NPCs frequently offer the player side-quests; some have parameters adjusted based on nearby unexplored areas. Some NPCs who are befriended or hired by the player may act as companions who will accompany the player and aid them in combat. Some individuals have quests that the player needs to complete in order to gain their services as a companion. The player may choose to join factions, organized groups of NPCs—for example, the Dark Brotherhood, a band of assassins. Each of the factions has an associated quest path to progress through.
When exploring the game world the player may encounter wildlife. Many creatures in the wilderness, such as wolves or bears, are immediately hostile towards the player, while other species are docile and will run away. Skyrim is the first entry in The Elder Scrolls to include dragons in the game's wilderness, although dragons are frequently referenced/mentioned in several of the other games. Like other creatures, dragons are generated randomly in the world and will engage in combat with NPCs, creatures and the player. Some dragons may attack cities and towns when in their proximity. The player character can absorb the souls of dragons in order to use powerful spells called "dragon shouts" or "Thu'um". Each shout contains three words in the language spoken by dragons, and the strength of the shout will vary depending on how many words have been spoken. Some words to shouts can be learned by visiting "word walls" in dungeons or around the wilderness, while other words can be taught by different characters. The words to each shout are unlocked for use by spending the absorbed souls of slain dragons. A regeneration period limits the player's use of shouts in gameplay.
Skyrim is a province of the much larger Empire, which comprises most of Tamriel. The Empire has recently fought a war with the elvish Aldmeri Dominion, who believe that they are racially superior to humans. While the conflict, known as the Great War, ended in a military stalemate after a hard-fought battle at the imperial capital, the greatly weakened Empire was forced to sign a humiliating peace treaty called the White-Gold Concordat.
While most of Tamriel worship a religious pantheon of eight deities, the Nords of Skyrim are accustomed to worshiping a ninth god, Talos, the deified Nord general who founded the Empire. The Dominion, led by the intolerant Thalmor sect, rejects this notion and its implication that a man became greater than any elf. They instituted a clause in the Concordat forbidding Talos worship in the Empire. Motivated in part by this condition, Ulfric Stormcloak, the jarl of Windhelm, leads a rebellion against imperial rule, with the holds divided between the two sides.
In the ancient past, dragons ruled over vast swaths of Tamriel. Their hegemony was overthrown when three human warriors threw the dragon ruler, Alduin, forward in time using an Elder Scroll, a powerful and mysterious artifact. When Skyrim begins, the survival of the last dragon, the sage Paarthurnax, is a secret kept by an order of monks called the Greybeards. Within their monastery atop the Throat of the World, Skyrim's highest mountain, the Greybeards, dedicate their lives to the Way of the Voice, a discipline for powerful draconic spells called "shouts". Generational warriors are "Dragonborn," able to learn shouts intuitively by absorbing the souls of dead dragons. Ancient prophecy maintains that Alduin will return to consume the world, and a "Last Dragonborn" will defeat him.
The player character is Dragonborn and is typically referred to as such. The Dragonborn can be male or female, from one of ten races. Each of the ten races has, in addition to a bonus for certain skills, a power specific to their race – for example, Nords start with a bonus to several martial skills, and the ability to intimidate enemies for a short period. The player can recruit one NPC at a time as a follower, who can travel and fight alongside the Dragonborn; there are forty-five available followers in the base game, with thirteen more added in the downloadable expansions.
Outside of followers and Alduin (the primary antagonist) NPCs prominent to the plot of Skyrim include Balgruuf, Jarl of Whiterun, a town in the center of Skyrim; Arngeir, the leader of the Greybeards; Delphine and Esbern, two of the last members of the Blades, an order of warriors sworn to help the Dragonborn but nearly wiped out after the Great War; and Paarthurnax, the last surviving dragon and grandmaster of the Greybeards. Also notable are General Tullius and Ulfric, who command the Imperial Legion and Stormcloaks, respectively. During the course of the game, the Dragonborn can join and assist either side to gain victory in the civil war. Other factions that the Dragonborn can elect to join include the Companions, a noble order of warriors; the College of Winterhold, an institution dedicated to the mystic arts and magic; the Thieves Guild, a league of burglars who have fallen on hard times; the Dark Brotherhood, a fellowship of assassins; and the Bard's College, a group consisting of bards, poets, writers, and public speakers.
Imperial soldiers have captured Ulfric Stormcloak and are preparing to execute him, along with the player who was caught up in the skirmish and mistakenly believed to be a rebel. Before the player can be executed, Alduin appears, attacking the imperial outpost and thus rescuing the player. The player escapes and warns Jarl Balgruuf of Whiterun of the dragon attack. When another dragon attacks and is slain, the dragon's soul flows into the player character, causing the nearby guards to call them "Dragonborn." The Greybeards summon the Dragonborn to the Throat of the World with a deafening shout, where the Dragonborn begins training in the Way of the Voice.
Delphine, a member of a secret society called the Blades who were known as dragon hunters, intercepts the Dragonborn on a training quest and arranges for the Dragonborn to infiltrate the Thalmor Embassy in Solitude, on the (mistaken) suspicion that the Thalmor are responsible for the dragon attacks. There, they learn that Esbern, a Blades lore master obsessed with the prophecy of Alduin's return, is alive and hiding somewhere in Riften. The Dragonborn rescues Esbern in Riften as Thalmor agents also try to capture him. Esbern leads them to an ancient Blade temple and a massive engraving depicting Alduin's prior defeat. Esbern deciphers that the ancient Nords used a special shout that forces a dragon to land and experience the concept of mortality, thus rendering Alduin and any dragon weaker, unable to fly, and vulnerable.
Arngeir does not know the shout, which is called Dragonrend and violates the Way of the Voice. Arngeir sends the Dragonborn to Paarthurnax at the summit of the Throat. Paarthurnax reveals that no one living knows Dragonrend, but theorizes that the Dragonborn could learn it by looking through time at the throat of the world, the site of Alduin's banishment. To do this, the Dragonborn retrieves the Elder Scroll used in the banishment from a massive subterranean Dwemer city. The Dragonborn returns to the summit and learns Dragonrend. Alduin attacks. The Dragonborn uses Dragonrend, and together with Paarthurnax, overpowers Alduin, who flees.
The Dragonborn's allies hatch a plan to capture a dragon at Whiterun. The Dragonborn helps negotiate a truce in the civil war to prevent either side from capturing Whiterun, the Jarl of which has remained neutral in the conflict, during this delicate operation. The captured dragon, Odahviing, questions whether Alduin deserves lordship over dragons. He reveals that Alduin has gone to recover his strength in Sovngarde, the Nord afterlife, where he feeds on the souls of the dead. Since the portal to Sovngarde cannot be reached on foot, Odahviing bargains for his freedom in exchange for flying the Dragonborn there. Entering Sovngarde, the Dragonborn meets the three heroes who had defeated Alduin originally. With their help, the Dragonborn kills Alduin and returns to Skyrim.
The team set the game in the province of Skyrim, designing it by hand. While similar in size to Oblivion's game world of Cyrodiil, the mountainous topography of the world inflates the game space and makes it more difficult to traverse than Cyrodiil, which was relatively flat. In designing Skyrim's world, the team opted for a different approach to what was taken with Oblivion; art director Matt Carofano considered the "epic-realism" of Skyrim's world design as a departure from Oblivion's generic representation of classic European fantasy lore. Howard expressed the team's desire to re-encapsulate the "wonder of discovery" of Morrowind's game world in Skyrim, as the return to the classic fantasy of Arena and The Elder Scrolls II: Daggerfall in Oblivion meant sacrificing a world with a unique culture. As a way of creating diversity, the team divided the world into nine sectors, known as holds, and attempted to make each hold feel topographically unique from one another; in addition, the team wanted to reflect the socioeconomic background of the NPCs by making some locations elaborate and wealthy while others are poorer and lower-tech.
The team sought to make each of the game's ten races feel unique; Howard considered the player's choice of race at the beginning of the game a more important decision than it had been in previous The Elder Scrolls games because the culture of Skyrim's world contains more racism. However, he reiterated that the player's choice of race does not have major game-affecting consequences as it adds "flavor" to different NPCs' dispositions towards the player, and is not meant as a way of locking players out of particular quests. Efforts to make Skyrim's world feel hand-crafted extended to the team abandoning the use of generated landscapes as they had done in Oblivion. While just one team member was charged with designing dungeons in Oblivion, Skyrim's 150 dungeons were designed by a group of eight people. Skyrim features 244 quests, over 300 points of interest with a map marker and numerous unmarked locations.
In October 2011, pictures of many pages of the manual of the game were leaked, later followed by footage from the introduction, revealing some more details. By November 1, 2011, a copy of the Xbox 360 version had been leaked and made available through the Internet, allowing those with a hacked Xbox 360 to play Skyrim 10 days before its release. In the Netherlands, the game was made available for purchase on November 7. On November 10, stores in Australia began selling the game ahead of its November 11 release date.
In April 2013, Bethesda announced via their blog that they were "moving on" from Skyrim and preparing to work on other projects. They added that they would only be releasing "minor updates" for the game.
Through Creation Club, 74 small downloadable content packs, termed "Creations", were released for the Special Edition between 2017 and 2021. All 74 Creations were compiled as part of the "Anniversary Edition" in 2021. The 74 Creations were also separately packaged together on Steam and GOG.com as The Elder Scrolls V: Skyrim Anniversary Upgrade, which was sold as a single DLC pack for the Special Edition in 2021. The "Anniversary Edition" was not available as a standalone title on GOG.com until 2022.
The art style of the game world drew acclaim from many reviewers, who welcomed the departure from Oblivion's Cyrodiil. Jason Schreier of Wired described the land of Skyrim as a "Viking-inspired treasure trove of flavor and charm", noting its contrast to Cyrodiil, which he considered generic by comparison. The Staff at Edge magazine described Cyrodiil as a "patchwork of varying terrains", praising the more consistent design of Skyrim. Shibley praised "the lack of copy-and-paste level design that's plagued Bethesda's previous games, ... giving a lived-in and handcrafted look to the world". Bedford noted that the improved graphical fidelity over Oblivion allowed the game world to feel more lifelike, praising the "misty mountain setting, complete with swirling fog and high-altitude snowstorms". An editor for PC PowerPlay praised the diversity of the dungeon design. Andrew Reiner of Game Informer cited criticisms that Oblivion faced for repetitive dungeons, noting that "the composition of each dungeon is largely unique and individualized" in Skyrim. He also favored the design choice to have a quick route out of a dungeon leading from its last room, eliminating a problem he identified Oblivion as having, where the player would clear a dungeon and then have to go all the way back to the beginning to exit it. Many reviewers praised the large number of things to do in the world outside of the main story. Tom Francis of PC Gamer noted that it was difficult to explore the world without becoming distracted by things to do, stating that, "it's hard to walk for a minute in any direction without encountering an intriguing cave, a lonely shack, some strange stones, a wandering traveller, [or] a haunted fort".
The game received minor criticism in several other areas. The quality of the main quest divided some reviewers. While Reiner praised the main quest as "superbly penned" and "Bethesda's best effort to date", Butts and Francis criticized the fact that the story was delivered primarily through conversations and quest journals, rather than through the player's own interactions. While the dragon battles were well-received, some reviewers observed flaws in the AI for dragons. Onyett pointed out their "predictable attack patterns", which Francis agreed with, claiming that "fighting them never changes much: you can just ignore them until they land, then shoot them from a distance when they do". Reiner felt that, due to the repetitiveness of their attack patterns, the dragons were not challenging enough for low-level players. Edge pointed out a curve in difficulty for players who favored archery and magic, as dragons were difficult to attack while airborne. Many reviewers noted glitches while playing Skyrim, some game-breaking. Nick Cowen of The Guardian pointed out that the game's glitches were a trade-off for its ambitious scope, and that he had experienced glitches that forced him to reload earlier saves. Edge began their review by criticizing the lack of polish, while still acknowledging many areas in the game that made up for it.
Since its release, several patches have been published to address technical issues and improve overall gameplay. Patch 1.2 was released on November 29, 2011, to fix some of the game's issues; however, some players reported new bugs in the game following the patch, including more frequent game crashes. Patch 1.3 was released on December 7, 2011, to improve stability, further address known issues, and fix some problems that were introduced in version 1.2. Patch 1.4 was released on February 1, 2012, for the PC. Another list of issues and bugs were addressed in this patch, and Skyrim launcher support for Skyrim Workshop (PC) was provided. Patch 1.5 was released on March 20, 2012, for the PC. Numerous bugs were fixed, and new archery/spellcasting kill cams were included. On April 12, 2012, Bethesda announced that Kinect support would be coming for the Xbox 360 version of Skyrim, with over 200 voice commands. Patch 1.6 was released on May 24, 2012, for the PC. This includes a new feature: mounted combat. Patch 1.7 was released on July 30, 2012, for the PC, and 1.8 was released on November 1, 2012, for the PC. These two introduced only minor bugfixes. Patch 1.9 was released on March 18, 2013. In addition to providing various bug fixes, this patch also added new features, most prominently the new "Legendary" difficulty, and "Legendary" skills, which effectively remove the level cap.
Within two days after the game's launch, 3.4 million physical units were sold. Of those sales, 59% were for the Xbox 360, 27% for the PS3, and 14% for the PC. In the first week of release, Bethesda stated that 7 million units of the game had been shipped to retailers worldwide, and that total sales through the following Wednesday were expected to generate an estimated US$450 million. By December 2011, this had risen to 10 million units shipped to retail and around US$620 million (~$829 million in 2023) generated. In June 2013, Bethesda announced that over 20 million units of the game had been sold. According to Todd Howard, Skyrim had sold over 30 million units by November 2016. By June 2023, he claimed the game had sold over 60 million units.
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