The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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 Scrolls action 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 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 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.

Skyrim was a critical and commercial success, shipping over 7 million copies to retailers within the first week of release.[2] Several add-ons have subsequently been released, which include Dawnguard, Hearthfire and Dragonborn. A collection, which was released as The Elder Scrolls V: Skyrim Legendary Edition, a package including the latest patch and all three expansion packs, was released on June 4, 2013 for all three platforms.

The Elder Scrolls V Skyrim cover.png

 

Elder Scrolls Game mechanics

Game mechanics

The Elder Scrolls games can be safely categorized as role-playing games (RPG), although they do include elements taken from action and adventure games. In Arena, as in many RPGs, players advance by killing monsters (and thereby gaining experience points) until a preset value is met, whereupon they level-up. However, in Daggerfall, Morrowind, and Oblivion the series took a skill-based approach to character advancement. Players develop their characters’ skills by applying them, and only level-up when a certain set of skills have been developed. Skyrim took a new approach, where the more a skill is leveled, the more it helps to level the character. This shifted the focus away from character creation and more onto character development. The flexibility of the games’ engines has facilitated the release of game extensions (or mods) through The Elder Scrolls Construction Set.

The Elder Scrolls main series of games emphasizes different aspects of the gaming experience than most computer role-playing games. A brief article by Joystiq in early November 2006 compared BioWare’s creations to Bethesda’s by noting a difference in emphasis. Bethesda’s creations focused on “aesthetic presentation and open-ended adventuring”; BioWare’s on a combat system and modular architecture.[49] This overarching aim has been noted by their designers as well. Bethesda has described their motivations in creating the first series game, Arena, as those of any good pen-and-paper RPG: creating an environment in which the player could be what the player wants and do what the player wants.[50] Daggerfall’s manual begins with a sort of design manifesto, declaring the developers’ intention to “create a book with blank pages”, and “a game designed to encourage exploration and reward curiosity”. Choices, in the form of paths taken by the player, to do good, to chase after evil, are left open to the player, “just like in real life”.[51] This design trend continued with Morrowind, following the hiatus of similarly epic games in the interim, though Joystiq’s previously noted insistence on graphics came again to the fore. During the development of Morrowind, Bethesda tripled its staff, so as to perfectly color its newly hand-made world. In their own words, “We knew we had to exceed the visual polish of the other games on the market, and we made it our goal to put The Elder Scrolls back into the forefront of game innovation.”[52]

Setting

See also: Races of The Elder Scrolls
An elf cosplayer at the 2013 Calgary Expo

The Elder Scrolls world can be described as one of high fantasy with influences from a multitude of cultures all over the globe (Medieval, Roman, Nordic, Ancient Japanese, etc). Like most works of high or epic fantasy, the Elder Scrolls games are typically serious in tone and epic in scope, dealing with themes of grand struggle against a supernatural or evil force. Other characteristics typical of high fantasy fiction are common themes in the Elder Scrolls, such as demi-human races including elves, orcs and dwarves (a now-extinct race known as Dwemer), magic and sorcery, mythical creatures, factions with their own political agendas, walled medieval cities and strongholds, and plot elements driven by prophecies and legends. In accordance with many literary high fantasy works, the world of The Elder Scrolls is known for its attention to detail including well developed lore and back story. This includes a vast amount of information such as names, dates, and places that constitute its history and the interconnected structure of its various societies, cultures, and religions. Lore including histories and legends are contained in dozens of readable in-game books that are scattered throughout the game world.

The Elder Scrolls games take place on the fictional world of Nirn, on the continent of Tamriel, a large landmass divided into nine provinces. The exceptions are The Elder Scrolls Legends: Battlespire, and parts of The Elder Scrolls IV: Oblivion, which take place between the realm of Oblivion (one of several alternate dimensions ruled by immortal god-like beings known as Daedra) and the mortal realm of Mundus. There are other continents besides Tamriel on Nirn (such as Akavir or Yokuda),[53] but there has yet to be an official game that takes place upon one of them.

Tamriel itself is an empire divided into nine provinces, each with its own native race. Those provinces are as follows: Cyrodiil, Morrowind, High Rock, the Summerset Isles, Hammerfell, Black Marsh, Skyrim, Valenwood, and Elsweyr. The native races of the provinces are as follows: Imperials in Cyrodiil, Dunmer (also known as Dark Elves) in Morrowind, Bretons and Orsimer (also known as Orcs) in High Rock, Altmer (also known as High Elves) in the Summerset Isles, Redguards in Hammerfell, Argonians in Black Marsh, Nords in Skyrim, Bosmer (also known as Wood Elves) in Valenwood, and Khajiit in Elsweyr.[54] The emperor resides in the capital province of Cyrodiil. The ruling dynasty throughout the Third Era consisted entirely of the descendants of Tiber Septim. His line, frequently called the Septim Bloodline, ended at the conclusion of the Third Era, with the death of Martin Septim, the last living heir of Uriel Septim VII, during a failed invasion of Cyrodiil by the forces of Oblivion.

Several years after the Oblivion Crisis, a Colovian warlord named Titus Mede assumed the throne of the Empire, reigning through at least the first forty years of the Fourth Era.[55] During the Fourth Era, the Empire declines in power, leading to the secession of the provinces of Elsweyr, Black Marsh, Valenwood, and the Summerset Isles. The provinces of the Summerset Isles and Valenwood, home to the Altmer and Bosmer, respectively, create the Aldmeri Dominion, an Elven empire whose influence quickly eclipses the Old Empire, who faces another separatist movement in the province of Skyrim.

Of note, there is no one compilation of all information pertaining to the Elder Scrolls world, and, within the games, historical references are often vague or even contradictory,[citation needed] as players are encouraged to draw their own conclusions about situations and events.

An elf cosplayer at the 2013 Calgary Expo

Elder Scrolls History

Arena (1992–1994)

Prior to working on the Elder Scrolls series, Bethesda had worked predominantly with sports games. In the six years from their founding to Arena’s release, in 1992, Bethesda had released ten games, six of them sports games[1]—games with such titles as Hockey League Simulator, NCAA Basketball: Road To The Final Four (’91/’92 Edition), and Wayne Gretzky Hockey[2]—and the remaining four adaptations from other media[1]—adaptations predominantly from the Terminator series.[2] Bethesda’s history as a sport and port game developer did not help it when it began its first action-RPG venture. Designer Ted Peterson recalls the experience: “I remember talking to the guys at SirTech who were doing Wizardry: Crusaders of the Dark Savant at the time, and them literally laughing at us for thinking we could do it.”[3] Ted Peterson worked alongside Vijay Lakshman as one of the two designers of what was then simply Arena, a “medieval-style gladiator game.”[3][4]

Peterson and Lakshman were joined by Julian LeFay in, according to Peterson, “really spear-headed the initial development of the series.”[3] Peterson, Lakshman and LeFay were longtime aficionados of pencil and paper role-playing games,[3] and it was from these games that the world of Tamriel was created.[4] They were also fans of Looking Glass Studios’ Ultima Underworld series, which became their main inspiration for Arena.[3] Initially, Arena was not to be an RPG at all. The player, and a team of his fighters, would travel about a world fighting other teams in their arenas until the player became “grand champion” in the world’s capital, the Imperial City.[4] Along the way, side quests of a more role-playing nature could be completed. As the process of development progressed, however, the tournaments became less important and the side quests more.[3] RPG elements were added to the game, as the game expanded to include the cities outside the arenas, and dungeons beyond the cities.[4] Eventually it was decided to drop the idea of tournaments altogether, and focus on quests and dungeons,[3] making the game a “full-blown RPG”.[4] Although the team had dropped all arena combat from the end game, because all the material had already been printed up with the title, the game went to market as The Elder Scrolls: Arena. Lakshman who came up with the idea of “The Elder Scrolls”,[3] and the words eventually came to mean “Tamriel’s mystical tomes of knowledge that told of its past, present, and future.”[4] The game’s initial voice-over was changed in response, beginning: “It has been foretold in the Elder Scrolls …”[3]

Bethesda missed their Christmas 1993 deadline, and released the game in the first quarter of 1994, “really serious for a small developer/publisher like Bethesda Softworks.” The packaging included a scantily clad female warrior which further contributed to distributor distaste for the game, leading to an initial distribution of only 10,000 units. “We were sure we had screwed the company and we’d go out of business.” Nonetheless, sales continued to grow, month after month, as news of the game was passed on by word-of-mouth.[3] Despite harsh reviews, general bugginess,[3] and the formidable demands the game made on players’ machines,[5] the game became a cult hit.[1] Evaluations of the game’s success vary from “minor”[3] to “modest”[5] to “wild”.[1] Game historian Matt Barton concludes that, in any case, “the game set a new standard for this type of CRPG, and demonstrated just how much room was left for innovation.”[5]

Daggerfall, Battlespire and Redguard (1994–1998)

Work on The Elder Scrolls II: Daggerfall began immediately after Arena’s release in March 1994.[6] Ted Peterson was assigned the role of Lead Game Designer.[3] Daggerfall’s plot was less clichéd than Arena’s and involved a “complex series of adventures leading to multiple resolutions”.[3] With Daggerfall, Arena’s experience-point based system was replaced with one that rewarded the player for actually role-playing their character.[6] Daggerfall came equipped with an improved character generation engine, one that included a GURPS-influenced class creation system, offering players the chance to create their own classes, and assign their own skills.[3][7] Daggerfall was developed with an XnGine engine, one of the first truly 3D engines. Daggerfall realized a gameworld twice the size of Great Britain,[6] filled with 15,000 towns and a population of 750,000.[1] It was influenced by analog games and literature Julian LeFay or Ted Peterson happened to be playing or reading at the time, such as Dumas’s The Man in the Iron Mask and Vampire: The Masquerade.[3] It was released on August 31, 1996.[8] Like Arena, Daggerfall’s release suffered from buggy code, leaving consumers disgruntled.[5] This led to a more cautious release schedule for future games.[9]

Following the release of Daggerfall, work began on three separate projects all at once: Battlespire, Redguard, and Morrowind. Battlespire, originally titled Dungeon of Daggerfall: Battlespire, was the first of the three to be released,[10] on November 30, 1997.[11] Originally designed as an expansion pack for Daggerfall, it was repackaged as a stand-alone game. Battlespire focused on dungeon romping and offered multiplayer gaming—player versus player deathmatch— the only series title to do so as of 2011.[10] Redguard was the second of the three titles to be released, on October 31, 1998.[12] It was a pure action-adventure game inspired by Tomb Raider, Prince of Persia, and the Ultima series.[13] Redguard did not offer the player the chance to create their own character. Instead, players would play the prefabricated “Cyrus the Redguard”.[13] Both games were failures with the gaming public. Players used to the vast open spaces of Daggerfall did not take well to the reduced worlds of Redguard and Battlespire. There was a downturn in sales in The Elder Scrolls franchise and Bethesda redoubled its efforts to build the next major chapter.[1]

A first-person screenshot from Daggerfall, demonstrating the user interface and graphical capabilities of the game.

Morrowind (1998–2003)

The third title in the Elder Scrolls series was first conceived during the development of Daggerfall.[14] Initially designed to encompassing the whole province of Morrowind and allow the player to join all five Dunmer Great Houses it was decided that the scope was too grand given the technology current at the time.[14] At publication it covered just the isle of Vvardenfell and allowed the player to only join three of the Great Houses. The XnGine was scrapped and replaced with Numerical Design Limited’s Gamebryo, a Direct3D powered engine, with T&L capacity,[15]> 32-bit textures and skeletal animation.[16] It was decided that the game world would be populated using the methods the team had developed in Redguard; with the game objects crafted by hand, rather than generated using the random algorithmic methods.[17]

The project took “close to 100 man-years to create”. Bethesda tripled their staff and spent the first year developing the The Elder Scrolls Construction Set. This allowed the game staff to easily balance the game and to modify it in small increments rather than large.[14] Ted Peterson, who had left following the release of Daggerfall, returned to work as an author of in-game material, and as a general consultant on the lore-based aspects of the work.[18] The PC version of Morrowind had gone gold by April 23, 2002,[19] and was released on May 1 in North America,[20] with the Xbox release set at June 7.[21] On January 3, Bethesda announced that game publisher Ubisoft would take control of Morrowind’s European distribution, in addition to those of eight other Bethesda games.[22]

The Elder Scrolls III: Tribunal expansion pack went gold on November 1[23] and was released, with little fanfare,[24] on November 6.[25] Tribunal puts the player in the self-contained, walled city of Mournhold, which can be teleported to from Morrowind’s land mass.[23] Development on the game began immediately after Morrowind shipped, giving the developers a mere five-month development cycle to release the game. The prior existence of the Construction Set, however, meant that the team “already had the tools in place to add content and features very quickly”.[26] Interface improvements, and specifically an overhaul of Morrowind’s journal system, were among the key goals.[26][27]Morrowind ‘s second expansion, The Elder Scrolls III: Bloodmoon, went gold by May 23,[28] and was released on June 6.[29] It had been worked on since the release of Tribunal.[30] In the expansion the player travels to the frozen island of Solstheim and is asked to investigate the uneasiness of the soldiers stationed there.

A third-person screenshot from the game, demonstrating Morrowind’s then-advanced graphics: Pixel-shaded water, “long” render distances, and detailed textures and models.

Oblivion and Skyrim (2006–2011)

Work on The Elder Scrolls IV: Oblivion began in 2002, immediately after Morrowind’s publication.[31] Oblivion was developed by Bethesda Softworks, and the initial Xbox 360 and Personal computer (PC) releases were co-published by Bethesda and Take-Two Interactive subsidiary 2K Games.[32] Oblivion was released in March 21, 2006.[33] Developers working on Oblivion focused on providing a tighter storyline, more developed characters[34][35] and to make information in the game world more accessible to players.[36] Oblivion features improved AI,[37][38] improved physics,[dead link][39][dead link][40] and improved graphics.[39][41][42] Bethesda developed and implemented procedural content creation tools in the creation of Oblivion’s terrain, leading to landscapes that are more complex and realistic than those of past titles, but had less of a drain on Bethesda’s staff.[43][44]

In August 2010, Todd Howard revealed Bethesda were currently working on a game that had been in development since the release of Oblivion, and that progress was very far along. While the game was conceptualized after Oblivion’s release, main development was restricted until after Fallout 3 was released.[45] In November, a journalist from Eurogamer Denmark reported overhearing a developer on a plane talking about the project; a new The Elder Scrolls game,[46][47] although Bethesda did not comment on the report. At the Spike Video Game Awards in December, Todd Howard appeared on stage to unveil a teaser trailer and announce the title of the game.[48] The Elder Scrolls V: Skyrim was released on November 11, 2011.

On May 3, 2012, The Elder Scrolls Online was revealed, which will be released for Windows, Mac, Xbox One and PS4 in 2014.

A third-person screenshot from Skyrim.

 

 

Elder Scrolls–Alliances(Queen Ayrenn)

Alliances

Queen Ayrenn

Queen Ayrenn is intelligent and honorable, with a genuine humility rarely seen among her people but she is also a decisive leader with a stubborn streak. She is young for a High Elf—a mere 28 years old—but she spent much of the first part of her life roaming the lands and seas of Tamriel, seeking adventure and the kind of education schools cannot impart.  She returned to Summerset following the death of her father to accept her position as heir to the Altmer throne.

Aldmeri Dominion
When word reached the High Elves of Summerset that the Imperial City had fallen under the control of the human supporters of Molag Bal, the Aldmeri Dominion was formed.  The High Elves reached out to the neighboring races of Wood Elves and Khajiit with a plea that their combined forces might prevent the younger races of Tamriel from bringing disaster to the world, as they had so many times in the past.

The High Elves were the original settlers of Tamriel and created the common tongue used throughout the continent today.  They are also naturally proficient with magic.

The Wood Elves inhabit the thick, near-impenetrable forests of Valenwood. They are supreme hunters, guides, and masters in sneaking and thievery.  They are also the most gifted archers in all of Tamriel.

The Khajiit, a proud feline race, are fearsome warriors, proficient with bladed weapons.  They stand proudly at the forefront of every battle.

The power and determination of the Aldmeri Dominion should not be underestimated.

Races

High Elf
The High Elves, or Altmer, arrived in Tamriel thousands of years ago from Old Aldmeris. They see themselves, perhaps justifiably, as the ruling race of Tamriel. They are a highly cultured people, known for their breathtaking architecture and massive libraries of histories and creative works. They tend to be isolationists, largely remaining on Summerset Isle, and only emerge when they perceive a great threat to their homeland. They are powerful mages and warriors, and the de facto leaders of the Aldmeri Dominion.

http://static.elderscrollsonline.com/assets/img/2/race-altmer.png

Wood Elf

The Wood Elves, or Bosmer, are mischievous, curious and nimble. Because their homeland of Valenwood is often attacked by the Colovian Imperials, Wood Elves are experts at the art of defense. They are also gifted archers, perhaps the best in all of Tamriel. The capital of the Aldmeri Dominion, Elden Root, lies in the heart of their homeland. It has evolved into a center of political and cultural importance and is of vital strategic importance in the battle to control Tamriel.

http://static.elderscrollsonline.com/assets/img/2/race-bosmer.png

Khajiit

The population of the proud feline Khajiit has dwindled in recent years following a devastating outbreak of Knahaten Flu. They owe a great debt to Ayrenn, Queen of the High Elves, for her help in restoring order from the chaos that followed the plague. They have a wry wit and a hedonistic outlook, but they are fearsome on the field of battle. They are the strong arm of the Aldmeri Dominion.

http://static.elderscrollsonline.com/assets/img/2/race-khajiit.png

Elder Scrolls–Alliances(Jorunn the Skald-King)

Alliances

Jorunn the Skald-King

Jorunn, of Eastern Skyrim, is acting High King of the Great Moot, but he does not rule absolutely. His decisions must be ratified by all three races in a unique form of governance called The Great Moot. He is down-to-earth, humorous, and has an iron will to succeed.

Ebonheart Pact

Nord

The Nords once conquered most of Tamriel, and as a result, feel a certain entitlement to rule. They broke the power of the Ayleids, nearly drove the High Elves out of High Rock, and conquered much of Resdayn, the precursor to Morrowind. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies.

http://static.elderscrollsonline.com/assets/img/2/race-nord.png

Dark Elf

The Dark Elf homeland of Morrowind has been invaded many times by the Akaviri and the Nords. This history of conflict has transformed the Dunmer into hardened warriors. They also have a natural affinity for magic and great intellect, making them skillful sorcerers.

http://static.elderscrollsonline.com/assets/img/2/race-dunmer.png

Argonian

The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact.

http://static.elderscrollsonline.com/assets/img/2/race-argonian.png

 

Elder Scrolls–Alliances(High King Emeric)

Alliances

High King Emeric

High King Emeric is a Breton merchant lord whose shrewd policies and masterful diplomacy earned him the trust of the Kings of High Rock, an alliance by marriage with the Redguards, and ultimately, a war treaty with the Orcs. He rules from Wayrest in High Rock.

 

Daggerfall Covenant

The Daggerfall Covenant is formed by the three races of northwest Tamriel , united by High King Emeric to fulfill a common goal and take back the Ruby Throne.

The Bretons have the gifts of magic and diplomacy. The Orcs are stalwart soldiers and talented armorers who manufacture the finest weapons and armor in all of Tamriel. The Redguards are supremely athletic, and raised to be outstanding warriors from the moment they’re born.

The Daggerfall Covenant’s varied talents make it a force to be reckoned with.
Races

Breton

BretonThe men and women of High Rock were once ruled by High Elf overlords. Some Elven blood still runs in their veins, giving Bretons an innate grasp of magic that distinguishes them from the other human races. Passionate and flamboyant, intelligent and resourceful, the Bretons are renowned and talented craftsmen, shrewd merchants, gallant cavaliers, and inventive wizards. They can also be proud and quarrelsome. Tales of warfare between the kingdoms of High Rock account for much of their history, but most revere the Eight Divines and value prosperity over glory.

http://static.elderscrollsonline.com/assets/img/2/race-breton.png

Redguard

The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik’r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik’r as a test of endurance and discipline. Only the strongest survive.

http://static.elderscrollsonline.com/assets/img/2/race-redguard.png

Orc

Though other races often regard the Orcs as barbarians and even beasts, these noble warriors have an ancient culture forged from endless warfare in their harsh mountain homelands. Orcs live under a simple code of honor by which the strong survive and the strongest rule. As the greatest smiths in Tamriel, their weapons and armor are prized by warriors everywhere. During the reign of the Second Empire, when their kingdom of Orsinium was finally granted provincial status, its restoration helped solidify their devotion to the new Daggerfall Covenant.

http://static.elderscrollsonline.com/assets/img/2/race-orc.png

 

 

ESO–Participation & Scaling

Participation & Scaling

Player vs. Player (PvP) in The Elder Scrolls Online is fun, rewarding, and accessible for PvP veterans or new players with no PvP experience.

The collapse of the Second Empire has left a vacuum of power in the Imperial City, and three alliances battle for supremacy. Whoever controls the Ruby Throne will crown an Emperor, and their alliance will rule all of Tamriel.

The Elder Scrolls Online features a battle leveling system that temporarily increases a player’s combat effectiveness to compete against higher level players, ensuring that everyone enjoys the experience, from players who have never experienced PvP combat, to seasoned veterans demanding a deep, rewarding PvP experience. Players may join the PvP action as soon as they reach level 10, and jump right into the action without fear.

Whether you’re a veteran or a rookie, you’ll be able to fight as a valuable member of your alliance and perhaps even lay claim to the throne.

 

Leaderboards and Achievements

The Elder Scrolls Online features leaderboards and achievements. Keep track of your ranking and compare yourself, your alliance, and your guild to that of your friends and enemies.

 

Points and Gold

While fighting for an alliance in PvP, players earn points that can help them purchase siege weaponry and other bonuses to aid their allies in the heated pitch of battle.

Just jumping in for the first time? Don’t worry – you can still earn siege weapons and bonuses! If you have yet to play PvP and want to join, you can contribute immediately by using gold earned in Player vs. Environment (PvE) in lieu of points.

ESO–The System

The System

In The Elder Scrolls Online, players choose to become members of one of three alliances. Each alliance has a unique story and specific goals.

The Daggerfall Covenant is comprised of the two Provinces of northwest Tamriel: High Rock and Hammerfell, home to the Bretons and the Redguards. The Covenant has also offered the Orcs the opportunity to return to their ancient homeland of Orsinium in exchange for their support. Working together, the three races have formed a powerful alliance that aims to restore the Second Empire and bring peace and prosperity back to Tamriel.

The Ebonheart Pact is the most tenuous of alliances, consisting of former enemies turned allies in northern and eastern Tamriel. The Nords, Dark Elves, and Argonians of Skyrim, Morrowind, and Black Marsh fight to restore stability to the Empire and ensure their own autonomy.

The Aldmeri Dominion is composed of the three races of southern Tamriel: the Wood Elves of Valenwood, the Khajiit of Elsweyr and the leaders of the Pact, the High Elves of the Summerset Isles. The Aldmeri Dominion fights to stop the dangerous machinations of humankind, and restore the Elven dominance in Tamriel.

Massive, Epic Battles

The Elder Scrolls Online features the largest PvP battles seen in a major online RPG. The game supports hundreds of onscreen players in epic battles. Swords and axes collide, spells and powers illuminate the ground and sky, and fires rage on embattled stronghold walls. Will you survive these epic battles? Can your overwhelming force take the keep, or will you be forced to retreat?

The Elder Scrolls Online is built to accommodate hundreds of players onscreen at once.

 

Territory Gains

The three alliances do battle in the region of Cyrodiil, seeking to control the Imperial City and with it, the Ruby Throne of Tamriel. Each alliance must wrest control of strategic territories from the others, including massive fortresses, each with supporting farms, lumber mills, and other valuable resources.

Battles are concentrated around these resources and strongholds. Control of certain resources will extend the alliance’s influence in the region and help them take control of the Imperial City, and ultimately, control of the Ruby Throne itself.

Can you seize enough territory to control the Ruby Throne?

 

Control Elder Scrolls

Elder Scrolls are artifacts of immense power that aid an alliance in the ongoing battle to control Tamriel by conferring bonuses to every member of that alliance. Each alliance has a special stronghold in Cyrodiil where their Elder Scrolls are kept and protected – but enemy alliances can break in and take them if they are not guarded properly. Once access is gained and a Scroll taken, it must be taken back across Cyrodiil and placed in the alliance’s stronghold. Only then are the bonuses of the Scroll bestowed upon all the members of that alliance.

Capture an Elder Scroll, protect it, and return it to your alliance’s stronghold to wield its power and gain bonuses.

Siege Weapons

The battles for keeps and resources require more than the clash of steel. Alliances must use massive siege weapons to break down walls, smash open doors, and obliterate the armies of their opponents.

Everything from trebuchets and catapults to ballistae and battering rams are available for players to capture and use, allowing them to demolish the stone walls of keeps and collapse massive gates to gain entrance to heavily defended strongholds.

 

Become Emperor

In The Elder Scrolls Online, the highest-ranking player of an alliance is crowned Emperor when their alliance takes control of the Imperial City. You aren’t just fighting for your alliance; you’re fighting for the opportunity to be crowned Emperor, yourself.

Emperors gain special abilities that increase their prowess on the battlefield. They are true leaders of their alliance, and a force to be reckoned with.

An Emperor’s hold on power can be tenuous.  Can your alliance protect all of the strongholds necessary to maintain your dominance? How long will your reign as Emperor last before an ambitious foe cuts you down?

 

 

 

ESO–The Alliance War

The Alliance War

The drums of war have reached a fever pitch, calling the warriors of Tamriel to the field of battle.  The Daggerfall Covenant, the Ebonheart Pact, and the Aldmeri Dominion will take up arms and fight for control of Cyrodiil, the Imperial City, and the throne of Tamriel.

Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates.  Conquer the Imperial City, and your alliance’s top player could even be crowned Emperor!

Get ready for the most intense online PvP experience ever created, with The Elder Scrolls Online.

ESO–Game Guide

Game Guide

The Elder Scrolls. Online.

After 20 years of best-selling, award-winning fantasy role-playing games, the Elder Scrolls series goes online. Experience this epic adventure on your own or together with your friends, guild mates, and thousands of alliance members. Explore dangerous caves and dungeons, embark upon adventurous quests across Tamriel, and engage in massive player versus player battles, where the victors reap the spoils of war.

Play the Way You Like

With an enhanced Elder Scrolls combat system, engage in real-time targeting and strategic attacks and blocks. Use any weapon or wear any armor at any time, no matter what type of character you play and develop your own style with deep character customization and abilities.

A Connected Game World

With ESO’s shardless Megaserver technology you no longer choose a server, but instead play in one connected world. The game automatically places you with friends, guild mates, people you’ve encountered before, and other like-minded players. Simply jump in and begin your adventure.

Your Quest to Save Tamriel

A stolen soul. An undead army rising. A quest to recover that which is uniquely yours. Explore the hidden secrets of Tamriel at your own pace using the game’s compass to guide you to areas of interest. Save the world from the evil machinations of the Daedric Prince Molag Bal and his henchman, the first necromancer, the Prince of Worms, Mannimarco.