of Riverwood. The player is then asked to travel to the city of Whiterun, to request aid from the Jarl against the Dragon threat. The Jarl agrees to send a detachment of soldiers to Riverwood, and asks the player to aid his court-wizard in return, retrieving a Dragonstone from a nearby ruin known as Bleak Falls Barrow. The player discovers a Word-Wall in the process, learning their first "Thu'um", one of the Shouts used by the ancient Nords to battle the Dragons.

Upon returning to Whiterun, the player is asked to assist in defending the city from an attacking Dragon. After defeating the Dragon, the player character absorbs the Dragon's soul. Astonished, the Whiterun soldiers tell the player that they may be a "Dragonborn", able to naturally speak Draconic, the Dragon language, and absorb their souls. After returning to the Jarl with news of the Dragon's defeat, the player is summoned to meet with the Greybeards, an order of monks who live in seclusion in their temple of High Hrothgar on the slopes of Skyrim's highest mountain, The Throat of the World. The Greybeards further train the player in the "Way of the Voice", teaching the player more powerful Thu'um's and instructing the player on their destiny and role of the Dragonborn. As a further test, the Greybeards task the player with retrieving the legendary Horn of Jurgen Windcaller. However, the player discovers the Horn has been stolen by another, who wishes to meet with the Dragonborn. The thief reveals herself as Delphine, Riverwood's innkeeper and one of the last surviving members of The Blades. Delphine and the player witness Alduin reviving a Dragon from a burial mound and defeat the Dragon. Afterwards, Delphine helps the player infiltrate the Thalmor Embassy near Solitude, the headquarters of agents of the Elven Aldmeri Dominion, to follow up on her suspicions about the Thalmor's possible involvement with the Dragon threat. While there, Delphine and the player discover the Thalmor are searching for a man named Esbern, an archivist of the Blades Order. Delphine then instructs the player to locate Esbern, known to be hiding in the sewers and ratways of Riften.

The player character accompanies the Blades in search of "Alduin's Wall", located in an ancient Blades fortress known as Sky Haven Temple. While the Blades set up headquarters in the temple, the player character learns that the ancient Nords used a special Thu'um against Alduin called "Dragonrend", which represented mankind's comprehensive hatred for the Dragons, to cripple his ability to fly so they could engage him. To gain more information, the player meets the leader of the Greybeards, an ancient Dragon, and once one of Alduin's most feared generals, named Paarthurnax. Paarthurnax reveals that Alduin was not truly defeated in the past, but was sent forward to an unspecified point in time by the use of an Elder Scroll, in the hopes that he would get lost. The player manages to locate the Elder Scroll within the Dwemer ruin of Blackreach and uses it to travel back in time, learning the powerful Dragonrend Shout to combat Alduin.

Armed with the knowledge of how the ancient Nords defeated Alduin, the player battles Alduin on the summit of the Throat of the World. Overpowered by the player, Alduin flees to Sovngarde, the Nordic afterlife. The player learns that Dragonsreach, the palace of the Jarl of Whiterun, was originally built to trap and hold a dragon. The Jarl refuses to allow the player to utilize Dragonsreach and possibly endanger the city if the civil war between the Stormcloaks and the Imperial Legion still rages. With the help of the Greybeards, the player calls a council between General Tullius and Ulfric Stormcloak, successfully calling for a temporary armistice while the Dragon threat exists.

The player summons and traps a Dragon named Odahviing in Dragonsreach, learning from him that Alduin has fled to Sovngarde through a portal located high in the mountains, at an ancient fort called Skuldafn. Odahviing, impressed with the player'sThu'um and ability to capture him, agrees to fly the player to Skuldafn, claiming Alduin has shown himself as weak and undeserving of leadership over the "Dovah"/Dragons. Upon arrival at Skuldafn, the player travels to Sovngarde and meets with Ysgramor, the legendary Nord who, along with his Five Hundred Companions, drove the Elves out of Skyrim. Ysgramor informs the player that Alduin has placed a "soul snare" in Sovngarde, allowing him to gain strength by devouring the souls of deceased Nords arriving there. The player meets up with the three heroes of Nordic legend who defeated Alduin originally, and, with their help, destroys the soul snare, then confronts Alduin in Sovngarde and destroys him. After this, the player is given a new Shout to summon one of the three heroes from Sovngarde and is transported back to the top of the Throat of the World. The Main Quest then concludes and the player is free to continue their travels in Skyrim.


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