Skyrim characters

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Skyrim:Character Creation

Creating your character is the first decision that you must make when playing Skyrim. Although you are presented with a wide variety of options for altering your character's appearance, the only decision that affects subsequent game play is your chosen race. Your character's capabilities are more strongly affected by how you choose to play the game (and by choices made when you level up) than by your initial character creation.

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The factors that you must decide upon are:

  • Your Race
  • Your Sex
    • Your character's sex has no effect on skills or abilities. However, NPCs will address you differently, and may treat you differently, depending upon your sex (the Allure perk in Speech skill allows you to get 10% better prices with the opposite sex). Also, there is a quest that provides you with the added bonus of dealing more damage to the opposite sex. As there are more male shopkeepers and enemies, female characters garner a greater benefit from these effects. For certain races, your height is dependent on your sex. As movement speed is a function of height, it is indirectly affected by sex. Neither sex will stop you from any spouse choices.
  • Your Appearance
    • While largely governed by your choices of gender and race, you can also fine-tune most aspects of your character's physical appearance. These choices have no effect on gameplay.

Race[edit]

Main Article: Races

There are ten playable races to choose from:

Argonian: A versatile race, they receive many bonuses that are useful for thieves yet also get boosts to Alteration and Restoration; their rapid-healing daily ability is also better suited to combat than stealth. Their waterbreathing ability is also useful in a few circumstances.
Breton: Bretons start with bonuses to many magic skills, and they have an innate 25% Magic Resistance, widely regarded as one of the most broadly useful passive abilities. Their Dragonskin ability also allows them to absorb magicka from spells once per day. Combine that with the Breton's Magic Resistance and you have a well-suited anti-mage. Bretons are usually a popular choice for players who want to level up quickly in Conjuration, Restoration, Destruction, and Illusion.
Dark Elf: The Dark Elves receive several magic boosts, including +10 Destruction, and their innate 50% Resist Fire gives them a good starting point for achieving maximum resistances. Characters who wish to play as a vampire may find their resistance to fire useful for combating a vampire's natural weakness to fire.
High Elf: Highly magic-oriented, the High Elves have an innate extra 50 magicka, a daily rapid magicka regeneration ability, and starting bonuses to a variety of magic types.
Imperial: Imperials get boosts to several combat skills that fit sword-and-shield fighters or spellswords. Interestingly, they don't get a bonus to Speech in spite of their in-game description.
Khajiit: A good alternative to Wood Elf for thief/assassin builds, with very similar starting bonuses. They can use Night Eye at will and do extra unarmed damage. They can use weapons, but to most low level Creatures, using their claws can be equal to or stronger than using weapons.
Nord: Natives of Skyrim, they are acclimated to the harsh climate. Skyrim's natives are a good choice for a warrior build, especially for those who want to use two-handed weapons. Just like the Dark Elf's fire resistance, their innate 50% Resist Frost is valuable at every stage of the game.
Orc: Another solid pick for a melee character, they're well-suited to "tanking" in a sword-and-shield role wearing heavy armor. They start off with a good skill package and the extremely useful Berserker Rage ability, but completely lack any kind of innate resistances.
Redguard: Redguards have the best starting One-handed skill of any race, plus a daily rapid stamina regen ability; this makes them naturally good at sword and shield, dual-wielding, or spellsword styles. They are also 50% resistant to poison.
Wood Elf: The Wood Elves' starting skill bonuses are perfect for thief-archers and as such they're a popular choice for the archetype. Resistance to poison and disease may not be exciting, but they have their uses. Their daily ability to command any animal comes in handy early in the game.
  • When initially choosing a race, think about what type of class or classes you want to emulate foremost. If, for example, you want to steal and sneak attack your enemies without being detected, you should consider Khajiit for their initial stealth bonus and night vision powers. Or you could choose to be an Argonian, for their initial ability to pick locks better than any other race. Alternatively, if you would prefer to fight your enemies head on, a Nord, Orc, or Redguard may be preferable, due to their initial boosts to combat stats and natural resistances. Likewise, mage classes would find being a Breton or High Elf to be most beneficial, given their innate magical bonuses. If you want to be an archer or other marksman, you should choose the Wood Elf.
    • Unlike Oblivion, starting skills only matter in early gameplay (due to no 'Willpower' type attributes).
    • It can be difficult to level up certain thieving skills if your race does not have a bonus. Sneaking and Pickpocketing will fail very often early on, and failed attempts do not gain experience. Lockpicking will still gain experience on failed attempts, but the amount is minimal.
    • Most other skills such as magic or weaponry always succeed in earning experience when used against a valid target, and thus always give a skill experience, whether they start at 15 or 25.
  • Note also that race affects many other small factors in dialogue throughout the game.

Appearance[edit]

Many aspects of your character's appearance can be customized, although they do not affect skills in any way as they are purely cosmetic:

  • Weight: increasing the weight slider increases your character's muscles
  • Skin color
  • Eye color
  • Hair color and style
  • War paint and/or tattoos (fur patterns for Khajiit)
  • Dirt presence
  • Scars
  • Beard (for male characters)
  • Jewelry such as earrings (for specific races)
  • Feathers/Horns (Argonians only)

Aside from the initial character creation, the only way to change your appearance is by becoming a vampire (automatic) or completing the quest Surgery (only available after the Dawnguard add-on is installed). The quest cannot be completed by vampires, and neither race nor gender can be changed.

Class Design[edit]

Skyrim does not have classes. Race and sex selection are the only pregame choices of the player that affect gameplay. As previous installments of The Elder Scrolls have used classes as sets of skills, that term is somewhat still in use for a set of favored skills. When choosing a race, you're also choosing a set of skills that your character has initial bonuses to, and most likely, you're choosing this race because you've already chosen what play style you're going for. Skills go with these play styles, they are 'chosen' by simply using them, which is how they level up. Stats and perks conversely are chosen each time you level up. You can hurt yourself only by leveling up the wrong combinations of skills, gaining too high a level for your power too quickly.

The skills you use should work well together and complement your play style. An example of skills that work well together are Sneak and Pickpocket, since sneak helps you become undetected easier, and being undetected is very useful when picking pockets, because if you're successful you get the items you stole with no penalty. An example of skills that don't work well together are Heavy Armor and Light Armor, since carrying two sets of armor takes up a lot of your carry weight, wearing a combination of light and heavy armor takes away the benefits of certain perks, and you waste perks investing in both. The best thing to do when leveling up and deciding which skills to specialize in is just use common sense and think about how all your skills will interact.

An important decision to make when planning a character is how much stealth you want to use in combat, or if you even want to use it at all. Stealth means using the Sneak skill heavily and often relying on it to survive, since stealthy characters ideally focus on being nimble over being durable. Additionally a stealthy character shouldn't use two-handed weapons, as they make more noise which can cause you to be detected quickly, rarely use magic while sneaking until you get the Quiet Casting perk, and not have a follower, as they will generally not sneak well and will often rush blindly into enemies.

Another important decision is how much magic to use. A strictly magic-based character won't use any kind of armor or weapons and will rely on magic alone to survive. However you can mix magic with stealth or combat, for example a stealthy character can use Illusion spells to become invisible or make his enemies attack each other while he escapes. Additionally a warrior character can use Restoration to heal himself and increase his overall durability, or use Destruction to augment his damage-dealing capabilities. However a stealth/magic or combat/magic hybrid will have to sacrifice other attributes and perks to be able to use magic effectively in conjunction with other skills, so plan ahead carefully.

It should also be noted that, by the end of the game, each character given the same skill levels will have similar proficiency with gameplay. Some race-related abilities (such as frost resistance or extra health/magicka) could aid in certain situations, but given enchanting and skill perks that remove negative associations with the skill (such as Heavy Armor's Conditioning), by end-game situations many races can be played similarly.

Notes[edit]

  • NS22.png In the Nintendo Switch version, Wood Elves have a new eye color option during character creation: blue, man-style eyes, similar to Link.
  • Birthsigns do not exist in Skyrim; instead, the player may choose to pick one of several Standing Stones, which can be changed at any point during the game.
  • Unlike in Oblivion and Morrowind, you will not get a second chance to edit your character at the end of the tutorial, though the Dawnguard add-on adds a quest which allows you to change your appearance.
    • PC The console command will invoke the original "Who are you?" screen. PC users who take advantage of this are advised to find a location with good lighting to get the colors right. You also need to re-enter (or change) your name and can even theoretically change your race. Use the latter with caution as there may be unintended side effects; sometimes skin tone seems to revert after loading.
      • If you only change your appearance, you will lose your active effects such as those from your racial power, item enchantments, potions, and blessings. However, if you change your sex or race, they will not be lost.
      • If you're a Khajiit and open the , it will go to the first preset and you will lose the settings you had for your character.
  • To plan your perks more simply, you can use the IGN skills builder.
Sours: https://en.uesp.net/wiki/Skyrim:Character_Creation

Skyrim: 10 Most Unforgettable Characters

Skyrimis filled with new and unforgettable characters that have woven themselves into the lore of The Elder Scrolls. The characters that populate Skyrim are vast and varied. Some important to the story, while others simply add variety to the land. Many harken back to previous Elder Scroll games, while others offer a completely new experience.

RELATED: 10 Skyrim Joke Weapons That Are Actually Useful

These characters range from ancient dragon priests to nobles who talk way too much. Some offer new experiences to players, such as the companion system, while others simply offer help when it's needed. A few made their mark on the world, while others will probably fade with history, but will always remain in the hearts of players.

10 Nazeem, Whom Players Love To Hate

Nazeem stands out as the NPC that is probably the most often murdered by players in the whole of Skyrim. He's a resident of Whiterun, and is apparently a noble resident of the Cloud District — a fact he'll tell the Dragonborn unprompted every time they have the misfortune of running into him.

Even worse, he does this even if the player is renowned as the Dragonborn, slayer of Alduin, savior of Tamriel. His smug and condescending tone just seals the deal.

9 Lydia, The Dragonborn's Loyal Companion

Lydia isn't all that remarkable, but she is often the first experience players have with Skyrim's companion system. When the Dragonborn becomes Thane of Whiterun, Lydia is assigned to them as their Housecarl.

RELATED: Skyrim: The 10 Rarest Enemies You Can Encounter On Your Journey

Unfortunately, unlike some other followers, Lydia is not invulnerable and often meets a gruesome death, much to the horror of first-time players. Still, she's a memorable character and a loyal friend.

8 Jarl Balgruuf, Leader Of Whiterun

Balgruuf the Greater is the Jarl of Whiterun, which serves as a home base for the Dragonborn for the first portion of the main questline. He provides support to the Dragonborn, and makes the player Thane of his hold. This gives the Dragonborn the opportunity to buy a house in Whiterun, a move which makes life easier.

Balgruuf also goes along with some crazy plans, including capturing a dragon alive in his keep. He's a strong leader, standing by his people in a time of crisis.

7 Jarl Ulfric Stormcloak, Leader Of The Rebellion

Jarl Ulfric is the leader of the Stormcloaks, the Nord rebels who are waging war against the Empire in an attempt to gain their independence. He is a charismatic leader and appears to have a just cause; however, he believes Skyrim should be only for the Nords, which leaves other races living in Skyrim in an uncomfortable position.

RELATED: 8 Best Pets in Skyrim, Ranked

Ulfric can be supported or fought against. If the Dragonborn kills him before the main questline is complete, he appears in Sovngarde. Ulfric might not be the most pleasant character, but his mark on Skyrim is unmistakable.

6 Delphine, Last Of The Blades

Delphine serves as the owner of the small and humble inn in Riverrun. She eventually reveals herself as the last of the Blades, a group of devout warriors whose only role is to protect and serve those of the dragon blood.

She assists the Dragonborn and helps guide them on their quest to take down Alduin. Delphine, like Esbern, represent the side of the Blades that the Dragonborn can choose, as opposed to choosing the side of the Greybeards.

5 Arngeir, The Greybeard Monk

Arngier is the leader of the Greybeards, an order of monks whose only purpose is to study the Way of the Voice. When the player's Dragonborn identity is discovered, they call them to High Hrothgar, the Throat of the World. Arngeir is the only one of the Greybeards who is able to speak to the Dragonborn, and he provides valuable insight and history.

RELATED: The Elder Scrolls: 10 Races of Daedra You Need To Know About

Arngeir advocates for letting Paarthurnax live, much to the disdain of the Blades. He's also able to tell the Dragonborn where they can find Words of Power across Skyrim.

4 Serana, The Ancient Vampire

Serana appears in the Dawnguard expansion, and becomes an ally to the player. She's one of the original vampires created by Molag Bal, known as the Daughters of Coldharbour. Serana is incredibly old, and predates even the Empire. She tells the Dragonborn interesting stories about her life and the nature of vampires.

Many fans recognize Serana as one of the most complex, well-written characters in Skyrim. She stands out as one of the few characters whose path is influenced by the Dragonborn, as she can choose to continue as a vampire, or choose to be cured.

3 Esbern, The Blades' Historian

Esbern is the oldest member of the Blades. As their loremaster, he knows much about the history of their order, as well as the history of the old Septim bloodline who were once the emperors of Tamriel.

RELATED: Skyrim: 10 Deadliest Creatures On Solstheim 

Esbern leads the Dragonborn to the temple where the prophesy of the last Dragonborn is told in the form of a bas-relief. He interprets the prophesy, laying out the path of the story. Esbern is essential to how Skyrim's main quest plays out, leaving a lasting impression in players' minds.

2 Miraak, The Power-Hungry Dragonborn

Miraak is the primary antagonist of the Dragonborn expansion. A former dragon priest, he betrayed his dragon overlords on his search for power. Miraak is a parallel to the last Dragonborn, and leads the player to question their role in Tamriel.

He also offers an unsettling picture of what the last Dragonborn could become if they became as power-hungry as Miraak. He stands as a worthy opponent with complex motives, and offers some expansion of the lore of the Dragonborn.

1 Paarthurnax, The Reformed Dragon

While dragons are a dime a dozen in Skyrim, very few of them are willing to have a conversation. While dragons like Odahviing and the Soul Cairn-dwelling Durnehviir are willing to exchange a few words, Paarthurnax has rejected his evil past entirely and sits in isolation on the Throat of the World.

Having a conversation with a dragon, especially one as old as Paarthurnax, is a memorable experience. Despite his isolation, he craves conversation, and is happy to have long talks discussing philosophy. He has a special relationship with the Dragonborn, and is an example of overcoming even the darkest aspects of one's nature.

NEXT: 10 Most Breathtaking Locations In Skyrim

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Shayna Josi (33 Articles Published)

Shayna is an avid gamer and writer whose passions lie in storytelling. Her undergrad is in film production, and she's currently doing her graduate studies in English. When not writing, Shayna enjoys reading and practicing Japanese and the violin.

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Characters / Skyrim: DLC

Characters appearing in downloadable content. For a list of all Skyrim characters, click here.


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The Dawnguard

The Dawnguard is an ancient order of vampire hunters that once existed during the Second Era, but have long since disbanded. It was refounded by Isran as an unofficial offshoot of the Vigilants of Stendarr, after he was expelled from their order when his methods became too extreme even for them. Isran, on the other hand, believes that the Vigilants became complacent and this is what led to their downfall, a fate he will not let befall the Dawnguard.

    Entire faction 

  • Badass Army: A whopping five of them - Ingjard, Durak, Celann, Isran and Gunmar - have no level cap, so they'll usually clean up well if you side with them in attacking Castle Volkihar. Three of the above are available as followers as well.
  • Big Fancy Castle: Fort Dawnguard, which dwarfs forts used by the Legion or the Stormcloaks.
  • Dark Secret: According to Florentius, the original Dawnguard used to pillage towns and blame it on vampires. Whatever the truth is, their loot is hidden in a mine under the castle, accessible only through the use of their anti-vampire spells.
    • Sorine says that the original Dawnguard had a powerful vampire locked in their dungeon, but all turned to vampires themselves when they realized how powerful he was.
  • Helmets Are Hardly Heroic: All the members are decked out in sets of Dawnguard, except for the helmets.
  • Hunter of Monsters: They're an order of vampire hunters.
  • Kill 'Em All!: The fate of the reformed Dawnguard if you choose to side with the vampires. After defeating Harkon, you get to exterminate every single one of them.
  • Multiple-Choice Past: Everyone you ask will have a different version of the original Dawnguard's fate:
    • Isran believes they served honorably, and had to eventually put down the Jarl's son, but continued to work as vampire hunters.
    • Sorine believes they were turned into vampires themselves and preyed on the population.
    • Florentius says that Arkay told him the Dawnguard would raid civilian villages and blame vampires for it. Unlike the others, he can somewhat back up his claim, as he mentions caches of loot they left behind which can only be opened by their spells - and these can indeed be found.
  • The Order: One that previously existed supposedly for the purpose of hunting vampires.
  • Order Reborn: Regardless of what the Dawnguard actually used to be, Isran's aim is to restore it to combat the new vampire threat.
  • Post-Climax Confrontation: If you join Clan Volkihar, completing the DLC's storyline unlocks a sidequest consisting of attacking Fort Dawnguard and killing the members.
  • The Power of the Sun: Their entire motif is using this trope to destroy Vampires, to the point that the DLC adds "sun damage" as a new type of damage. Their equipment pieces are adorned with the image of a flaming sun, their unique "Rune" weapons deal sun damage, and their unique spells take the form of projectiles and auras of light.
  • Ragtag Bunch of Misfits: The Dawnguard, especially its most prominent members, feature a rather perplexing mix of odd individuals including:
    • An Ignored Expert ex-Vigilant of Stendarr who founded this incarnation of the order and is quite the hardass;
    • A master Blacksmith, whose true passion isn't smithing, like other blacksmiths in Skyrim, but hunting and training dangerous critters like Trolls;
    • A Crazy-Preparedengineer and marksman, who was even more certain of the threat than the Ignored Expert, and who also has a passion for the Lost Technology of the Dwemer;
    • A priest of Arkay, who hears his god speak to him and is mostly unaware of the goods he has for sale;
    • A former Orc stronghold chieftain out to avenge the death of some of his wives by vampires;
    • A naive farm boy whose combat experience sums up to fending off wolves with "my pa's axe";
    • And (potentially) the Dovahkiin, whose perplexing traits already have an entire folder dedicated to them.
    • If the Dovahkiin gets involved, they also drag in an actual vampire with breathtaking daddy issues.
    • Additionally, there are a few Mauve ShirtBlood Knight guards with Fantastic Racism aplenty.
  • Sealed Evil in a Can: The purpose of the original Dawnguard from the Second Era. The Order was founded with the express purpose of keeping the Jarl of Riften's son imprisoned within Fort Dawnguard after he contracted vampirism.
  • The Team: The main members of the Dawnguard form this dynamic, should you choose to side with them.
    • Isran as The Leader, the guy who reforms the Dawnguard in the first place.
    • Gunmar, a former associate of Isran's whose relative friendliness balances out Isran's abrasive personality, serves as The Lancer.
    • Sorine, the resident Gadgeteer Genius and one of the more Crazy-Prepared of the bunch, is the Smart Girl.
    • The Dragonborn themselves serves as The Big Guy; being Skyrim's resident One-Man Army, they do most of the heavy lifting.
    • Florentius, the quirky expert on Restoration magic who may or may not be getting valuable information for the group from Arkay, serves as The Face.
    • Serana, after she turns Defector from Decadence and joins up, serves as a Sixth Ranger. She is initially not trusted due to being a vampire, but after she demonstrates her dedication to stopping Harkon, even Isran warms up to her and she stays with the Dawnguard even after the main plot is finished.
  • Weapon of Choice: The signature weapon of the Dawnguard is the crossbow.
  • White-and-Grey Morality: The Dawnguard are perhaps the only truly "good" faction in Skyrim, because aside from Florentius claiming that the old Dawnguard looted villages (some of which might have already been under the influence of vampires at the time), you don't see them harming innocents in the storyline. In fact, the Dovahkiin may become the most morally questionable member of the Dawnguard, as they are a former fugitive turned vampire hunter; their potential actions include mercilessly putting down vampires in daylight, wielding a Daedric artifact of the patron god of vampires, and/or being the unfettered force of purging all things undead.

    Isran 

https://static.tvtropes.org/pmwiki/pub/images/isran_9590.JPG

"I knew it would come to this one day. I knew... and no one believed."

Founder of the modern Dawnguard. Former Vigilant of Stendarr. He's long tried to warn people of the coming vampire threat, but was never taken seriously until it was almost too late. This has left him a bitter man obsessed with destroying vampires.

  • Anti-Hero: Of the more abrasive sort; the guy's an asshole, but he has genuinely good motives.
  • Authority Equals Asskicking: The guy's good. It's to be expected with one of the few NPCs with no level cap.
  • Badass Baritone: His voice is among the deepest of all the Dawnguard members, and in fact one of the deepest in the game, period.
  • Badass Beard: A long, bushy one befitting a grizzled vampire hunter.
  • Bald Black Leader Guy: A Redguard with no hair, who's also the leader.
  • Drop the Hammer: Wields a two-handed warhammer.
  • Expy: Of Blade. Hell, he even sounds like Wesley Snipes' rendition of the character.
  • The Extremist Was Right: It's like this trope was made for him.
  • Good Is Not Nice: The other tropes have probably told you that.
  • Grumpy Old Man: Rather short tempered, enough to drive away the other Dawnguard members. Right when they're needed most.
  • If Only You Knew: One of his first lines of dialogue when you meet him concern the dilapidated state of Fort Dawnguard and how vampires could currently just walk right through the front door. There's a good chance you're a vampire yourself when he says that, which he doesn't realize until it's too late.
  • I Warned You: His response to the destruction of the Hall of the Vigilant. He does express sympathy for all the deaths, however.
  • Ignored Expert: The Vigilants ignored him and paid the price by being wiped out.
  • "It" Is Dehumanizing: He's incredibly rude to Serana when she tries to help and refers to her as "it" when speaking to you. By the time you return with Auriel's bow, he's thawed a little and will at least call her "she." She proves herself in the raid on Castle Volkihar, and after that he accepts her.
  • Jerkass: Isran has previously insulted or driven away almost every other member of the Dawnguard, which is part of the reason he needs the Dragonborn to recruit them. Even when Dexion (member of an immensely respected order of scholars) arrives in Fort Dawnguard, he'll note that Isran was rather unpleasant with him. When speaking to Sorine, she frequently comments that she hopes the Dovahkiin is getting along with Isran since "he takes some getting used to," and she and Gunmar can be heard having private conversations about his abrasiveness.
  • Jerkass Has a Point: Considering the Vigilants were all but wiped out by a vampire attack, his criticism of them being too soft and underestimating the vampire threat rings true.
  • Jerk with a Heart of Gold: He does have a soft side, though it's well hidden. The scene where he teaches Agmaer how to use a crossbow comes best to mind. He's also not entirely unreasonable; he (very grudgingly) tolerates Serana's involvement in the effort to stop Harkon, and if he finds out that you're a vampire, he'll simply tell you to get cured before you talk to him rather than kill you on the spot.
  • Killed Off for Real: Averted during the Dawnguard storyline. He and Viarmo of the Bards' College are notably the only faction leaders who don't drop dead in order to make you the leader.
    • Played straight, however, if one decides to side with the vampires, as one side mission involves raiding the castle where he will be killed.
  • Knight Templar: He puts his vampire hunting above everything else, such as saving innocent lives, and unlike Gunmar, he has hatred as one of his primary motives. It got to the point where he was kicked out of the Vigilants of Stendarr for it.
  • Light 'em Up: Will use the spells "Vampire's Bane" and "Stendarr's Aura" in combat against vampires.
  • Magic Knight: Battles vampires with both magic and his warhammer.
  • Made of Iron: He's a Master Trainer of Heavy Armor, so this is expected. He's also flagged essential (for a Dawnguard-allied playthrough) and cannot be killed, even during the raid on Castle Volkihar.
  • Mentor Occupational Hazard: Averted. He's actually the one of the few leaders of a main quest line that doesn't die.
  • Nice Job Breaking It, Hero!: Isran is remarkably bad at identifying vampires even when they're standing right in front of him. He's also remarkably trusting for someone established as pathologically paranoid about the vampire menace. If you're planning to fight for the vampires yourself, a combination of both results in Isran instantly giving you all the tools and intel you need to become the most powerful vampire in Skyrim and destroy the Dawnguard for good.
  • No Social Skills: He's incredibly blunt, which others find off-putting.
  • Pet the Dog:
    • His initial reaction at the news that the Vigilants of Stendarr are being attacked by Vampires is I Warned You. But when Tolan clarifies that everyone at the Hall of the Vigilant is dead, including Keeper Carcette, Isran is shocked and his demeanor immediately changes to clarify that he never wanted this and apologizes for what's happened.
    • He immediately takes Agmaer under his wing (despite his obvious lack of combat training) and begins training him with a crossbow.
    • If you are a vampire and stick with the Dawnguard, when he eventually discovers you are a vampire he opts to give you the benefit of the doubt and sents you to go get cured instead of killing you on he spot.
    • After all is said and done with Harkon, Isran tells Serana that he knows it was difficult to kill her father, and gives her sincere thanks for her help. He also lets her stay at Fort Dawnguard with no questions asked.
  • Power Of Hate: Hate is what keeps him strong, in his own words anyway.
  • Roaring Rampage of Revenge: According to the Prima strategy guide, his family was killed by vampires, which is why he hates them so much. His actions are driven mostly by this hatred rather than keeping people safe, as opposed to Gunmar, who had the same thing happen but a different reaction.
  • Rousing Speech: Before the Dawnguard head out to storm Castle Volkihar, Isran takes a moment to rally their spirits with a speech.
  • Scary Black Man: A black guy, leading an organization of tough warriors that exterminates vampires. Even his voice is intimidating.
  • Van Helsing Hate Crimes: He believes all vampires should be destroyed, even those who are trying to help him, or are rather benign. Despite this, he allows Serana to stay as a member of the Dawnguard and even thanks her for helping the Dawnguard defeat Harkon's mad scheme - if you're following the Dawnguard's questline, of course. In this way, he's similar to Delphine, but slightly less narrow-minded.
  • Well-Intentioned Extremist: As good as his motives are, when the Vigilants of Stendarr think you're an extremist, it's something worth pondering.
  • The World's Expert on Getting Killed: Isran is quick to boast of his extensive experience in fighting vampires, yet his ability to identify them in the first place proves to be remarkably inconsistent. If you're a vampire yourself, you can waltz right into the Dawnguard's fortress without him noticing; this results in him starting you down the path that'll potentially result in his death and the Dawnguard's destruction. If you stay with the Dawnguard as a vampire, however, during the late part of the A New Order quest, he'll use a vampire detecting trick at the fort and task you with curing yourself with Falion.

    Gunmar 

https://static.tvtropes.org/pmwiki/pub/images/gunmar_6204.JPG

Expert animal hunter and trainer, known for taming trolls. Former associate of Isran. The Dovahkiin recruits him into the Dawnguard. He will sell the Dovahkiin pet Armored Trolls.

  • All There in the Manual: His backstory is listed in the Prima strategy guide: his family was killed by vampires. Rather than going on a Roaring Rampage of Revenge and being consumed by hatred like Isran, his reaction was to devote his life to keeping people safe so that they wouldn't experience the same pain he had to endure, and that's what mainly motivates him when faced with the vampire threat.
  • Badass Beard: See the picture. He also doesn't have a level cap, but isn't available as a follower.
  • The Big Guy: Isran even describes him as a 'big brute of a Nord'.
  • The Beastmaster: Tames trolls and sticks armour on them.
  • The Blacksmith: He makes most of the bolts for the crossbows. He's also a Master Trainer of Smithing, meaning that he's evidently as good as Eorlund Gray-Mane.
  • From Bad to Worse: He asked himself how fighting trolls could get any worse, and his line of thought came up with Armored Trolls.
  • Great White Hunter: When you find him, he's hunting down a bear who has already killed several people. Considering how aggressive the bears in Skyrim are, you can understand why he feels a need to kill it.
  • Nice Guy: In spite of having suffered the same tragedies as Isran, he's a very amicable person.
  • Rated M for Manly: A big, muscular Nord blacksmith who hunts down bears in his spare time. He also wears a unique sleeveless version of the Dawnguard armor.
  • Vampire Hunter: He sends you on various vampire-hunting side quests.

    Sorine Jurard 

https://static.tvtropes.org/pmwiki/pub/images/sorinejurard_5104.jpg

A Breton Dwemer expert and crossbow maker. A former associate of Isran, she too is recruited by the Dovahkiin. She uses Dwemer blueprints to improve the Dawnguard's crossbow technology.

    Florentius Baenius 

https://static.tvtropes.org/pmwiki/pub/images/florentius_6519.JPG

A priest of Arkay, he's another former associate of Isran, Gunmar, and Sorine Jurard. He literally hears Arkay talk to him in his head, or so he claims. He is eccentric, to say the least.

  • Absent-Minded Professor: Leaving aside that he has very casual conversations with his god, aloud, he's often strangely and rather blithely unaware of what goes on around him. Forgetting which potions he has in stock, for example, or failing to notice the other members of the expedition he joined becoming corrupted and mind-controlled... right up until they tried to corrupt him, failed, and locked him up.
  • Cloud Cuckoolander: His... weirdness and Hearing Voices tendency caused Isran to kick him out and initially refuse to have you recruit him. Isran only relents due to the crisis the Dawnguard faces, and only if Florentius will maintain some "pretense of normalcy". Another competing theory is that it's Sheogorath in his head posing as Arkay, as an in-game book, Chance's Folly, features another crazy man outwitting a thief with Sheogorath's voice in his head helping him.
  • Combat Medic: Once recruited, he'll wear the armor of a member of the Dawnguard, and fights alongside you in the final battle against Clan Volkihar.

    Florentius: Leave the little ones for Arkay and me! You find the leader!

  • Crouching Moron, Hidden Badass: People often make fun of him for his weird tendencies. He also claims to have defeated thirty vampires with his bare hands once, and that Arkay can back him up on that claim. When you raid Castle Volkihar, he proves that he can indeed hold his own in a fight.

    Florentius: I once killed thirty vampires with my bare hands, you know. Ask Arkay, he'll tell you.

  • Hearing Voices: Claims it's Arkay talking to him. The game hints he might be right, as he often displays knowledge he should not otherwise possess - like how to access the original Dawnguard's stashes, or when vampires kidnap the friends or loved ones of the Dovahkiin. When you rescue the kidnapped person, they'll occasionally wonder how you knew to rescue them.
  • Maybe Magic, Maybe Mundane: It's not clear if he's actually speaking to Arkay or just suffering from a mental disorder. On one hand, he's barely aware of his surroundings at best. On the other hand, some of the things he claims Arkay told him are pieces of information that he couldn't otherwise know.
  • The Medic: His role in the Dawnguard is to sell the Dovahkiin potions and Restoration spells. He's also a Master Trainer for Restoration.
  • Pals with Jesus: If the conversations he holds with "him" are any indication, Florentius and Arkay talk Like an Old Married Couple.

    "Look, I've just gotten myself out of quite a mess here, in case you haven't noticed, and while I appreciate your help, I... What's that? No, that's not what I... Yes, but... Are you sure? Really? Fine. Arkay says it's a good idea for me to go. I don't agree, but he's not the sort of fellow you can just ignore. I'll see you at Fort Dawnguard, then. Don't worry, Arkay will show me the way."

  • So Proud of You: He gets in an odd version of this after the assault on Castle Volkihar, saying that he "knew it all along" that you would succeed, though he adds that Arkay had doubts about it.

    Celann 

https://static.tvtropes.org/pmwiki/pub/images/celann_9739.JPG

Voiced by: Jon Curry (English)note Other Languages:Alexander Matrosov (Russian)

A former Vigilant of Stendarr, who left the order with Isran, but later split with him over conduct. One of the first people Isran recruited for the reformed Dawnguard.

  • An Axe to Grind: His main weapon.
  • Badass Beard: Has no level cap and quite a nice beard. He's also one of only 3 followers to have the "Extra Damage" perk, along with Durak and Ralis Sedarys, allowing him to do an extra 50% more damage to enemies.
  • Bow and Sword, in Accord: Well, axe, but he's skilled in both one-handed and archery and will reach the cap for both if the Dovahkiin is at a decent level.
  • Everyone Has Standards: He may have considered the Vigil too soft, but eventually he thought of Isran as too extreme.
  • Killed Off for Real: Possibly, during the raid on Castle Volkihar or if you have him as a follower or choose to make him a steward at one of your homes or a Blade as he's non-essential. However, he has a lot of health and can deal a lot of damage if the Dovahkiin is at a good level.
  • Knight Templar: Like Isran, when you consider the Vigilant of Stendarr too soft, it's time to re-examine your philosophy.
  • Luckily, My Shield Will Protect Me: Block is another of his tagged skills, so he can also reach the cap in that, meaning he receives little damage if blocking.

    Durak 

https://static.tvtropes.org/pmwiki/pub/images/durak_9328.JPG

"You there. The Dawnguard is looking for anyone willing to fight against the growing vampire menace. What do you say?"

Voiced by: Noah Nelson (English)note Other Languages:Sergey Lavygin (Russian)

An Orc who lost two wives to vampires. He will occasionally travel the towns and tell the Dovahkiin about the Dawnguard.

  • Archer Archetype: He is very good at archery, stealth and light armor.
  • An Axe to Grind: He wields a Dawnguard war axe.
  • Bilingual Bonus: His name means "fool" in Russian, though it's a Non-Indicative Name, other than the usual follower Artificial Stupidity.
  • Bow and Sword, in Accord: Will switch to his axe when in close combat.
  • Clean Dub Name: In Russian, his name was changed to Dorak, as Durak is Russian for "fool" or "dumbass".
  • Fire-Forged Friends: With the Dragonborn, if you remain with the Dawnguard. He'll even send word to the Orc Strongholds that you're trustworthy and can be allowed inside.
  • Heartbroken Badass: He's lost two wives to vampires, and for that reason he's fighting the good fight. He also has no level cap and the "Extra Damage 1.5" perk.
  • Herald: Initially, Durak will be wandering Skyrim looking for recruits; so he'll most likely be the first member of the Dawnguard you encounter and thus the one that kick-starts the Dawnguard storyline.
  • Stealth Expert: One of the few followers who can reach the cap for Stealth.
  • You Killed My Father: Toward vampires.

    Agmaer 

https://static.tvtropes.org/pmwiki/pub/images/agmaer_9292.JPG

Voiced by:Jason Marsden (English)note Other Languages:Anton Kolesnikov (Russian)

A young Nord farmboy who joins the Dawnguard with the Dragonborn.

  • An Axe to Grind: Used "my Pa's axe" against wolves.

    Isran: "My Pa's axe!" Stendarr preserve us.

  • I Just Want to Be Badass: Another reason he joins, but not the main one.
  • Jumped at the Call: He wants to protect Skyrim from vampires.
  • New Meat: He joins at the same time as you.
  • Nice Guy: He's extremely polite to you and to others.
  • Took a Level in Badass: Eventually becomes a competent fighter. He's not quite as good as the other Dawnguard members, since he only levels to 25, where Durak, Celann, Ingjard, Isran and Gunmar have no level cap, but he can hold his own.

    Ingjard 

https://static.tvtropes.org/pmwiki/pub/images/ingjard_2957.png

A Nord woman who joins the Dawnguard.

  • Action Girl: Being a woman doesn't stop her being a vampire hunter or one of the handful of followers who have no level cap.
  • Bodyguarding a Badass: She's available to become a steward at one of your homesteads, potentially making her one of the guards for the Dovahkiin's family.
  • Condescending Compassion: Regards you as having this if you heal her.

    Ingjard: I suppose you think that makes you better than me.

  • Cute Bruiser: Her high skills in Heavy Armor and Two-Handed and her lack of a level cap make her quite the formidable fighter, and she's not half-bad looking either.
  • Drop the Hammer: Her default weapon is a two-handed warhammer.
  • Icy Blue Eyes: She's a rather cold person, as well as having blue eyes.
  • Luckily, My Shield Will Protect Me: At high levels, she's just as good at one-handed as she is at two-handed, as well as being proficient in Block, means that at level 65+, it would be just as good to give her a one-handed weapon and shield.
  • Not in This for Your Revolution: There are a few hints that she's not as fanatical about the vampire-fighting thing as the rest of the Dawnguard. She's the only member that will remain on friendly terms with a Dawnguard-aligned Dragonborn if they become a Vampire Lord, and if you take the vampire path, she won't be present at Fort Dawnguard when you show up to kill everybody, presumably having decided to get the heck out of Dodge. This is due to her appearing in Fort Dawnguard during the "Prophet" quest only if you side with the Dawnguard. If you side with the vampires, she never appears in the game.
  • Recurring Extra: She doesn't have a huge role, but still fights alongside you.
  • Stone Wall: She reaches the cap in Heavy Armor pretty quick, at level 35 or so, making her defense very good, especially if you've given her a improved set of armor.
  • Use Your Head: Having a warhammer as her weapon, one of her finishers has her hook the weapon behind her enemies' head and pulling them towards her as she rams her forehead into their face, headbutting them to death.

    Beleval 

https://static.tvtropes.org/pmwiki/pub/images/beleval_7481.png

A Bosmer woman who joins the Dawnguard.

  • Action Girl: Like most other female Dawnguard members.
  • An Axe to Grind: Wields a Dawnguard war axe as her default weapon in battle.
  • Jumped at the Call: She believes that Skyrim is her land as much as the Nords claim it is theirs, and for this reason, she's joined the Dawnguard.
  • Leeroy Jenkins: Has a bad habit of running into combat rather than shooting, despite her low level cap and lack of skill in the heavy armor she starts out with.
  • Power High: Downplayed, but when you heal her, she'll be surprised - then say in a sultry voice, "Oh! That felt nice."
  • Recurring Extra: She doesn't have that much prominence in the story, although she does get a bit more dialogue if you play as an elf.
  • Reformed Criminal: Possibly, as she has the Bandit character class.
  • The Tease: A lot of her lines sound flirty and if you heal her, she soundsverypleased. When exiting conversation, she may say "See you around, handsome." if you are male, or "See you around, my beauty." if you are female.
  • Token Minority: The only elf in the Dawnguard, unless the Dovahkiin is one. She's also notable as being the only female Wood Elf follower in the game.

    Bran and Sceolang 

https://static.tvtropes.org/pmwiki/pub/images/bran_and_sceolang_6961.png

A pair of dogs that Gunmar has trained to help the Dawnguard. They can be adopted as pets if Hearthfire is downloaded.

  • Badass Adorable: Both of them qualify. They may not level up that far, but can certainly dish out some damage.
  • Heroic Dog: Both of them qualify, being vampire hunting dogs.
  • Historical In-Joke: Their names are a reference to the legend of Fionn mac Cumhaill, a Celtic hero whose two war hounds were named Bran and Sceolang.
  • Irony: They were named after the war hounds from the legend of Fionn mac Cumhaill, yet they're some of the very few dogs in Skyrim who aren't Irish wolfhounds.
  • Non-Standard Character Design: Most dogs in Skyrim resemble Irish wolfhounds. These two look like Siberian huskies.

    Novice Hakar 

https://static.tvtropes.org/pmwiki/pub/images/hakar_7167.png

A useless recruit meant to resupply the arms caches across Skyrim.

  • The Chew Toy: He only appears as a random encounter, proves he's useless at the job he's been given, and quits because he's crapping his pants in terror.
  • Dirty Coward: In all fairness, it is a dangerous and scary job.
  • The Klutz: Why he's so bad at his job.
  • Meaningful Name: A novice is a person new to or inexperienced in a field or situation. Considering the other tropes that describe him, it's rather appropriate.
  • Screw This, I'm Outta Here!: He leaves after you save him, claiming he's not cut out for the job.
  • Taking You with Me: Despite the above, you can occasionally find him dead as a random encounter surrounded by several dead vampires.

Clan Volkihar

    Entire faction 

  • Big Fancy Castle: Castle Volkihar, which has clearly seen better days. If you take over the Clan, you can clean it up a little.
  • Chekhov's Gunman: They were first mentioned in the in-game book Immortal Blood, which debuted in Oblivion.
  • Decadent Court: A player who joins the house will become the target of two different backstabbing plots in their first mission.
  • Glowing Eyes of Doom: Reddish-orange ones.
  • Hunter of His Own Kind: Unapologetically, due to their status as Supernatural Elite. They view any vampires that aren't elite as beasts little better than the mortals they prey on, and if they feel the "thin-blooded ones" are inconveniencing them in any way, they kill them. A large number of radiant quests, should the Dragonborn side with the Volkihar, are to kill uppity/problematic lesser vampires.
  • I Have Your Wife: Clan Volkihar will pull this on a Dawnguard-aligned Dovahkiin, kidnapping their friends or even their spouse.
  • Informed Attribute: The in-game tome Immortal Blood claims Volkihar vampires have the ability to pass through solid ice without breaking it, but none of the clan do this in-game, nor can the Dragonborn if they become one.
  • Irony: Although they get their powers from Molag Bal, they reside in the hold of Haafingar, which happens to be home to the shrine of the Daedric Prince most hostile towards vampires - Meridia. For that matter, Solitude having the Temple of the Divines means that the clan (whose powers come from Molag Bal) also share a hold with the city that has a temple dedicated to both Stendarr and Arkay (the two Aedra to whom Molag Bal is Arch-Enemy). The only way that their location could be more ironic would be if the Sacellum of Boethiah was also found in the Hold.
  • Jabba Table Manners: If the blood splatters and bones strewn about Castle Volkihar are any indication, these vampires are rather messy eaters.
  • Looks Like Orlok: In Vampire Lord form.
  • Monster Lord: Thanks to their greater connection to Molag Bal, the Volkihar are indeed Vampire Lords, combining all the strengths of the vampiric condition with an extremely powerful One-Winged Angel form, which they can access even while not starved.
  • Our Vampires Are Different: Claim to be "pure-blood" compared to the other vampires in the game, who are "just a disease."
    • They're actually right about this, in a sense. Garden-variety vampirism can be purged at lower levels with a potion of cure disease or by activating a shrine to any Divine, meaning that in Tamriel, it really is "just a disease." Being a Volkihar vampire, on the other hand, requires a much more complicated cure.
  • Really 700 Years Old: Varies from vampire to vampire; but several recognize Serana upon her return, making them at least seven hundred years old.
  • The Renfield: That's probably what the unnamed Watchman is, the guy which greets you the first time you visit Castle Volkihar. He isn't a vampire and is presumed to be a thrall.
  • Supernatural Elite: They're among the most elite of Tamriel's vampires, and consider other, weaker vampires to be little better than the mortals they prey on. They often target vampires for assassination if they risk spooking the mortals enough to make undeath difficult for the Volkihar.
  • Vampire Monarch: Lord Harkon.
  • Villainous Cheekbones: All Volkihar vampires have sunken cheeks, bringing their cheekbones into sharp relief. While you don't really see them doing anything evil aside from Lord Harkon trying to put out the sun, and Serana in particular is not evil by any definition, they're definitely a darker shade of morality than the Dawnguard as a whole.
  • Weakened by the Light: Sunlight doesn't kill Elder Scrolls vampires, but it does put a serious crimp on their regenerative abilities.

    Serana 

https://static.tvtropes.org/pmwiki/pub/images/serana_2203.JPG

"Ugh, saying it out loud makes it sound so... common. 'Little girl who doesn't get along with her father.' Read that story a hundred times."

Voiced by:Laura Bailey (English)note Other Languages:Veronika Sarkisova (Russian)

Daughter of Lord Harkon and Valerica. Freed from a long, long slumber by the Dovahkiin, and possessor of an Elder Scroll. No matter which faction the Dovahkiin joins in Dawnguard, Serana will end up travelling with them.

  • Abusive Parents: Much of the crux of her relationship with Harkon and Valerica, and the reason she joins the Dovahkiin. Keep in mind that her parents used to be followers of Molag Bal, King of Rape, back when they were mortals. Also, see Rape as Backstory.
  • Action Girl: A powerful destruction mage, a very capable Necromancer, and a vampire on top of all that, Serana does not screw around in battle.
  • Anachronism Stew: A curious in-universe example. Her age is never quite clarified, but based on her dialogue it can be inferred she's been locked in Dimhollow Crypt for at least two eras, if not longer, and before that likely spent most of her life among the extremely isolated and aristocratic Volkihar. Most ancient or long-undead characters in the Elder Scrolls speak in very formal or flowery dialects with long-forgotten accents to emphasize their age, but Serana has a vernacular that's closer to modern American English than even most mortal Skyrim characters in the present. Somewhat justified given her friendly, unpretentious nature, but that only explains her informality, not her dialect.note May qualify for Acceptable Breaks from Reality, given how much she has to say and how much time you spend with her.
  • Artificial Brilliance: Serana will wear her hood when outdoors, and if the player is idle she'll interact with the environment like a normal NPC, including using workstations, sitting down at tables and benches, and more specific environment actions like meditating at High Hrothgar. No other follower does these things.
  • Badass Bookworm: Serana apparently is very well-read. Of course, most of her books are, at the least, hundreds of years out of date.
  • Badass Cape: Wears the same unique Vampire Royal Armor as her parents, which includes one of these.
  • Because You Were Nice to Me: Her main reason for helping the Dragonborn is that they are the first person in centuries to show her kindness without any ulterior motives.
  • Beware the Nice Ones: Piss her off and she'll turn you into a pincushion with ice-spikes, blast you to Oblivion with lightning, raise your backup as undead and have them hack you to bits, or simply lift you up by the neck and then snap it. That's not even mentioning the walking Divine Intervention that she follows around.
  • Bigotry Exception: A dialog option available if the Dragonborn is a werewolf has her mention she doesn't like werewolves...but makes an exception for you specifically because she cares about you.
  • Broken Bird: She was turned into a vampire by Molag Bal, the Daedric Prince of Domination himself, so we can infer what that involved. Her parents' marriage was murderous, and she was used as a pawn in her mother's attempt to prevent her father's plans from coming to fruition. Depending on your choices, her only real friend is a member of a vampire-hunting order dedicated to putting her entire subspecies to the torch.
  • Brought Down to Badass: A Dawnguard-aligned Dovahkiin can potentially convince her to cure herself of vampirism. This has no negative effect on her combat skills, but stops her from being able to make the Dragonborn a vampire lord.
  • Buffy Speak: Sometimes lapses into it, usually when what she remembers doesn't match up to its current state.
  • Calling the Old Man Out: When Serana meets her mother, she's very vocal with how upset she still is at having been used by both her and her father in their own schemes, with no thought given to their daughter's feelings or wishes. She also makes a similar speech to her father during the warmup to the final boss battle against him — it actually renders Harkon speechless for a moment.
  • Captain Ersatz:
    • Let's see: an Action GirlBroken BirdDark Is Not EvilDeadpan SnarkerFriendly Neighborhood Vampire with Abusive Parents, Daddy Issues, and green eyes, who is Calling the Old Man Out and a Hunter of Her Own Kind, says I Hate You, Vampire Dad, and voiced by Laura Bailey. Give her red hair and she's BloodRayne.
    • Another Laura Bailey character who is a Broken Bird Woobie forced to kill her own father, and who is a Glass Cannon (emphasis on the "cannon") and An Ice Person mage character? Did Bethesda just slap vampirism on Jaina Proudmoore?
    • She also bears some similarities to Selene from the Underworld series, down to her physical appearance, similar-sounding name, and dysfunctional relationship with her father figure, who is also a Vampire Monarch. One could say that her relationship with the Dragonborn (especially if he is male) also mirrors Selene's with Michael Corvin, albeit it's completely platonic in the former's case.
  • The Champion: A strange case with the Dragonborn; it's very easy to be this for her during the Dawnguard story, while she in turn becomes this for you afterwards.
  • Cleavage Window: In her default Vampire Noble outfit. More subtle than most examples, as the "window" shows relatively little cleavage, and it's actually caused by the combination of the armor's low cut and her cape.
  • Cold Sleep, Cold Future: After spending possibly thousands of years entombed in Dimhollow Crypt, she awakens to discover Skyrim embroiled in a bloody Civil War and the dragons having returned to life to ravage the land. She takes this surprisingly well.
  • Crutch Character: At early levels, she's pretty effective with her spells, but later, her Ice Spike is pretty weak at higher levels. She should get Ice Storm at level 48, but doesn't use it due to a bug.
  • Daddy Issues: Oh, by the Nine, yes. She laments that it all sounds so cliché (or "common" as she terms it). Although considering who daddy is, issues are perfectly understandable. Surprisingly, she doesn't have a matching set of mommy issues until after the Soul Cairn trip.
  • Dark Is Not Evil: A Vampire Lord and a powerful Necromancer, but one of the nicest individuals in Skyrim.
  • Deadpan Snarker: So very much.

    Serana: Who is Skyrim's High King?
    Dragonborn: That's actually a matter of debate.
    Serana: Oh good, a war of succession. Good to know the world didn't get boring while I was gone. Who are the contenders?

  • Deuteragonist: For Dawnguard.
  • Elemental Powers: Wields Icy Spear and Lightning Bolt as her spells of choice, along with the expected Life Drain.
  • Fish out of Temporal Water: She's been sealed away for a very long time.
  • Friendless Background: Whilst growing up and, to a lesser extent, still true. It's implied that the Dragonborn is her first real friend in centuries - or possibly ever.
  • Friendly Neighborhood Vampire: Other than Lydia, J'zargo, and maybe Erandur or the Companions, she's the only follower whose name most people remember. Her friendliness is about half of this. The other half is the snark.
  • Gameplay and Story Segregation: While convincing her to be cured of vampirism has actual consequences on gameplay, she still uses vampiric spells in combat.
  • Gilded Cage: Serana makes several comments implying that she rarely left the confines of Castle Volkihar whilst growing up, so most of her knowledge of Skyrim comes secondhand from books... which are sadly now at least several centuries out of date.
  • Golden Ending: Convincing her to cure her vampirism is arguably this for the Dawnguard side of the storyline. You have to pick some exact dialogue options over the entire questline to unlock it, and even though she generally seems to treat her vampirism more as a blessing than a curse, she does sound genuinely relieved after getting cured.
  • Hero of Another Story: As befitting her role as the Deuteragonist of Dawnguard, Serana is embroiled in the middle of a complicated plot that started centuries before the Dragonborn was born, let alone entered into the picture. If following the Dawnguard path, she becomes this once more in between the Dragonborn parting ways with her at Castle Volkihar and deciding to seek them out at Fort Dawnguard.
  • Heroic Willpower: We never see her feed. We never even hear her mention a desire to feed. This after being sealed in a crypt for hundreds if not thousands of years does lead one to wonder... what on earth is sustaining her??
  • Heterosexual Life-Partners: Can become this or Platonic Life-Partners with the Dragonborn, since marriage isn't an option with her (given the only example in her life, you can't blame her for not wanting to try it).
  • Hunter of Her Own Kind: Should you follow the Dawnguard questline, Serana will express an interest in staying with them to help them hunt vampires, unless you ask her to come along with you.
  • Hyper-Competent Sidekick: Commonly regarded as being one of the most capable companions in the game. And, in a bizarre twist, given that the Dawnguard DLC storyline is more about Serana than the player, it could even be argued that the Dragonborn themselves serves as the hyper-competent sidekick to her, rather than the other way around.
  • I Hate You, Vampire Dad: Lord Harkon is her father, and the one who pressured her to become a vampire by "offering" herself to Molag Bal, King of Rape. To this day, it's clear Serana still resents him for this, as well as the Daedric Princes.
  • I Just Want to Be Normal: When talking with her about her family, she gives the impression that what she really wanted in life was just to have a functional, loving family.
  • In the Hood: When outside in the daylight, she will ditch whatever headgear she might have on her to wear a hood to conceal herself from the sun. The hood is notably not an actual piece of equipment; rather, it's in her programming - even if the player uses console commands to strip Serana of all her other equipment (including the items that normally cannot be removed), the hood remains floating where it ought to line up with her outfit.
  • Lady of Black Magic: Necromancy and ice spikes and life draining, oh my!
  • Like an Old Married Couple: Despite turning down an offer of marriage if it's made, there are plenty of dialogue options to have her and the Dragonborn engage in playful bickering.
  • Magic Knight: Prefers magic, but will pull out a melee weapon and start swinging if needed, and her One-handed and Light Armor skills are actually a few points higher than her mage skills.
  • Neck Lift: When she encounters Vyrthur, the one responsible for the prophecy that doomed her family, she expresses her displeasure very physically.

    "You were waiting... all this time for someone with my blood to come along. Well, too bad for you... I intend on keeping it. Let's see if your blood has any power to it!"

  • Necromancer: Powerful enough to raise Chaurus Hunters as allies.
  • Nice Girl: She's right up there with Brunwulf, Hadvar, Jordis, Ralof, Farkas, and just about any other contender for "friendliest NPC in the game".
  • No-Sell: She is immune to Ice magic while a vampire, due to being a Nord and having 50% frost resistance and her 50% vampiric frost resistance.
  • The Not-Love Interest: She shoots down the Dovahkiin if they ask for her hand in marriage, despite showing some interest previously. She tries to let them down gently, though. From her dialogue about being uncomfortable in temples, it's implied that Serana doesn't think she deserves marriage due to her history as a vampire and worshiping Molag Bal. Other dialogue implies that her reticence might also/either be due to having only her parents' marriage as a reference point, and/or it may be that she's concerned that she's at least several centuries your elder. Or maybe all of the above. She's notably the only person with marriage dialogue who will turn you down.
  • Odd Friendship: Depending on the path the player chooses, it may turn out Serana's only friend is a member of the Dawnguard.
  • Permanently Missable Content: You have to choose certain dialogue options over the Dawnguard questline in order to eventually convince her to cure her vampirism. Many of them are only available during certain quests, and if you miss any of them you're out of luck.
  • Platonic Life-Partners: Despite all of the Ship Tease between herself and the Dragonborn (regardless of gender), and despite the level of trust she puts in you (taking your advice to cure her vampirism with the right dialogue options, introducing her mother to you, following you into battle, and even joining an anti-vampire organization to side with you), your relationship never advances. She'll act flattered if you propose marriage, but turn it down and continue to be on fantastic terms with the Dragonborn.
  • Protectorate:
    • The Dragonborn can make it very clear to both Lord Harkon and the Dawnguard that she's under their protection. Repeat: The walking divine intervention against dragonkind will not suffer any harm coming to her.
    • Serana herself has moments of this toward the Dragonborn. When you face off with her father, she declares, "You will not touch him/her!"
  • Rape as Backstory: Never outright said this way, but to become a vampire, she had to "offer" herself to Molag Bal, the Daedric Prince of Domination, under her parents' orders. And considering that the first vampire was born when Molag Bal raped a woman... you see where it's going. Vampirism comes as a reward for "submitting" to the Daedric Prince. Serana makes it clear it's not something she likes remembering; she refers to the process as "degrading." However, if you ask her about her vampirism, she refers to it as a gift, and never seeks a cure for it, unless you say the right things to her in conversation in the course of siding with the Dawnguard. The biggest hint is that when her own mother is asked if Serana underwent the "ordeal" of becoming a vampire willingly, Valerica dodges the question and just says, "It was expected of her."
  • Really 700 Years Old: She's much older than she looks. Word of God states that she was put to sleep during the late second era between the Reman and Septim Empires, which is trope accurate at an approximate seven hundred years before the Dawnguard DLC is set (and matches the dialogue, since she doesn't know what Cyrodiil is part of an Empire, but is familiar with the term Cyrodiil. Prior to Reman Cyrodiil, the province was named Cyrod). She implies that she was around when the Dwemer were active, though she may be joking.
  • Rebellious Princess: If Lord Harkon's claim to have once been a king is accurate, she's this in the Dawnguard questline.
  • Red and Black and Evil All Over: Subverted; while the outfit she and her parents share bears the color scheme, and the two of them fit to different degrees, Serana is by no stretch of the imagination evil regardless of your choices in either questline.
  • Required Party Member: Dawnguard is as much Serana's story as it is the Dragonborn's, so she'll take up the follower slot for the entire DLC and can't be dismissed until it's over. If you have another follower with you when you try to take her on one of the quests, she makes a comment about how she's clearly making that person uncomfortable; you won't be able to proceed with the questline until you've dismissed the other follower.
  • Sealed Good in a Can: She's the one unambiguously good vampire in the game (apart from, potentially, the Dragonborn). When she's first encountered, she's magically sealed inside Dimhollow Crypt, until you unintentionally release her.
  • Ship Tease: She's one of the few followers whom you can engage in deep conversation, and if you're nice to her, she ends up truly caring deeply for you and values you as a friend and comrade. Your dialogue choices in getting to this point imply that your character feels the same. Even if your character has already gotten married by this point, it's very likely that there's more romantic subtext between you and her than you and your spouse.
  • Slept Through the Apocalypse: If the Dragonborn has started the main quest, but not completed it, this means that Serana not only wakes up during Alduin's apocalypse, but accidentally causes Lord Harkon to begin enacting his apocalypse as well. It's literally true if you finish the main quest before releasing her.
    • Heck, she slept through all four of the previous games in the series, meaning she slept through multiple apocalypses.
  • Strong Family Resemblance: Much like Jarl Idgrod and her identically named daughter, examination and slight modification to facial textures in the Creation Kit reveals that Serana is the spitting image of her mother, Valerica.
  • Token Good Teammate: On the Volkihar side, as she's the only vampire to express any respect for mortals. If you side with the vampires and help her take down Harkon, she takes up the position of Vampire Monarch and pledges to make her family's legacy into something respectable.
  • Token Heroic Orc: If she allies herself with the Dawnguard.
  • Undying Loyalty: She might possibly be the single most loyal companion in the game. On the Dawnguard path, she'll knowingly march into a fort full of vampire hunters alone to give the Dragonborn vital information. She'll also trust the Dragonborn not to sell her out if on the Vampire path. Beyond that, unlike many of the vanilla companions, she doesn't care if the Dragonborn steals, and backs them up in every fight even if they go around attacking city guards or random citizens.

    Lord Harkon 

https://static.tvtropes.org/pmwiki/pub/images/harkon1_3385.JPG

"Behold the power! This is the power that I offer! Now, make your choice!"

Voiced by: Neil Dickson (English)note Other Languages:George Martirosyan (Russian)

Leader of Clan Volkihar, and father to Serana. Once a mighty king of ancient times, he made a pact with Molag Bal to ensure eternal life for himself, Valerica, and Serana. He seeks to fulfill the prophecy ending the "Tyranny of the Sun". Obsesses over this prophecy so much, he thinks nothing of sacrificing his own daughter to ensure it comes to fruition. His wife became his enemy as she sought to stop him. Harkon will offer to turn the Dovahkiin into a vampire lord as a reward for returning Serana to him.

  • Abusive Parents: His neglect of Serana ultimately turns her against him. If you call him out on it, he says that it was a small price to pay for the betterment of all vampires.
  • Archnemesis Dad: For Serana.
  • Asskicking Equals Authority: He's the strongest vampire in the entire Clan. If you become one and then go on to kill him, you take his place.
  • Axe-Crazy: His obsession with destroying the sun has taken a serious toll on his sanity.
  • Beard of Evil: Sports a goatee.
  • Big Bad: For the Dawnguard questline regardless of your allegiance.
  • Big Bad Wannabe: Under normal circumstances, he would easily be the biggest threat in the game... except that he is competing with Alduin, Miraak, and HermaeusMora. Needless to say, he is hopelessly outclassed by both the Dragonborn and the other villains floating around.
  • Bond Villain Stupidity: Letting you live if you refuse his gift of vampirism comes back to bite him in the ass, to say the least. Hell, even giving you the gift of vampirism may count, as the Dovahkiin may be extremely powerful by this point and easily capable of killing him without the powerup.
  • Chronic Backstabbing Disorder: Quite capable of this, as it's practically a Clan tradition. This is a reason why, if you're a vampire, Serana comes to the realisation that you'll have to kill him to stay alive.
  • Cool Sword: Carries a unique sword with a nifty Vampiric Draining effect that absorbs health, magicka, and stamina, which only works if wielded by a vampire. However, since he's fought in Vampire Lord form, he doesn't actually get to use it.
  • Deal with the Devil: Was so fearful of dying that he sacrificed thousands of innocents to become a true-blooded vampire.
  • Did Not Think This Through: He plans to permanently block out the sun so Vampires can hunt whenever they want. He either overlooked or chose to ignore the fact that this would make many more enemies than they already have, as his wife Valerica mentions; it could end the Civil War by motivating the Empire of Cyrodiil, the Stormcloaks, and maybe even the AldmeriDominion to work together against vampires. He also hasn't factored in, nor does he even acknowledge, the return of Skyrim'sdragons, despite their return being part of the prophecy he's trying to fulfill (and who would not like the bloodsucking upstarts hunting their subjects and defying Akatosh by messing with the sun) or Alduin. On top of all of this, as pointed out by another character, permanently blotting out the sun would inevitably extinguish all life, eventually leaving vampires without any food source.
  • Establishing Character Moment: You meet him when you first enter his castle, and return his daughter — who disappeared centuries earlier, leaving him no idea of what happened to her. The very first words that come out of his mouth: "My long-lost daughter returns at last! I trust you have my Elder Scroll?" Serana immediately lampshades that that's the first thing on his mind upon seeing her again.
  • Evil Overlord: He's a vampire lord.
  • Fantastic Racism: He does not like mortals. Or werewolves. Or common vampires. Or just about anything that isn't a pure-blood vampire, viewing them all as inferior.
  • Faux Affably Evil: He's very happy you returned his daughter to him, and offers the greatest "reward" - turning you into a vampire. Refuse and he'll essentially tell you to piss off and die. Accept and he'll later muse that not everyone actually survives becoming a Volkihar vampire. He has an interesting definition of reward.
  • Final Boss: Of the Dawnguard DLC.
  • Flunky Boss: During the fight against him, he'll throw a small army of skeletons and gargoyles at you... which Serana can then reanimate against him. Whoops.
  • "Get Back Here!" Boss: Half of his boss fight is catching up to him as he teleports around the room throwing spells at you.
  • I Hate You, Vampire Dad: If the Dovahkiin accepts his offer, they'll still wind up killing him.
  • Immortals Fear Death: His fear of dying is what motivated him to jump merrily over the moral line to become a pure vampire.
  • Immortality Immorality: He says that he sacrificed over a thousand innocents to gain vampirism from Molag Bal.
  • Kryptonite Factor: Like all vampires, he's vulnerable to Auriel's bow and the Sunhallowed Elven Arrows that go with it. In addition, during his boss fight, the arrows can negate his healing barrier, making the fight easier.
  • No Body Left Behind: Unlike other vampires, he simply dissolves into blood-red ashes when killed.
  • One-Winged Angel: As a Vampire Lord, he has this ability.
  • Orcus on His Throne: Apparently the tyranny of the sun isn't exactly urgent, given that Harkon apparently spent several thousand years not finding the keys to his plan. Justified, as he's searching for three Elder Scrolls and the mythical weapon of a god, any one of which obviously can be pretty hard to track down and find. There's also the fact that one of the Elder Scrolls he needs is on an entirely different plane of existence — even if he knew that (and there are limited ways he could), getting to that plane of existence and getting the scroll would have been a tall order.
  • Red and Black and Evil All Over: His uniform.
  • Removed Achilles' Heel: The prophecy he wishes to fulfill involves blotting out the sun with a permanent eclipse, which would allow Tamriel's vampires to hunt freely without being hindered by their weakness to sunlight. This results in some Genre Blindness... as it stands, only the Dawnguard ever take any aggressive actions against the vampires, whereas blotting out the sun would create many more enemies. Dialogue with Valerica highlights this; see Pragmatic Villainy in her entry below.
  • Used to Be a Sweet Kid: Sort of. Serana mentions that while she utterly detests her father now, he wasn't always as much of an asshole.
  • Vampire Monarch: Well, lord, but it still counts.

    Valerica 

https://static.tvtropes.org/pmwiki/pub/images/valerica_5581.JPG

Voiced by:Cindy Robinson (English)note Other Languages:Maria Fortunatova (Russian)

Wife of Harkon and mother of Serana, she is the one who sealed Serana away so Harkon would never find her and complete his ritual. She is so obsessed with her hatred for Harkon, she has lost sight of the well-being of her daughter.

  • Abusive Parent: To save her daughter, Valerica sealed her and put her to sleep for gods know how many ages - with no real plan to ever free her.
  • Barrier Maiden: Unwittingly serves as this for Durnehviir, who was tricked by the Ideal Masters to bind himself within the Soul Cairn for "as long as she lives." He was unaware at the time that she was an immortal vampire.
  • Didn't Think This Through:
    • She went to the Soul Cairn and offered to supply the Ideal Masters with the souls they needed. She never expected them to decide that her soul would suffice.
    • Averted in the case of her regard to Harkon's plans; read Pragmatic Villainy below.
    • Also her plan to foil her husband's plan was merely delaying the inevitable - Serana was eventually found and Valerica had no way to control the situation.
  • Heroic Willpower: Heavily implied. Valerica doesn't seem to have been fazed much by her centuries-long stint in the Soul Cairn. This is made more impressive when one considers that, unless the Ideal Masters or something local is providing her with sustenance, she has likely not fed in a very long time.
    • Possibly downplayed if the game is played with the official Survival Mode Creation Mod, where entering the Soul Cairn gives the "Transmundane" buff, basically removing the need to worry about hunger, fatigue, or warmth. If this was applied to Valerica as well, this implies that the biggest obstacle she had to deal with in the Soul Cairn may have centuries of sheer boredom.
  • He Who Fights Monsters: In her attempts to protect Serana from Harkon, she became as dangerously obsessive as her husband, which is why Serana resents her.
  • Knight Templar Parent: If you side with the Dawnguard, she will rant at you that you want to wipe out every last vampire in existence while she just wants to ensure the safety of her daughter. Serana will immediately pull a Shut Up, Hannibal! on her, telling her that she was never asked when forced into Valerica's plans, and never liked the idea of getting locked away for hundreds of years just to be 'safe', and that what Valerica did makes her no different from Harkon. To her credit, she does listen to her daughter and apologizes for not considering her point of view.
  • Mama Bear: Even with the aforementioned neglect, she does show genuine concern for Serana's safety, especially if she is travelling with a Dawnguard-aligned Dragonborn.
  • Necromancer: An expert, far beyond simply raising zombies - when hiding herself from her husband's madness, she abandoned the mortal plane altogether for the realm where captured black souls are drawn. Few mortal necromancers find it, and fewer still return. She can do both.
  • One-Man Army: Serana says she must not have encountered the Dawnguard because the Dawnguard are still around.
  • Pragmatic Villainy: Though Valerica isn't as cruel and violent as her husband, her opposing the prophecy isn't altruistic. She believes masking the sun wouldn't result in a 24-hour buffet for the vampires, but rather would drive all mortals to hunt them down and root them out until the sun was restored. In her opinion, their kind's place is in the shadows, undiscovered.
  • Rape as Backstory: Like her daughter, she too had to offer herself to Molag Bal, with all that entails.
  • Spanner in the Works: For the Prophecy of the Sun. One of the key elements of fulfilling the prophecy is the blood of a Daughter of Coldharbour, which is a woman who received vampirism directly from Molag Bal himself. By sealing Serana in the crypt and then hiding herself in the Soul Cairn, Valerica deprived Harkon of the only two people (as far as we know) who fit the description.
  • Well-Intentioned Extremist: She sealed Serana in Dimhollow Crypt with no plan to free her, then hid herself in the Soul Cairn, all to prevent Harkon from carrying out his plan. It wasn't the best idea, but it did keep Serana safe and out of Harkon's reach for centuries, until the one person who could put everything right was born.

    Vingalmo 

https://static.tvtropes.org/pmwiki/pub/images/vingalmo_3715.JPG

An Altmer vampire, Vingalmo is a senior member of Clan Volkihar and an adviser to Harkon. He will send the Dragonborn on a quest to turn a resident in three of the hold capitals into a Vampire Lord, sensing they are perfect for being granted the gift of becoming a vampire.

  • Deadpan Snarker: He regularly snarks at his rival's expense.
  • The Dragon: Seems to be competing for the spot with Orthjolf, and very upset at the idea that Harkon might appoint you to the position.
  • Faux Affably Evil: He may act polite and warn you about Orthjolf backstabbing you, but has no hesitation about doing it himself.
  • Hypocrite: Despite warning you of Orthjolf's Chronic Backstabbing Disorder, he'll happily send an assassin to try and kill you so he can take the glory.
  • It's All About Me: According to Orthjolf, though Vingalmo says the same about him.
  • Quest Giver: Occasionally sends you out to turn people into Vampires.
  • The Rival: With Orthjolf. The two are feuding for the position of The Dragon and will go to extremes to try and achieve it, such as sending an assassin each to try and kill you, with the intention of then taking the glory.
  • Snark-to-Snark Combat: On the occasions that Orthjolf can keep up with him verbally, this ensues.
  • Spanner in the Works: During the quest "The Bloodstone Chalice," he sends an assassin to finish you off. This interferes with Orthjolf's efforts to do the same, causing an argument between the two and preventing them from finishing off the Dragonborn.
  • The Starscream: Orthjolf accuses him of trying to overthrow Harkon.
  • Wicked Cultured: There is a book dating to the First Era by an Altmer named Vingalmo, who may be the same person. He also scolds his rival for not being able to banter in a witty manner.

    Orthjolf 

https://static.tvtropes.org/pmwiki/pub/images/orthjolf_4836.JPG

Don't get in my way, and I won't tear your arms off. Simple, isn't it?

A Nord vampire, one of the higher up members of the Clan, with a seat next to Harkon.
  • Beard of Evil: Has a beard, and is a murderous vampire.
  • Book Dumb: He derides Vingalmo's bookish ways and doesn't appear to be anywhere near as eloquent, but he can snark back on occasion and clearly is doing something right to be as high in the court as he is.
  • The Brute: While he's competing for the position of The Dragon, Orthjolf seems less eloquent than the others and seemingly prefers to rely on sheer force rather than magic, threatening the Dragonborn with pain and physical retaliation quite often.
  • Deadpan Snarker: He's not as eloquent as Vingalmo, but on occasion is capable of snarking back with blunt and sarcastic put-downs.
  • The Dragon: Seems to be competing with the spot for Vingalmo, and very upset at the idea that Harkon might appoint you to the position.
  • Fantastic Racism: Against Elves. If the player is an elf, he will merely be passive aggressive towards you, but he will only admit hating elves if the player isn't one.

    Orthjolf: (to a non-elf player) Between you and me, there's too many of them; can't trust the lot of them. Never could.

  • It's All About Me: According to Vingalmo, though Orthjolf says the same thing about him.
  • The Rival: With Vingalmo. The two are feuding for the position of The Dragon and will go to extremes to try and achieve it, such as sending an assassin each to try and kill you, with the intention of then taking the glory.
  • Snark-to-Snark Combat: On the occasions that Orthjolf can keep up with Vingalmo verbally, this ensues.
  • Spanner in the Works: During the quest "The Bloodstone Chalice," he sends an assassin to finish you off. This interferes with Vingalmo's efforts to do the same, causing an argument between the two.

    Garan Marethi 

https://static.tvtropes.org/pmwiki/pub/images/garan_1107.JPG

A Dunmer vampire who has been a member of the Clan for many centuries. He is the court wizard. He and Fura give out the repeatable radiant quests, along with the one to slay Isran and the rest of the Dawnguard after completing the main Dawnguard DLC questline.

  • Affably Evil: One of the few polite members of the court, who genuinely seems to treat you with respect.
  • The Dragon: To you, after you kill Harkon.
  • Evil Genius: For Clan Volkihar.
  • Evil Redhead: He has bright orange hair, which only makes the contrast with his grey skin more striking.
  • Evil Sorcerer: He's a mage who serves Harkon.
  • Only Sane Man: He no longer has any interest in the Clan's political infighting.
  • Pet the Dog: If you play as a Clan member, he'll be the one to comfort Serana over having to kill her father, instead of Isran.

    Fura Bloodmouth 

https://static.tvtropes.org/pmwiki/pub/images/s_npc_fura_bloodmouth.jpg

"I feed when I'm hungry, I sleep when I'm tired, and I kill whenever I'm in the mood. These are the things important to me."

A Nord vampire that is intensely loyal to Harkon. She and Garan give out the repeatable radiant quests, along with the one to slay Isran and the rest of the Dawnguard after completing the main Dawnguard DLC questline.

  • Berserk Button: Infighting, due to her Undying Loyalty.
  • Blood Knight: She kills whenever she wants.
  • The Brute: When asked how exactly does she serves Lord Harkon:

    Fura Bloodmouth: Simple. He says 'kill', I kill. Sometimes he doesn't even have to say it."

  • Dark Action Girl: A female brute and enforcer to Harkon.
  • Early-Bird Cameo: Possibly mentioned in the vanilla game. Angeline, the herbalist in Solitude, has a daughter named Fura who was serving the Legion and disappeared. She gives a small quest to the Dragonborn to get the truth from Captain Aldis about what happened, and Aldis informs the Dragonborn that she's dead. Given how unusual a name Fura is, it's possible that the two are the same character.
  • Fantastic Racism: She really hates weaker vampires, handing out radiant quests to kill them on a regular basis.
  • Names to Run Away from Really Fast
  • Undying Loyalty: To Harkon, which is why the political infighting is something of a Berserk Button.

    Feran Sadri 

https://static.tvtropes.org/pmwiki/pub/images/download_1_11.jpg

"You'd be surprised what people leave behind when you burn their village to the ground."

A Dunmer vampire who is also the chief alchemist for the Clan. He will send the Dragonborn on quests to retrieve powerful artifacts to augment their Vampire Lord abilities and for the body parts of ancient vampires to amplify the power of the Bloodstone Chalice.

  • False Flag Operation: One of the quests that he gives out involves you framing the Dawnguard for murder by killing someone while dressed in their armour.
  • Faux Affably Evil: Surprisingly polite, but it all sounds superficial.
  • Rape, Pillage, and Burn: He gets some of his supplies by burning down villages and looting what is left.

    Hestla 

https://static.tvtropes.org/pmwiki/pub/images/hestla.png

"Feast on life, friend."

A Nord vampire and ex-Companion who acts as the blacksmith for the Clan.

  • Affably Evil: After Serana and Ronthil, she is one of the most friendly vampires in Castle Volkihar and she genuinely wants to be helpful and useful, always knowing to have a backup plan with armor and weapons when the regular vampire skills are not enough.
  • Blatant Lies: She'll say that she can "slaughter the Companions without a second thought", yet she's easier than most of the other vampires to beat if the player sides with the Dawnguard - not just for the player (who, depending on how far along they are in the companion questline, can be anywhere from the newest member to the Harbinger), but also for Farkas, Vilkas, or Aela. Although considering she's a vampire (and by extension, The Ageless), it's entirely possible she's Locked Out of the Loop in regards to the current strength of the Companions.

    Ronthil 

https://static.tvtropes.org/pmwiki/pub/images/ronthil.png

"I hope you find life in the castle to be to your liking."

A Bosmer vampire who serves as Feran's assistant and general goods merchant for the Clan.

  • Affably Evil: After Serana and Hestla, he is one of the most friendly vampires in Castle Volkihar and he genuinely wants to be helpful and useful.
  • Butt-Monkey: Ronthil is disrespected by everyone in Castle Volkihar. He doesn't even sleep in his own coffin like other vampires, but in a dark corner, despite there being enough coffins for the whole Clan in the armory.
  • Dirty Coward: When the Dawnguard attack the castle in the final quest of their side of the DLC, Ronthil cowers in the armory while the other vampires stand their ground; but once confronted, uses his leveled bow, arrows, and the leveled one-handed weapon with which he originally spawned to defend himself in a desperate last stand.
  • New Meat: Its implied he is the most recently turned member of the coven, and as such he is treated with disdain by other vampires.
  • Professional Butt-Kisser: He may come across as one, due to his eagerness to make his superiors happy.

    Stalf 

https://static.tvtropes.org/pmwiki/pub/images/stalf.png
A Nord vampire and background member of the Court who plays a larger role in the quest "The Bloodstone Chalice."
  • Psycho for Hire: As revealed when Orthjolf hires him to try and assassinate the Dragonborn after they've finished the hard part of the above-mentioned quest.

    Salonia Caelia 

https://static.tvtropes.org/pmwiki/pub/images/salonia_caelia.png
An Imperial vampire and background member of the Court who plays a larger role in "The Bloodstone Chalice."
  • Psycho for Hire: As revealed when Vingalmo hires her to try and assassinate the Dragonborn after they've finished the hard part of the above-mentioned quest.

    Garmr and CuSith 

https://static.tvtropes.org/pmwiki/pub/images/garmr_8.png

Garmr

https://static.tvtropes.org/pmwiki/pub/images/cusith.png

CuSith

Harkon's personal Death Hounds, who wander around Castle Volkihar.
  • Hell Hound: By virtue of being Death Hounds, whose bite carries frost damage and who are always wrapped in a frost cloak when in combat. In Skyrim, a Death Hound's bite is known to be as "cold as the grave".
  • Religious and Mythological Theme Naming: Both are named after hellhounds from mythology. Garmr is the watchdog of Hel in Norse mythology, while CuSith is a ghostly dog with connections to death in Irish mythology. Doubles as Names to Run Away from Really Fast.
  • Talking Animal: Bizarrely enough, the two can send hired thugs after the player if you steal from Castle Volkihar.

Other Dawnguard Characters

    Arch-Curate Vyrthur 

https://static.tvtropes.org/pmwiki/pub/images/vyrthur_7274.JPG

"I will herald the fall of eternal night!"

Voiced by:Stephen Russell (English)note Other Languages:Alexey Dubrovsky (Russian)

The leader of an ancient Chantry of Auri-El, and brother to Gelebor. When the Falmer invaded the Chantry, he was enthralled somehow and taken under their control.


  • Arc Villain: He is the main antagonist for the quest "Touching the Sky." Normally this wouldn’t grant him Arc Villain status, but given that it’s one of the longest quests in the game, centered around one of its biggest locations...
  • Climax Boss: You fight him to claim the MacGuffin around which the main Dawnguard questline centers. When you confront him, you find out that he's a vampire, that he's the one who created the prophecy in order to get revenge on Auri-El for letting him be turned, and that the Falmer Gelebor thought had enthralled him were actually his minions. The questline's story effectively comes to its head here.
  • Determinator: He heals himself several times in your fight with him, as he's got nothing to lose.
  • Did You Just Flip Off Cthulhu?: The point of the prophecy; of course he can't physically harm Auri-El, but he can disrupt his influence over the world.
  • Disproportionate Retribution: Auri-El didn't intervene to save him when a vampire turned him. Vyrthur responded by taking command of the Falmer in the valley, letting them invade the Chantry of Auri-El and massacre all the Snow Elves there save for his brother, and made plans to use Auriel's Bow to bring about The Night That Never Ends so that vampires can run amok over the world. Safe to say, somewhere along the way he overreacted a bit.
  • Even Evil Has Loved Ones: He ordered the murder of nearly 100 unarmed worshipers, but he let his brother escape unharmed. Despite knowing where Gelebor is, Vyrthur has never gone after him.
  • Evil Sounds Raspy: His voice has a slight Palpatine-esque air to it.
  • Expy:
    • He's the spitting image of Kain, and has more than a few character traits in common with him too.
    • He also physically resembles the Uber-Morlock from The Time Machine (2002) and plays a similar role to that of the Falmer, who were also based on The Morlocks.
  • Faith–Heel Turn: When he was turned into a vampire, he became enraged that Auri-El didn't intervene. He created the prophecy as vengeance against him.
  • Fighting Your God: Downplayed, subverted, and possibly played straight at the same time. Vyrthur was once an Arch-Curate of the Chantry of Auri-El in the late Merethic Era, until he was turned into a vampire by an initiate. Blaming his god Auri-El for failing to protect him from becoming a vampire, he used an Elder Scroll to concoct a prophecy called the ‘’Tyranny Of The Sun’’ to exact his revenge on Auri-El. It is only downplayed in that, since the Aedra no longer take physical form, the most Vyrthur could ever hope to achieve, and indeed strives for, is to weaken Auri-El's influence over the world. Naturally, Auri-El, has something to say about that and is not only implied to have revoked his protection over Vyrthur because of what Vyrthur would later donote  As Auri-El/Akatosh is Time Incarnate, he is completely aware of everything that happens in the past, present, and future, he is implied to have sent the Last Dragonborn to personally punish Vyrthur. Subverted if the Last Dragonborn decides to use the Blood-Cursed Arrows of Auriel's Bow and fires them at the sky, thus disrupting Auri-El's influence over the world for a day and giving Vyrthur some measure of revenge even in death (as the Dragonborn had no idea what Auriel's Bow power could really do until they find and battle Vyrthur). Played straight if one takes the theory that all dragons, and by extension all Dragonborns, are aspects of Akatosh/Auri-El himself as canon.
  • God Is Displeased: There are some subtle indications that Auri-El was well aware of Vyrthur's true nature and knew that Vyrthur would betray him, and didn't protect Vyrthur from becoming a vampire because of it.
  • Glowing Eyes of Doom: A major tip-off to his true identity.
  • Greater-Scope Villain: Played with; while the actions he plans to take don't make him any more of a threat than Harkon, the reasons he undertakes those plans do. Harkon just wants to create an endless night so vampires can roam free, while Vyrthur wants to do it to disrupt a god's influence on the world.
  • An Ice Person: Uses ice magic, wields a frost-enchanted elven dagger, and summons Frost Atronachs.
  • Jerkass Has a Point: Unlike Harkon, he's not completely unsympathetic. It's hard to blame him for being upset that the god he served so devotedly did nothing to save him from becoming a vampire. That said, his reaction is way over the top.
  • Last of His Kind: He's one of the only two known surviving Snow Elves, which is what the Falmer were before they were subjugated by the Dwemer and twisted into their current forms.
  • Light Is Not Good: He has pale skin, white hair, pale white armor, and is an antagonist.
  • MacGuffin Delivery Service: He thanks you for bringing Serana to him, because that just happens to be the last part of the prophecy.
  • My God, What Have I Done?: If the boss fight goes on long enough, when he reaches his last bits of Health, he starts to pray for forgiveness from Auri-El.
  • Orcus on His Throne: He's apparently been content to wait centuries for a pureblood vampire to find him so he can continue his plans. Justified since pureblood vampires are very rare; spreading word of the prophecy to entice one to come to him was probably at least as practical as looking for one himself. Besides, Vyrthur can afford to wait, since he has plenty of time on his hands.
  • Pre-Final Boss: He's the penultimate boss the Dragonborn faces in the Dawnguard main quest.
  • Reclining Reigner: You find him in the chapel slouching on a throne, from which he commands frozen Falmer to attack you.
  • Sequential Boss: The first phase of his fight has him sending a horde of frozen Falmer and Chaurus at you, while occasionally bringing down chunks of the roof. After they go down, he fights you personally.
  • Time Abyss: Even more so than the Volkihar vampires, as he dates from before the fall of the Falmer at Ysgramor's hand and their taking refuge with the Dwemer, which happened in the Merethic era.
  • Walking Spoiler: Just about everything about his character is a huge spoiler for the events of Dawnguard. Of particular note are the facts that he's a vampire, and that he's the one that created the prophecy of the Tyranny of the Sun, and that everything you've done to find Auriel's Bow was playing right into his hands to fulfill that prophecy.
  • Weaksauce Weakness:
    • His boss fight becomes a lot less dramatic if you've completed the Companions' questline and are wielding Wuuthrad, since it does extra damage to elves.
    • He begins the fight standing with his back to a balcony. In order to get one of the Elder Scrolls required for the Dawnguard quest line, you've probably tackled at least a large chunk of the vanilla main story as well, which means you probably have Unrelenting Force up your sleeve. It will end the fight very quickly.
  • Wham Line!: Delivers a pretty huge one to Serana.

    Vyrthur: Look into my eyes, Serana. You tell me what I am.

  • White Hair, Black Heart: He's a Snow Elf, white-haired, and pretty evil.
  • Woobie, Destroyer of Worlds: His whole reason for creating the Prophecy was to spite Auri-El for not intervening to protect him when he was turned into a Vampire. For that reason, he's ready to plunge the entire world into permanent darkness.

    Dexion Evicus 

https://static.tvtropes.org/pmwiki/pub/images/dexion_1782.JPG

A Moth Priest who is visiting Skyrim so he can try and find the remaining Elder Scrolls.

  • Beat the Curse Out of Him: If you side with the Dawnguard, you free him from being enthralled by vampires by going to town with your weapon of choice.
  • Blind Seer: He's rendered blind after reading the first Elder Scroll you bring him. This doesn't significantly hinder his day-to-day routine; if asked about it as a Dawnguard, he explains that Moth Priests are trained to deal with their inevitable blindness.
  • Brainwashed and Crazy: You can snap him out of it, though, and if you side with the Volkihar Clan, you can then enthrall him again for yourself.
  • Katanas Are Just Better: He carries a unique katana called the Akaviri Sword on him at all times. The only way to get one in the entire game is to pickpocket it from him.
  • Kidnapped Scientist: Gets kidnapped by a minor vampire faction merely to become enthralled, and if you're a Volkihar vampire, you're basically kidnapping him as well.
  • Kill It with Fire: He uses fire spells to complement his Akaviri Sword.
  • The Renfield: Becomes one in the Volkihar storyline.

    Durnehviir 

https://static.tvtropes.org/pmwiki/pub/images/durnehviir_3528.JPG

A dragon encountered in the Soul Cairn. Durnehviir was tricked by the Ideal Masters into guarding their realm.

  • Awesome McCoolname: His name translates into "Curse Never Dying".
  • Bodyguarding a Badass: He essentially does this for you when you summon him. Unlike Odahviing, who only aids you during combat and leaves as soon as combat ends, Durnehviir patrols the sky above for the duration of his summon time even when not in combat. Makes sense, since he's relishing the chance to fly in Nirn's skies for as long as he can before being sucked back into the Soul Cairn.
  • Cursed With Awesome: Let's just say that he has a Meaningful Name.
  • Defeat Means Friendship: He's a very Graceful Loser despite having just been defeated for the first time in his entire life. After politely introducing himself, he admits his respect for the Dragonborn's strength as a warrior and teaches them his name so they might call upon him in battle.
  • Deal with the Devil: He made a deal with the Ideal Masters for power and the secrets of Necromancy, only to be tricked into binding himself to the Soul Cairn for as long as Valerica lived, unaware at the time that she was an immortal vampire.
  • Departure Means Death: He's reluctant to leave the Soul Cairn and return permanently to Tamriel, fearing that his body has become so attuned to life in the Soul Cairn that attempting to leave for long would kill him. He can, however, survive being summoned to Tamriel for short periods of time, and is very happy to visit its skies again.
  • Developers' Foresight: Durnehviir's acknowledgement of you being a Dragonborn is based on how far you are in the main quest. It has three different stages - before absorbing your first Dragon Soul, he will refer to you as a fellow dovah but doesn't know why (see Hyper-Awareness below). If you have already finished your training with the Greybeards, he will acknowledge you being a Dragonborn and so you are dragon in spirit. If you have finished the main quest, he humors you in that the news of Nirn travels there, and compliments the player for defeating Alduin.
  • Dracolich: He's trapped between life and death due to spending too much time in the Soul Cairn. He looks the part, with green "flesh rot", exposed ribs, and ratty looking wings.
  • Flunky Boss: Being a powerful Necromancer, Durnehviir fights alongside numerous undead minions. He can also call undead from the Soul Cairn when fighting alongside you.
  • Graceful Loser: He takes his very first defeat in battle remarkably well.
  • Hyper-Awareness: Demonstrates this if the Dragonborn encounters him before "Dragon Rising" is completed, as he refers to them as a fellow Dov; but when questioned about it, he admits he's also confused about why he did so.
  • An Ice Person: Frost Breath is his main direct damage weapon.
  • Necromancer: He sought to raise undead armies to combat his rivals in Tamriel, and made a deal with the Ideal Masters to serve as a Keeper in the Soul Cairn until Valerica died in exchange for their knowledge. Unfortunately for him, they failed to let him know that Valerica is immortal. When he is summoned, he can summon the denizens of the Soul Cairn to aid you. He also teaches a powerful Shout that kills, Soul Traps and raises foes as zombies.
  • Pet the Dog: Once you learn to summon him, you can engage in this by summoning him for no real reason. It lets him fly in the skies of Tamriel for a bit without having to fight anything, and he's delighted.
  • Poirot Speak: Averted. He actually speaks the mortal tongue very fluently, and apart from bestowing the title of "Qahnaarin" on the Dragonborn, he almost never speaks in the dragon language. In fact, he may be worse in Dovahzul than in Tamrielic, since he never uses the proper plural for "dovah".
  • Resurrective Immortality: Due to both his time in the Soul Cairn and his deal with the Ideal Masters remaining unfulfilled as long as Valerica still lives, he can't be killed, even by other dragons or the Dragonborn. If he dies, he simply regenerates in the Soul Cairn. When you first beat him, he's back on his feet within minutes.
  • Secret Art: DIIL QOTH ZAAM, the Shout he uses to summon minions from the Soul Cairn.
  • Signature Move: He teaches the Soul Tear shout to the Dragonborn, though he doesn't use it in battle himself; it wouldn't work on the Dragonborn anyway (dragon souls are immune to Soul Trap, which is one of its components), and would be way overpowered if he could use it on anyone else, such as enemies or the player's followers.
  • Summon Bigger Fish: He can be summoned back in Tamriel by shouting his name, like Odahviing, but the mechanics of his summoning are different. Durnehviir is treated as a summon in the same vein as an atronach or zombie, including the requirement that there be enough empty space on the ground for him to materialize. This, incidentally, means he can be summoned indoors if there is enough room for him.
  • Worthy Opponent: The Dragonborn is the first one to ever best him in battle, so he grants them the title of "Qahnaarin", which means "Vanquisher". If you have beaten the main quest of the core game prior to meeting Durnehviir, his first words will be to congratulate you on slaying Alduin.
  • You Can't Go Home Again: He would love to return to Tamriel and fly free in the skies again, but knows that he has spent too long in the Soul Cairn and would die if he stayed in the mortal realm.
  • Your Soul is Mine!: The first three times he is called into Tamriel, he teaches you the words to the Soul Tear shout, which is useless without all three words, but then becomes a powerful magic bolt that instantly kills, Soul Traps, and resurrects any enemy with low enough health.

    Galathil 

https://static.tvtropes.org/pmwiki/pub/images/galathil_8318.JPG

Voiced by: Julianne Buescher (English)note Other Languages:Bella Co (Russian)

A Bosmer woman added to the Ragged Flagon in the Dawnguard expansion. She's known as the "Face Sculptor" and can change the Dragonborn's appearance (but not race or gender) for 1000 septims.

  • How the Mighty Have Fallen: This is what she thinks of her current situation:

    "I have not always been a ragged beggar. I learned my art from the masters of the art of flesh sculpture. I studied with the Faculty of Chirurgeons in Cloudrest. I walked with the Hollow-Faced Men of Nohotogrha for three years. I count the nobility of both the Empire and the Dominion among my clients. And yet, I have fallen so low that I must justify myself to a wanderer in the sewers of this backwater of the world."

  • Insufferable Genius: She is an eloquent, refined, world-famous master of a rare craft which combines artistry and surgery. She is also haughty and condescending, like many Altmer, and despite falling on hard times will rudely question if the Dragonborn can even afford her now discounted services.
  • Magic Plastic Surgery: The whole point of her ability; as long as you aren't a vampire, she can completely change the Dragonborn's appearance with no apparent side effects whatsoever.
  • Riches to Rags: Used to be well known throughout the Empire and the Aldmeri Dominion for her face sculpting, but admits that she has fallen on hard times, to the point of moving her business to the Ragged Flagon.
  • Starving Artist: She is an absolute expert in reconstructive surgery, able to change your facial features, bone structure, skin tone, hair texture and color, and even your physique; but for some reason she is forced to offer her services in the seediest bar of the shadiest city in Skyrim.
  • Story and Gameplay Segregation: Some of the guards' dialogue imply her skills actually do have unwanted side effects, but this never happens in the game.

    Jiub 

https://static.tvtropes.org/pmwiki/pub/images/jiub_4753.JPG

Voiced by: Jeff Baker (English)note Other Languages:Alexander Gruzdev (Russian)

Yes, that Jiub. You encounter him as a soul in the Soul Cairn, completely unaware that he has died until he's told by the Dovahkiin. He has finished writing his Opus, but lost all the pages and requests the Dovahkiin's help in finding them.

  • The Atoner: The reason he hunted down all the Cliff Racers.
  • Continuity Nod: His appearance is one, and in a bit of a retcon, his death was not in Morrowind (as implied by the rumors in Oblivion), but in Kvatch, during its destruction at the start of Oblivion. However, you can find the severed head of a Dunmer inside one of the houses in Kvatch... The severed head of a bald Dunmer, with a scar on his face...
  • The Determinator: He hunted down every single Cliff Racer in Morrowind by himself.
  • Fate Worse than Death: But he shrugs it off, saying that he likes the quiet. His only regret is that no one will be able to read his opus unless you give him a hand.
  • Guttural Growler: As part of the Continuity Nod, Jeff Baker is brought back to provide his original Dunmer voice from Morrowind.
  • Heel–Face Turn: He finally reveals the reason he was on the prisoner boat in Morrowind. He was once a skooma addict who hated himself for killing people just to get his fix. After he was released from prison, he decided to turn his life around by killing all the Cliff Racers.
  • Off with His Head!: He was killed by a Dremora during the Oblivion crisis; you can actually find his severed head inside a ruined house in Kvatch, with a large chunk of his skull missing.
  • Oh, Crap!: Judging by the terrified expression on his severed head in Oblivion, he fully realized what was about to happen moments before he died.
  • Pals with Jesus: Pretty much what happened to him after killing all those Cliff Racers and becoming St. Jiub.
  • You Don't Look Like You: Has a head full of hair in Dragonborn, even though he's always been depicted bald beforehand. Also, his severed head in Kvatch lacks pointy ears for some reason.

    Katria 

https://static.tvtropes.org/pmwiki/pub/images/katria_9861.JPG

Voiced by: Lani Minella (English)note Other Languages:Mariana Spivak (Russian)

Once an adventurer seeking the Aetherium Forge, she has died in the ruins of Arkngthamz. Her spirit remains there, however, seeking someone to help finish the quest she has failed to complete during her life.

  • Ace Custom: Her bow, Zephyr, is a Dwemer bow tricked out to have a quicker arrow draw.
  • Action Girl: Even as a ghost, she's more than capable of going toe-to-toe with the Falmer, Chauri, and Dwemer robots.
  • Adventure Archaeologist: In life, she explored Dwemer ruins in search of the Aetherium Forge. Even after her death, her spirit works with the Dragonborn in order to finish what she started.
  • Deadpan Snarker: She has her moments. "Killing" her will result in her reappearing a few seconds later, asking if it made you feel any better.
  • Disney Villain Death: The reason she's a ghost, due to a particularly deadly Dwemer trap that tore open the ground underneath her.
  • Dual Wielding: She favors a pair of steel daggers in combat when not wielding a bow.
  • Ghostly Goals: Finding the Aetherium Forge.
  • Go into the Light: Implied at the very end of the quest. However, if "Lost to the Ages" is completed before the main quest chain, she cannot be encountered in Sovngarde, despite the fact that she's a Nord.note Justified by her DLC status - the base game wasn't engineered to include her.
  • Goddamned Bats: In-universe, Katria considers the Falmer to be this.

    "Damn things are like flies. No matter how many you kill..."

  • Memento MacGuffin: If you retrieve her bow Zephyr from where it landed on a fallen tree, she asks you to take good care of it for her.
  • Older Than They Look: Mentions that she's been adventuring through Dwemer ruins for twenty years, which would mean she's either in her mid-thirties or early forties. It's hard to tell when she's in her ghost form, but when seen in her human form (caused by a bug if the player casts Courage on her), you can clearly see she has an older character model with lines around the eyes and forehead.
  • Our Ghosts Are Different: Still capable of physical form and kicking butt alongside you. Unlike other ghosts, you can't walk through her, and she utters a noise of disgust if you push past her.
  • Unfinished Business: Returns as a ghost to help you find the Aetherium Forge. You have the option of tracking down the apprentice who betrayed her and finishing off that person as well. (Said apprentice is a random encounter; she does not request this of the Dragonborn.)
  • What the Hell, Hero?: If you loot the armor off her corpse, she'll lament her lost dignity.

    Knight-Paladin Gelebor 

https://static.tvtropes.org/pmwiki/pub/images/gelebor_3265.JPG

Voiced by: David Shaughnessy (English)note Other Languages:Andrey Sipin (Russian)

A Snow Elf, likely one of the last of his kind. He asks the Dovahkiin to kill his brother, fearing he has been irreversibly enthralled by the Falmer - or, as he calls them, The Betrayed.

  • Badass Pacifist: He dislikes fighting, but will do whatever it takes to continue fulfilling his oath to Auri-El and defending the Wayshrines.
  • Bittersweet Ending: By the end of his quest, his brother is dead, and he's the last known Snow Elf. Nevertheless, learning that the Falmer didn't instigate the massacre of the Chantry gives him hope that the Falmer's recent rise in intelligence will one day lead them back to civilization.
  • The Idealist: Even though he's the last known uncorrupted Snow Elf left on the face of Tamriel, he's not at all morose about the situation of himself and his race, believing that there may remain other isolated pockets of Snow Elves, and that the Falmer may one day recall what they once were and make peace with the surface world.
  • Insistent Terminology: He prefers being called a Snow Elf over Falmer (even though "Falmer" actually means "Snow Folk" in Elvish), since the word Falmer has gained such a negative connotation.
  • Invulnerable Civilians: Unkillable NPCs are all over the place in this game, but Gelebor takes it a step further: he can't be attacked at all. Anything you try to hit him with just passes through him completely.
  • Last of His Kind: Well, he's one of the last known Snow Elves who has not become a sightless, feral monster as the Falmer have. After his brother dies, he acknowledges that he may now indeed be the very last, but reassures the Dovahkiin that they did not further a genocide - there may be others like him, and the Falmer may one day regain their sentience.
  • Light 'em Up: As a priest of Auri-El, his magical powers are based around light.
  • Magic Knight: He uses magic along with an elven mace.
  • My Species Doth Protest Too Much: Double subverted.
Sours: https://tvtropes.org/pmwiki/pmwiki.php/Characters/SkyrimDLC
What AI thinks vanilla Skyrim characters look like in real life

Skyrim: 10 Best Mods To Create A Better Character

The Elder Scrolls V: Skyrim continues to defy logic with yet another announcement by Bethesda concerning a relaunch. The Anniversary Edition of the game is slated to drop in November of 2021, and it comes packed with 500 pieces of mod content crafted by the Creation Club. Meanwhile, regular Skyrim gamers continue to craft brand new characters and head out on another adventure.

RELATED: The 10 Bestselling Video Games Of All Time

These gamers are fully aware of the plethora of character-related content from the modding community, and they put it to good use to craft the most unique Dragonborn around. Some overhaul facial characteristics and body meshes, while others change everything from hair and eyes to character attributes. Most of these mods focus on the Special Edition of the game, though they do have "Oldrim" equivalents as well.

10 RaceMenu

• Legendary version | Special Edition version

First, it's important to have the right foundation for building a better character in Skyrim, and that means adding RaceMenu to the load order. This popular plugin is a feature-packed arsenal of extra options, sliders, and body mechanics that go far beyond the vanilla Skyrim experience, allowing players to craft the ultimate avatar.

RaceMenu does have competition in the form of Enhanced Character Edit, but it's generally referred to as superior. Once installed, players can access it by pressing the ~ key to bring up the console, and typing "showracemenu," which will trigger the character creation overhaul. It will also take into account other body-related mods in the load order, and utilize their functions accordingly.

9 High Poly Head SE

• Download Here for both Legendary and Special Edition

Like it or not, the vanilla body and head meshes in Skyrim aren't aging particularly well, but there are plenty of mods available to bring the game up to modern standards. High Poly Head SE is currently available in version 1.4, and goes a long way towards making Skyrim's characters look their best.

There's a list of prerequisites to install before adding this to a load order, but the results speak for themselves. With more geometry and greater detail, faces look cleaner, sharper, and much more realistic. This can be applied to NPCs and followers, as well as the main character, to overhaul the game's characters.

8 Imperious - Races Of Skyrim

• Legendary version | Special Edition version

The province of Skyrim is home to many different races from the world of Tamriel, but the game doesn't go nearly far enough in distinguishing them from one another. Imperious - Races of Skyrim seeks to remedy this by implementing a set of values and statistics which gives each race its own set of inherent strengths and weaknesses.

For instance, Nords have a natural resistance to cold, while Orcs are better suited for melee combat. The mysterious feline Khajit race is more nimble and swift, Imperials handle armor better, and Redguards are blessed with a tremendous stamina buff. Regardless of the race, there are certain perks that tailor well to individual player styles.

7 The Atlantean Race - Powerful Warriors

• Special Edition only

Though slightly non-lore friendly, the inclusion of the Atlantean race offers players the chance to build quite an interesting warrior character, with a few perks on the side. The race is defined primarily by two things - physical strength, and a natural affinity for moving about whilst underwater.

RELATED: 10 Most Challenging Skyrim Quests In The Base Game

Atlanteans are a tough breed and make for natural pack mules. Stamina and carrying capacity is enhanced to the point where there's no real need to lug around a backpack for extra storage. They're also capable of zipping about underwater like natural-born fish, allowing for deep-dive explorations of Skyrim's various waterways.

6 KS Hairdos SSE

• Legendary version | Special Edition version

Hair mods are vital for creating an attractive and cool looking character, especially given how dreadful the vanilla game's hairstyles are. While many Skyrim modders go straight for the popular Apachii hairstyles mod, it's not always the most realistic option. KS Hairdos SSE has quickly gained steam among the Skyrim modding community due to its relatively lore-friendly hairs.

The mod doesn't just offer better hairstyles; it also cleans up the texture work, offering a total in-game replacement from the standard stock hairdos. Modders are encouraged to install the Salt and Wind add-on, which retextures KS Hairdos even further, for maximum realism and attractiveness.

5 Tempered Skins For Males & Females

• Special Edition only - Males / Females

Players who want to start out as a human character should tack a good skin mod onto the load order in order to improve on what's already there. Tempered Skins for Males & Females offers a variety of options for players to customize the perfect look, right down to the choice of body musculature and chest hair.

The mods were designed to work well with enhanced ENB lighting presets as well, meaning they should look great no matter what. They're a definite step up from the rather bland and low-res textures included in the original game, and when combined with other body mods, helps transform the character roster.

4 Ordinator - Perks Of Skyrim

• Legendary version | Special Edition version

By default, Skyrim's perk system offers far too much ease when it comes to leveling up, and far too little room to customize the character experience. Ordinator - Perks of Skyrim is one of the most popular perk overhaul mods, primarily due to the way it handles leveling and application of perk points to the skill tree.

Every single perk tree has been reformatted to offer more options for players to build out their character's skill set. This has the added benefit of preventing over-specialization in a particular skill, which may unbalance the game and make it unnecessarily easy. Ordinator is one of the best Skyrim mods that players should install for their next playthrough, if they haven't already.

3 Improved Eyes Skyrim

• Legendary version | Special Edition version

Like everything else in vanilla Skyrim, eye textures are showing their age, and that can detract considerably from the believability and immersion in the game. Improved Eyes Skyrim overhauls eye textures while working directly with RaceMenu for greater character customization.

Every race gets improved eye textures with sharper detail, more exotic colors, and better shine. Some textures are simply an overhaul of existing race-specific eyes, while others have a glint of the supernatural that can give the Dragonborn a sense of inherent magical power.

2 Scarified Dunmer - Overhauled - SSE

• Special Edition only

The Dunmer are generally looked down upon in Skyrim as a troublesome people, but some gamers prefer playing as one to explore the province, regardless. Scarified Dunmer is a mod that overhauls the race to take into account the ritual scarring that takes place within the culture.

RELATED: 10 Best RPG PC Games Of All Time (According To Metacritic)

The result is a more diverse set of complexions for the Dunmer race, allowing them to stand out more amongst one another. Players can experiment with different looks to create a highly ritualized Dunmer Dragonborn that looks the part, and fits in well with the surrounding characters.

1 Character Creation Overhaul

• Legendary version | Special Edition version

While many of Skyrim's character-related mods focus on the physical aspects of character creation, some go behind the scenes to work their magic on the attributes system. Character Creation Overhaul is one such mod, and it's popular among the Skyrim community for adding a deeper set of RPG mechanics into the game.

Essentially, CCO focuses heavily on birthsigns, classes, skills, and attributes by allowing players to craft characters based on a series of important choices. This turns Skyrim into something vastly different from freeform exploration and a series of hilarious and timeless quotes.

NEXT: 10 Best Video Game Trailers From E3 2021

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About The Author
Derek Draven (579 Articles Published)

Derek started writing about video games at age 14 and went on to write for GamePro Magazine and several other prominent outlets. He now brings his veteran pop culture XP to ScreenRant.

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Sours: https://screenrant.com/skyrim-best-mods-for-character-creation/

Characters skyrim

Skyrim: 5 Best Romanceable Characters (& 5 To Avoid)

By Olivia Titus

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Bethesda's The Elder Scrolls V: Skyrim is packed with eligible bachelors and bachelorettes, but which characters are worth romancing?

Perhaps one of the most interesting of Skyrim's varied and extensive gameplay is its marriage system. Indeed, love is pursued in a rather unorthodox manner, as it is more a trade of benefits between Dragonborn and NPC rather than romance.

Related: The Elder Scrolls: 10 Most Fascinating Dragons In The Series

There are, of course, a plethora of eligible bachelors and bachelorettes across the frozen nation who are waiting to be seduced by the Dragonborn. Of course, not all are these characters are worth seducing. Some offer nothing to players, others offer little more than good looks, and a select few can offer so much more. Therefore, these are the five best characters to romance in Skyrim, and five to avoid.

10 Avoid – Housecarls

Yes, this is technically more than one character, but the many Hold Housecarls players are assigned may as well be the same person, no matter how they look. Their entire personality revolves around their loyalty to their thane, even if married to that very person.

It's a jarring shock going from "I love you" to "I am sworn to carry your burdens." While they can act as a traveling companion, fighting alongside players, they aren't exactly the strongest allies Dragonborns could have. They don't own their own properties, usually pre-housed in players' own homes, don't teach any skills, and don't offer and specialty shops. It's best to keep any relations here purely business.

9 Romance – Dravynea the Stoneweaver

This Dark Elf mage resides in Kynesgrove, and at a first glance, comes across as cold and aloof. However, completing her favor melts away this harsh exterior to a slightly warmer personality, a bit of wit and charm mixed together.

Marriage to Dravynea offers no land of her own, as she stays at the small town's Inn. But it does offer access to a strong Alteration teacher, as well as a select shop of magical spells and goods. As a small bonus, Dravynea is not that bad looking, either.

8 Avoid – Orla

Orla. Pros? She's a priestess of Dibella, and followers of this love goddess are known to be rather saucy, which should make for a spicy marriage. Cons? Being a religious figure, she has no property of her own as she rides in her goddess' temple in the city of Markarth.

Orla is also not available as a follower, nor does she offer any skills or specialty shops to players. She is, ultimately, a pretty face who players can marry, who may or may not offer spicy nuptial stuff. Unfortunately, she's also a lover who can bug out, preventing players from getting the Lover's Comfort bonus. So, even that raunchiness isn't guaranteed. Best pass this priestess up, then.

7 Romance – Ghorza gra-Bagol

For those seeking romance in Markarth, worry not as the orc blacksmith Ghorza is an available bachelorette. Argue about orcish physicality all day long, but there's no doubt Ghorza is a bit of a badass, running her own forge.

Ghorza and her brother – a fellow blacksmith and possible bachelor – are renowned and respected throughout the city, so marriage to her carries some clout. It'll also carry access to a great Smithing teacher and shop. Behind that tough and gruff exterior is an amazing partner, waiting to be wooed.

6 Avoid – Shahvee

This Argonian dock worker is one of the few who is unfortunate enough to live in the heart of Stormcloak territory, Windhelm. She does seem to keep a positive outlook on her sad circumstances, which is admirable. But those same circumstances mean she has little property of her own.

Shahvee is not a possible follower or a skilled teacher and she does not specialize in any shop, so she has little to offer players in marriage. But for those with big hearts (or a thing for lizards...or both), Shahvee will still be waiting down on the docks.

5 Romance – Balimund

This humble blacksmith bachelor is located in the seedy city of Riften. However, despite his questionable choice of residency, Balimund is an honest and hard worker, seeking to supply his goods and services to the people of the Rift.

Related: 10 Elder Scrolls Memes That Prove The Games Make No Sense

Marrying Balimund comes with access to his entire smithy, as well as access to a fantastic Smithing teacher and specialized Smith shop. And for those seeking a simple family life, he's already proven himself more than worthy, being the only bachelor to canonically have adopted another character, Asbjorn Fite-Tamer. A good man, a good father, and a good husband, Balimund is among the best candidates to marry.

4 Avoid – Octieve San

This elderly Breton lives in the Imperial-controlled city of Solitude, Skyrim's current capital. Octieve San lives with his daughter (why she isn't a marriage candidate is unknown) and often spends his time at the pub, getting drunk and getting into more debts.

Marriage to Octieve San, clearly, offers very little. Due to his age, there'd be very few years spent happily married to him. But even for the gold diggers out there, Octieve San has little to offer, as he has no property of his own – again, his daughter owns all their estate – and has multiple debts to settle. Best give this drunken old man a hard pass.

3 Romance – Revyn Sadri

Revyn Sadri lives among the mistreated Dark Elves of Windhelm. Despite the maltreatment of Morrowind's natives, he does his best to make a decent living with his shop. Though, he'll still run into trouble sometimes, mainly in where he finds his supplies.

Despite his struggles, Revyn is a hard worker and an honest elf. Marrying him gives access to his shop, as well as his specialty supplies. He's undoubtedly a charismatic bachelor and husband, given that he's a fantastic Speechcraft teacher. So definitely keep this bachelor on the roster!

2 Avoid – Angrenor Once-Honored

Another resident of Windhelm, Angrenor is a retired Stormcloak soldier, now turned beggar. Now, he spends his days either getting drunk in the city's Inn or harassing the Dark Elf refugees. He has no property of his own and is not a teacher of any skill or special shopkeep.

Angrenor has nothing to offer players, and his heavy prejudices and drunkard behavior leaves much to be desired. For the more charitable, give him a coin if need be. But definitely pass up on marriage.

1 Romance – Any Companion Member

Again, yes, this is technically more than one character. Unlike the Housecarls, the members of the Companions have more variation to their personalities...though, not by much. They're all joined by their love for glory, honor, and fighting, and this reflects in the fact that many of them can be followers as well as bachelors or bachelorettes.

Several of them also make for master-level teachers of certain Skills, though none of them have any specialty shops. But that's okay, as their strength, loyalty, and common bonds to each other and the player more than makes up for it. So, players should definitely consider swinging by Jorvaskr sometime. It may just hold their future lover inside.

Next: Skyrim: The Real World Influence Behind The Daedric Princes

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Characters / Skyrim: Followers

For the characters who can bring assistance to the Dragonborn in their adventures and aren't part of a faction or DLC characters. For other Skyrim characters, click here.

    open/close all folders 

    In General 

"Long life to you, Thane."

Housecarls are warriors assigned by the Jarl of a hold to protect the Dragonborn and their property. In order to earn a housecarl, you must become a Thane (in other words, an acknowledged hero of the hold), which generally involves directly assisting the Jarl in question, helping the citizenry of the hold, and, in the case of the major holds (Whiterun, Eastmarch, the Rift, the Reach, and Haafingar), purchasing property. With Hearthfire installed, you can also gain housecarls from Falkreath, Hjaalmarch, and the Pale's Jarls after purchasing land (Winterhold alone does not have purchasable property).


  • Action-Hero Babysitter: With the addition of the Hearthfire DLC, the housecarls become these. They will do everything in their power to protect the Dragonborn's children from bandits and other random attacks.
  • Artificial Brilliance: If a fight is beginning to look a little one-sided, they'll snatch up a staff they found lying on the ground and use it to even the odds.
  • Badass Normal: They don't need fancy magic or an ancient language to keep up with the Dovahkiin. But they won't hesitate to use a staff if you give one to them, or it is lying around for them to use.
  • Battle Butler: They carry your goods if you request it, and, when not following and protecting you, they stay at home to guard your house, your children and anything you own. Starting with Hearthfire, they share this position with your Stewards.
  • Blonde, Brunette, Redhead: Jordis, Lydia, and Iona respectively.
  • Bodyguard Crush: If you wear an Amulet of Mara while speaking to them...
  • Bodyguarding a Badass: That badass being you, of course.
  • Catchphrase:

    "Honor to you, my Thane."
    "Long life to you, Thane."
    "I am sworn to carry your burdens."
    "As you will, my Thane. I will protect you with my life."

  • Did You Just Flip Off Cthulhu?: They have special trash talk reserved for dragons!

    "You'll die this day, dragon!"

  • The Dragon: To an evil Dragonborn. They won't hesitate to murder a defenseless old lady if you give them the order.
  • Hypercompetent Sidekick: They can generally scout traps and be aware of an enemy's presence before you are. They can absorb more punishment than you (technically, since they're difficult to kill) and at early levels, they might be stronger than you. Also, unlike you, they and all other followers have no cap on either armor or magic defense, allowing them to block nearly all damage, potentially, rather than capping at 80% for armor for the Dovahkiin or 85% magic and poison resist.
  • Insult Friendly Fire: As almost all of them are Nords, they are prone to using "Skyrim for the Nords!" as well as various racial insults as a battlecry, even if they happen to serve a non-Nord.
  • The Lancer: They are "your sword and your shield".
  • No-Sell: They have no cap for their resistances, so they can potentially resist 100% of magic, poison and physical strikes.
  • Only Six Faces: The female Housecarls seem to have the exact same faces, to the point where Lydia and Jordis the Sword-Maiden almost look like palette-swaps of one another. Iona at least has a different hairstyle.
  • Static Role, Exchangeable Character: They all have the exact same role in the game, the same stats, almost the same equipment, and, before Dragonborn added some unique dialogue for Lydia, the same lines as well.
  • Trash Talk: All of them use it when facing down enemies.
  • Undying Loyalty: They will put up with almost anything you do and agree to almost any order. In fact, it's easier to list the things they won't let you get away with:
    • Attacking them repeatedly.
    • Becoming a Stage 4 vampire (if Dawnguard isn't installed) or werewolf (if they are not a follower).
    • ...And making them sleep in someone else's bed.

      "Not for you. Not for anyone."

    • Particularly notable is that Housecarls will fight by your side even if you're fighting against the very Jarls who assigned them to you. Lydia and Jordis the Sword-Maiden will stay right by your side while invading Whiterun or Solitude, with Lydia actively participating in directly fighting the very Jarl who assigned her to you, personally.

For the housecarls of Falkreath, Hjaalmarch, and the Pale, see Skyrim: DLC.

    Lydia 

https://static.tvtropes.org/pmwiki/pub/images/lydia_8005.JPG

"I am sworn to carry your burdens...."

Voiced by: Colleen Delaney (English)note Other Languages:Maria Ovchinnikova (Russian)

Housecarl to the Dragonborn upon being named Thane of Whiterun. Most likely the first Housecarl you will obtain, and the one players remember the most.


  • Action Girl: She's likely the first female follower you can recruit, unless you're doing a non-dragon run, and is a proficient warrior.
  • Ascended Meme: Lydia originally had only one sarcastic line. This was upped in Dragonborn.
  • Breakout Character: She's pretty much the poster girl for the game, as the first housecarl met in the main questline and likely the player's first companion (Sven or Faendal in Riverwood can be missed easily), and she has a bit of sarcasm and badassery to make her memorable. The Hearthfire and Dragonborn DLC further expand her personality in subtle ways with new dialogue and changes to her behavior, something done for no other Housecarl.
  • Cuteness Proximity: A very strange example. When fighting the diminutive but murderous Rieklings:

    Lydia: I don't know whether to kill it or pet it.

  • Deadpan Snarker: Aside from the classic line above, Lydia gets a tremendous boost to her snarkiness in the Dragonborn DLC, especially if you start using the Black Books.
  • Disc-One Nuke: She's one of the first followers you can recruit, and her invincibility combined with her high stats and strong default equipment make her possibly more powerful than you when you recruit her. She'll continue to be just as powerful late into the game.
  • No Hero to His Valet: No matter how badass, famous or influential the Dragonborn is, Lydia will keep snarking the same or otherwise harmlessly disrespect them.
  • Sarcastic Devotee: She is sworn to carry your burdens. Doesn't mean she's happy about it, though. With Hearthfire, she eventually drops the snark the more you travel with her. She has a lot more sarcastic dialogue in Dragonborn.

    Calder 

https://static.tvtropes.org/pmwiki/pub/images/calder_8511.JPG

Voiced by: Michael Gough (English)note Other Languages:Denis Shvedov (Russian)

Housecarl to the Dragonborn after being named Thane of Eastmarch in the capital of Windhelm.


    Iona 

https://static.tvtropes.org/pmwiki/pub/images/iona_2601.JPG

Voiced by: Claudia Christian (English)note Other Languages:Ramilya Iskander (Russian)

Housecarl to the Dragonborn after being named Thane of The Rift in the capital of Riften and helping to clear out a den of skooma dealers.


    Argis the Bulwark 

https://static.tvtropes.org/pmwiki/pub/images/argis_5808.JPG

Voiced by: Popeye Vogelsang (English)note Other Languages:Viktor Bakin (Russian)

Housecarl to the Dragonborn after being named Thane of The Reach in the capital of Markarth after taking care of several Forsworn camps.


    Jordis the Sword-Maiden 

https://static.tvtropes.org/pmwiki/pub/images/jordis_4566.JPG

Voiced by: Corri English (English)note Other Languages:Daria Frolova (Russian)

Housecarl to the Dragonborn after being named Thane of Haafingar in the capital of Solitude and helping to save Solitude from a crisis.


  • Action Girl: Her name says it all.
  • Awesome, but Impractical: As stated before, all housecarls are equal in stats, which is unfortunate considering how much cost and effort one must undertake to get Jordis.
  • Badass Adorable: She has the default "young lady" voice, and tends to express glee when brought along into exotic and impressive locales.
  • Beware the Nice Ones: Her voice and dialogue give the impression that she's the friendliest out of the housecarls. Doesn't make her any less brutal in a fight, nor does it keep her from yelling threats in battle.
  • Department of Redundancy Department: Name version. "Jordis" means "Sword Maiden" in Norwegian, which makes her name Sword Maiden the Sword-Maiden.
  • The Fettered: She takes her oath to serve you very seriously. Unlike Lydia, she says "I am sworn to carry your burdens" without a hint of sarcasm.
  • Nice Girl: Nothing short of the nicest character in the entire Elder Scrolls franchise, and that is just the vanilla version. Mods replacing cut dialogue make Jordis three times as vocal and helpful, and she is such a sweetheart and so kind and friendly that she is a popular voice option for fan made content.
  • Single Woman Seeks Good Man: Well, man or woman. Cut dialogue has her latch onto the Dragonborn like they were already married, and if you go through with it, Jordis is this Up to Eleven.
  • They Call Him "Sword": Her sobriquet.
  • What the Hell, Hero?: If you don't fight back against enemies attacking you, Jordis will call you out on it and demand you defend yourself.

    Adelaisa Vendicci 

Voiced by: Claudia Christian (English)note Other Languages:Ramilya Iskander (Russian)

An Imperial commander who is a troubleshooter for the East Empire Company.


  • Bow and Sword, in Accord: She will use a bow against distant targets and her sword against close ones.
  • Colonel Badass: She's implied to be of high rank in the Imperial Army or at least the East Empire Company, since Orthus says she's one of the higher-ups.
  • Gameplay and Story Segregation: She's supposed to be a warrior, but her top skills are Alchemy, Smithing and Enchanting. The Unofficial Patch changes her to a one-handed warrior type.
  • Old Soldier: She's noticeably silver-haired, and her face is quite lined.
  • Surrounded by Idiots: She's very pleased that the Dovahkiin is competent and getting things done.

    Adelaisa: Glad Orthus was able to find someone competent to help out.

    Annekke Crag-Jumper 

https://static.tvtropes.org/pmwiki/pub/images/600px-sr-npc-annekke_crag-jumper_2517.jpg

Voiced by: Colleen Delaney (English)note Other Languages:Maria Ovchinnikova (Russian)

A miner in Darkwater Crossing who prefers adventuring to getting stuck in the mine, unlike her husband.


  • Action Mom: She has a daughter.
  • Be Careful What You Wish For: While the ore vein she discovered was prosperous enough to establish the settlement of Darkwater Crossing and its associated mine, this unfortunately led to Small Town Boredom when she realized she was now tied down in one place.
  • Follower-In-Law: The Dragonborn can marry her daughter.
  • Founder of the Settlement: She was the one who discovered the mine, leading to the establishment of Darkwater Crossing.
  • Older Than They Look: She has a full-grown daughter, which would make her in her late thirties or early forties at least. She certainly doesn't look it; in fact, when standing next to her daughter, they look like they could be sisters.
  • Parenting The Wife: Her husband, Verner, desperately wants her to act her age. It doesn't work.
  • Retired Badass: Until/unless she returns to adventuring alongside the Dragonborn.
  • Small Town Boredom: Her reason for following the Dragonborn.
  • Wet Blanket Wife: Inverted. She wants to do some adventuring, to the annoyance of her husband.

    Derkeethus 

https://static.tvtropes.org/pmwiki/pub/images/derkeethus_6046.jpg

Voiced by: Tim Blaney (English)note Other Languages:Stanislav Strelkov (Russian)

The only Argonian follower, a miner at Darkwater Crossing who was apparently a prisoner of the Falmer.


  • Artificial Stupidity: Due to a glitch, he can become inexplicably trapped in the cave where you find him, unable to follow you out of the exit.
  • Catchphrase: "Ours is to follow, friend."
  • Dual Wielding: Will use his pickaxe as well as another weapon you give him.
  • Idiot Ball: How he got imprisoned by the Falmer. Upon freeing him, the first thing he does is to kick himself for about how utterly stupid it was to swim into an unexplored cave when he didn't know what was in there first.
  • I Owe You My Life: Derkeethus follows you because you saved his life and will stand by your side no matter what. "To Oblivion and back, as they say."
  • Lizard Folk: As an Argonian. He's also the only Argonian follower in the game.
  • Made of Iron: Due to the incredibly buggy nature of his recruitment quest, his essential status never gets removed, making it impossible for enemies to kill him. This means that, while his stats are average at best, he's actually one of the most useful followers in the game.
  • Recruitment by Rescue: You recruit this guy by rescuing him from a Falmer den.
  • Rescue Romance: If you choose to marry him.
  • Runaway Groom: Because of a glitch, when attempting to marry him, he has a tendency to sprint out of the chapel in the middle of the ceremony.
  • This Is Gonna Suck: Entering a vast room with no enemies to be seen? He sees this a mile away.
  • Weapon of Choice: The bow, which he will use as long as he has arrows, even if you give him ridiculously powerful melee weapons. The solution, of course, is to give him ridiculously powerful bows instead. In melee combat, he almost always uses his pickaxe and will simply resort to Dual Wielding if given another melee weapon.
Followers who are part of the Dark Brotherhood can be found in Skyrim: Factions.

    Barbas 

https://static.tvtropes.org/pmwiki/pub/images/20111201094253barbas_2896.jpg

Voiced by:Stephen Russell (English)note Other Languages:Viktor Nizovoy (Russian)

A talking dog found outside Falkreath.


  • Animalistic Abomination: Only looks like a Big Friendly Dog.
  • Arbitrary Skepticism: Calls the player out on this, if they make the You Can Talk? observation.

    Barbas: Yeah, Skyrim is full of giant, flying lizards and two-legged cat-men, and you're surprised by me? Yeah, I just talked. And am continuing to do so.

  • Artificial Stupidity: He has a habit of pushing players off cliffs. He is also set to stay very close to you.
  • Big Friendly Dog: He's really this terrifying Daedric creature, and yet he still barks at butterflies.
  • Deadpan Snarker: Much like his master, in fact, but not at all malicious.
  • Made of Iron: He seems to be completely invincible. Justified in that he's an aspect of sorts to Clavicus Vile, who - as a Daedric Prince - can't be killed. With one exception: taking up Clavicus Vile on his offer to give Barbas the axe. Literally.
  • Morality Pet: Literally, to Clavicus Vile. He says this in a bit of unused dialogue:

    Barbas: I tend to be the voice of reason and he finds that... irksome.

  • Talking Animal: The Dragonborn can bring up this fact, whereupon Barbas will comment on their Arbitrary Skepticism.
  • Taken for Granite: Reuniting him with Clavicus causes him to reclaim his post as the other half of the Daedric Prince's statue.
  • Unexplained Accent: Barbas speaks with what sounds like a Brooklyn accent. Though a good number of characters speak with (nondescript) American accents, such a specific accent can come off as... out of place.

    Ahtar 

https://static.tvtropes.org/pmwiki/pub/images/ahtar_5055.png

Voiced by: Popeye Vogelsang (English)note Other Languages:Viktor Bakin (Russian)

The headsman and head jailer of Solitude. He can be made a follower if you grant him a request of eliminating a prisoner he accidentally let escape.


  • An Axe to Grind: He carries a unique Battleaxe. It's the same axe he uses to execute people.
  • Dark Is Not Evil: Despite his duties, he comes off as a fairly decent person who treats his job as what it is: a job.
  • Establishing Character Moment: You'll likely notice him immediately upon entering Solitude, as the headsman in charge of executing Roggvir.
  • Off with His Head!: It's his job. He's pretty blasé about it, however. Ironically, he doesn't have the Devastating Blow perk that would allow him to lop off heads in combat.
  • Scary Black Man: Aside from his job, he's notably much larger and more muscular than other Redguards as well as having a rather deep voice.

    Belrand 

Voiced by: Michael Gough (English)note Other Languages:Denis Shvedov (Russian)

A Nord mercenary found in Solitude's inn.


  • Adventurer Archaeologist: He shows excitement when visiting ancient Nordic tombs.
  • Deflector Shields: He often uses the Ward spells.
  • An Ice Person: Knows Ice Spike, with the Unoffical Patch.
  • Magic Knight: Prides himself on being a spellsword. Without the Unofficial Patch, however, he knows no destruction spells.

    "Versatility is the key to survival. Hire me, and you'll well-prepared to face threats both magical and mundane."

  • Nice Guy: Stands out among the followers as this. He doesn't have a Dark and Troubled Past, a dark secret, or a hidden agenda; he's just a mercenary who loves life and will happily adventure across Skyrim at your side. Even his obligatory inventory-carrying joke is more lighthearted than passive-aggressive.
  • Stone Wall: He can be even tougher than housecarls because he buffs and heals himself.

    Borgakh the Steel Heart 

https://static.tvtropes.org/pmwiki/pub/images/borghak_the_steel_heart_4569.png

Voiced by: Diane Salinger (English)note Other Languages:Elena Morozova (Russian)

An Orc warrior, and the daughter of the chieftain of Mor Khazgur stronghold. Her eventual fate would have been to be married off to another stronghold, which the Dragonborn has a chance to prevent - by either passing a Speechcraft check to talk her into running away, or by paying off her bride-price.


  • Action Girl: As a female Orc, this is a given.
  • Amazonian Beauty: She's a tall, muscular woman who is quite pretty.
  • Arranged Marriage: She joins up with you to escape one.
  • Awesome McCoolname: Borgakh the Steel Heart is a pretty nice name. You can even melt her steel heart if you marry her.
  • Badass Normal: Not a mage or anyone specially trained, just a Orc warrior.
  • Blood Knight: One of her random comments is, "My blood's calm. I prefer it boiling."
  • Boobs of Steel: She's quite buxom, but also a good fighter.
  • The Chief's Daughter: She has most of the traits, but wants to escape a arranged marriage.
  • Don't You Dare Pity Me!: A minor example, but if you use Healing Hands on her to heal her wounds, she'll complain that an Orc lets wounds heal naturally.
  • Hot Guy, Ugly Wife: Possibly (she can be married); but for an Orc, she's fairly attractive.
  • Luckily, My Shield Will Protect Me: An odd case in that her stats are geared for a sword-and-shield one-handed approach, but she seems to prefer using bows at long range in battle instead unless you make sure she doesn't have any bows or arrows.
  • Marry for Love: She does this, happily, if you ask her to marry you. She comments that marriage feels right this time and compliments your cleverness and strength.
  • Proud Warrior Race Guy: Once again, as a female Orc. When married, she'll frequently tell you "Conquer your enemies, my love."
  • Rebellious Princess: As the daughter of the chief, she doesn't want to be "the third wife of some lowly chieftain" and will gladly follow you should you persuade her to do so.
  • Statuesque Stunner: Since she's a orc, and a attractive one at that, she's taller than any race but Altmer.
  • Stealth Expert: She's got surprisingly good sneak ability, tied for 10th best in the game for a follower.
  • Stone Wall: She's skilled in heavy armor and her default armor levels up to Orcish in quality, giving her good defense, and you can give her even better armor.
  • Technicolor Eyes: She has yellow eyes with cross-shaped pupils and smaller dark specks in the irises.
  • Tiny Guy, Huge Girl: If you're playing as anyone but a Nord, Altmer, or another Orc, she'll be noticeably taller than you.
  • Tribal Facepaint: Has blood-red tears painted on her face (as if her eyes are welling up and running over).
  • Video Game Caring Potential: She's going to be forced into a Arranged Marriage against her will, and you can either pay off her bride-price or persuade her to opt out of it. You can even have her marry you or join the Blades.

    Benor 

https://static.tvtropes.org/pmwiki/pub/images/maxresdefault_4253.jpg

Voiced by: Popeye Vogelsang (English)note Other Languages:Viktor Bakin (Russian)

A Nord warrior hanging around the Guardhouse in Morthal. He will follow you upon beating him in a brawl.


  • Above the Influence: It's possible for Alva to hit on him, and Benor says he'll agree, if Alva leaves that "kinslayer" Hroggar. Alva says Hroggar doesn't have to know, but that causes Benor to flatly turn her down, refusing to "cuckold" Hroggar even if Benor thinks Hroggar's a murderer.
  • An Axe to Grind: He's wielding an iron battleaxe when you first recruit him, and he prefers Two-Handed weapons.
  • Defeat Means Friendship: How you recruit him. It also allows to marry him.
  • Gameplay and Story Segregation: During the "Laid to Rest" quest, he's part of the Torches and Pitchforks party who goes to Morvath's lair, and then is too afraid to actually enter the vampire's den. At this point, he's normally scripted to go back to Morthal with the other NPCs, but if he's already available as a follower, asking him to team up with you results in Benor entering the cave anyway, with no other consequence.
  • Knight in Sour Armor: He's not pleased with the Jarl of Hjaalmarch, whom he feels isn't doing enough to protect the citizens of Morthal. He feels that Morthal used to be a quiet place, back when the world made sense. So what does he do about it? He joins up with Morthal's guards to help them out.
  • Not Distracted by the Sexy: Well, not distracted by Alva's sexy, anyway, as described in the Above the Influence trope. The player can marry him, though.
  • Red Oni, Blue Oni: Sort of. He's the blue oni to his good friend Gorm's red. You can learn this in a minor conversation, but Gorm wants to do something immediately about his and Benor's mutual dissatisfaction with Morthal's Jarl, while Benor would prefer to wait until the time is right, when they're sure.

    Erandur (formerly Casimir) 

https://static.tvtropes.org/pmwiki/pub/images/ErandurSkyrim_3360.png

Voiced by:Keith Szarabajka (English)note Other Languages:Vladislav Kopp (Russian)

An aged Dunmer priest, Erandur joins you following the "Waking Nightmare" quest, which can be started in Dawnstar.


  • The Atoner: Used to be a Daedric Lord's priest, but abandoned his order and became a priest of Mara instead.
  • Badass Preacher: Being a priest of Mara and being a powerful mage are not mutually exclusive.
  • The Bard: He used to attend the Bard's College in Solitude, but was kicked out for worshiping Vaermina.
  • Battle Cry: "Feel the benevolence of Mara!"
  • Catchphrase: "Blessings of Mara upon you."
  • Developers' Foresight: Erandur is one of the few followers with different remarks for basically every location in Skyrim, from major cities to bandit camps. The most notable is his remark that he's always wanted to make a pilgrimage to the Temple of Mara, should you take him there.
  • Good Parents: He claims that he had good parents and has no bad memories of them; he thinks he'll visit their resting place sometime.
  • Heel–Faith Turn: He used to worship a Daedric Prince, but turned good and started worshiping Mara instead.
  • Kill It with Fire: One of his favorite spells is a ramped-up fireball.
  • Kung-Fu Wizard: Erandur can take almost as much of a beating as Lydia or your other companions.
  • Magic Knight: He often uses a mace and a fire spell. He's also a mean hand with Destruction staves.
  • Master of None: Sadly, he becomes this at higher levels, despite being a Crutch Character at lower levels; it's because he uses the Priest class, which is not only a civilian class, but also has terrible synergy with his abilities. He will end up with an above-average HP pool because of his high level cap, but because he has no armor skills, he can't serve well as a tank, and he also gets a huge stamina pool, but because he has no weapon skills, he isn't a good offensive fighter either. He can cast some spells, but his Magicka pool is a very tiny 50 points and never increases, making him sub-par as a mage as well.
  • Nice Guy: One of the few followers who are fine with hauling your stuff around.
  • Older Than They Look: He states that he grew up in The Pale and has lived there for most of his life, which is longer than the Dovahkiin may think.
  • Ooh, Me Accent's Slipping: Erandur's battle dialogue and some of his unique lines said when he isn't being spoken to directly are in the normal, nasal Dark Elf voice, as opposed to his usual Badass Baritone. Keith Szarabajka wasn't able to go the full Joshua Graham route for this preacher.
  • Sadistic Choice: It's either have him as follower, or kill him and gain possession of a nice magic staff. Of course, it's not really sadistic if you're a good guy, since doing the bidding of the Lady of Nightmares is not something you'd be inclined to do even if it didn't involve killing a decent man. However, if you're attempting to get the "Oblivion Walker" achievement, letting him live means giving up the chance to acquire one of the fifteen required artifacts. (Your best bet in that case is to leave his quest for the last of the fifteen, save the game before the choice, and then wait until the achievement unlocks before reloading.)
  • That Man Is Dead: "I no longer use that name [Casimir]. I'm Erandur, priest of Mara."
  • Unexplained Accent: He has quite a fantastic one compared to other followers, though it's mainly because no other follower in the game shares his voice type.
  • Weapon of Choice: Tends to favour using Destruction magic in battle, despite his stats revealing that he's far more skilled at Conjuration. One explanation for this might be that his Heel–Faith Turn from a Daedra worshiper is why he doesn't use it anymore, since that school is heavily associated with the Daedra and Oblivion.

    Cosnach 

Voiced by:William Salyers (English)note Other Languages:Dmitry Tarnover (Russian)

A alcoholic Breton that works as a porter for Lisbet at Arnleif & Sons.


  • The Alcoholic: He drinks constantly because "There's no shipments coming in, so I do nothing. Just drink." If you use Healing Hands on him, he says "Hey, my hangover's gone!".
  • Best Him To Bed Him: If you beat him up, he'll become available for marriage.
  • BFS: The Unofficial Skyrim Patch changes him to a two-handed Barbarian warrior to suit his armor better, so giving him a greatsword, battleaxe, or warhammer would be best.
  • Bow and Sword, in Accord: Uses his mace for close enemies, and a bow for more distant enemies.

    Eola 

https://static.tvtropes.org/pmwiki/pub/images/eola2_9825.jpg

Voiced by: Susan Eisenberg (English)note Other Languages:Olga Kuznetsova (Russian)

A follower of the Daedric Prince Namira.


  • Affably Evil: She's rather polite for a bloodthirsty cannibal.
  • Beware the Silly Ones: Don't let yourself be fool by her first impression; she's pretty much a psychotic cannibal.
  • Cloud Cuckoolander: She seems a bit like this when you first meet her, especially as she goes on about how she knows you know what it's like to be a cannibal... even if you haven't actually eaten any human flesh up to this point in the game. Even though the Dragonborn has a Multiple-Choice Past already, it's likely this is just a seduction tactic; tellingly, if you flat out refuse her right off the bat, she'll just say "To Oblivion with you, then!" and attack you.
  • Dark Action Girl: Female, psychotic, and very good at kicking ass.
  • Handicapped Badass: Being blind in one eye doesn't hamper her any.
  • I'm a Humanitarian: She's part of a cult of cannibals who worship Namira.
  • Magic Knight: Efficient in One-Handed combat and Destruction magic.
  • Necromancer: Eola is the only follower in the base game capable of reanimating fallen enemies.
  • Nightmare Fetishist: She is part of a cannibal cult worshiping the Daedric Prince of Revulsion. Can hardly fit the trope better.
  • Psycho Sidekick: Granted, the game's universe is a huge case of Grey-and-Gray Morality, but Eola's right up there with Cicero when it comes to psychotic followers.

    Ghorbash the Iron Hand 

Voiced by: Noah Nelson (English)note Other Languages:Sergey Lavygin (Russian)

An Orc warrior who can be found at the Orc stronghold of Dushnihk Yal, slightly southeast of Markarth. He's the brother of the stronghold's chief and can become a follower if you pass a Speech check.


  • Awesome McCoolname: Let's face it, "Ghorbash the Iron Hand" has a very nice ring to it.
  • Nobody Calls Me "Chicken"!: One of the dialogue options for recruiting him essentially boils down to this. Ghorbash takes it as a challenge.
  • Retired Badass: Previously served in the Imperial Legion before returning to the stronghold.
  • Small Town Boredom: Of a sort. Although his brother acted against usual orcish sensibilities by welcoming him back into the stronghold after Ghorbash left to serve in the Legion, he still has a strong urge to wander. The speech check required to make him a follower calls him out on this.
  • Weapon of Choice: The bow, as befits a Ranger, Ghorbash's listed class.

    Vorstag 

Voiced by: Christian Svensson (English)note Other Languages:Alexander Taragin (Russian)

A Nord mercenary found in the Silver-Blood Inn.


  • Adventurer Archaeologist: He's fascinated by the Dwemer and will comment about them frequently when in Dwemer ruins.
  • BFS: Like Cosnach, Unofficial Skyrim Patch changes him to a two-handed Barbarian warrior to suit his armor better, so giving him a greatsword, battleaxe, or warhammer would be best.
  • Bow and Sword, in Accord: Like most non-mage followers, he will use a bow against far away enemies.
  • Speech Impediment: Has a noticeable lisp when he talks.
Followers who are part of the Thieves' Guild can be found in Skyrim: Factions.

    Illia 

https://static.tvtropes.org/pmwiki/pub/images/illia_3546.png

Voiced by: Colleen Delaney (English)note Other Languages:Maria Ovchinnikova (Russian)

An Imperial witch. She enlists the Dragonborn to help stop her mother from becoming a Hagraven.


  • Heel Realization: Upon realizing that she simply isn't comfortable with crossing the Moral Event Horizon.
  • Hot Witch: She's really fairly attractive, unlike some of her ilk.
  • An Ice Person: Her primary combat spells are ice based.
  • Impaled with Extreme Prejudice: How most of her kills will end up, due to her reliance on Icy Spear for offense.
  • It Only Works Once: Due to a bug, you may only get the follower recruitment dialogue with her once. It can even be squandered if you already have a follower when you ask.
  • Not What It Looks Like: What she says after the Dragonborn witnesses her killing another witch.
  • Self-Made Orphan: Although it's in self-defense.
  • Token Heroic Orc: Most witches you come across are wicked Daedric worshipers that attack on sight. Illia is about the only exception.
  • Video Game Caring Potential: After you help her end her quest, she doesn't really know what to do anymore and becomes a follower for you as a way to move on, staying in the tower where she killed her mother when you dismiss her. On the bright side, she is available to become a Steward in Hearthfire, so it is possible to recruit her, thus giving her a new home, a new life, and a new purpose. Unfortunately, she is not essential, and can possibly be Killed Offscreen by something attacking your home while you're away.

    Marcurio 

https://static.tvtropes.org/pmwiki/pub/images/marcurio_1877.png

Voiced by: Jon Curry (English)note Other Languages:Alexander Matrosov (Russian)

An Imperial magician usually found in the inn in Riften who can be hired.


  • Adventure Archaeologist: He claims to be highly knowledgeable on the topic of Nordic ruins and will consider taking a few items from Dwemer ruins to take back to Cyrodiil.
  • Arrogant Kung-Fu Guy: "If these ruins frighten you, take comfort in the knowledge that I am here."
  • Badass Bookworm: Some of his dialogue suggests he is well-educated.
  • Deadpan Snarker: He's one of the more talkative followers who often make comments on some places even when not talked to, and complains that you're using him as a pack mule when asked to carry things.
  • Disc-One Nuke: He's actually one of the more offensively powerful followers, and will join you as long as you have 500 gold when you get to Riften.
  • Shock and Awe: Uses Lightning Bolts as his main spells.
  • Trigger Happy: Since he has Chain Lightning, he can (and will, repeatedly) electrocute you in combat.
  • Tsundere: If you marry him and use him as a follower, then you'll get both the standard marriage dialogue and his snarky remarks.

    Mjoll the Lioness 

https://static.tvtropes.org/pmwiki/pub/images/tesv_character_mjoll_1561.png

Voiced by: Martina Lotun (English)note Other Languages:Tatyana Shitova (Russian)

A former adventurer, she retired after a brush with death in the depths of a Dwemer ruin. She's taken it upon herself to try and clean up Riften, but hasn't had much luck. If you can return her enchanted blade Grimsever, she will take up adventuring again at your side.


  • Awesome McCoolname: You don't get a sobriquet like "the Lioness" by being a pushover.
  • Berserk Button:
    • She considers the Thieves' Guild even lower than the Dark Brotherhood, since she believes the latter have some degree of standards. As a follower, however, she can be taken to the Ragged Flagon with no ill effect and can even be present during your initiation as a Nightingale or being named leader of the Thieves' Guild.
    • This can possibly be explained by the fact that she really hates bandits as well, since bandits burned down her village and killed her brother when she was a child.

    Mjoll: I hope there's more bandits around... Their numbers could use a little more thinning.

  • BFS: She's better at two-handed than one-handed, so giving her a greatsword rather than a regular one is better for her. The Unofficial Patch makes Grimsever a two-handed glass greatsword.
  • Blood Knight: She loves to fight, as repeatedly stated in her dialogue.
  • Boisterous Bruiser: A rare female example.

    Mjoll: Ha! Think you can take me?

  • Deadpan Snarker: When talking to Maven Black-Briar, she's much more rude and sarcastic, naturally.

    Mjoll: Maven. How's the criminal underworld treating you this fine day?

  • Deceased Parents Are the Best: She'll fondly remember some things about her parents when you adventure with her, always speaking of them in the past tense or mentioning that she misses them.
  • Developers' Foresight: She comments on it if you bring her to Mzinchaleft, where she was severely injured.

    Mjoll: Mzinchaleft. I swore I'd never return here.

  • Doomed Hometown: When in a bandit hideout, she will mention that her village was destroyed by bandits when she was young.
  • Foil: To Maven Black-Briar. Both are Nord women who live in Riften; while Maven is a corrupt businesswoman who backs the Thieves' Guild and treats the player with hostility even after they help her more than once, Mjoll is a warrior who opposes all corruption, despises the Thieves' Guild, and is never rude to the player (even if they're in the guild). Ironically, though, Mjoll's morality is set to 0 (Any Crime) whereas Maven's morality is set to 3 (No Crime), so Mjoll will commit any crime the player asks her to whereas if modded as a follower, Maven would refuse.
  • Friendly Enemy: It's never mentioned in-universe, and it's most likely just a case of Gameplay and Story Segregation, but you can befriend her even if you are a Thieves' Guild member, or even the Guildmaster. That's right, you can be friends with her even though, from her perspective, you are pretty much part of the Big Bad Ensemble (the other part being Maven Black-Briar).
  • Just Friends: Apparently, herself and Aerin. Aerin will go anywhere Mjoll goes - including your house, should you marry her. He will even follow her to Sky Haven Temple, should you get her to join the Blades! This can be bad, as he'll follow her on their dragon hunting expeditions.
  • Made of Iron: Because of her quest (and her Dummied Out role against the Thieves' Guild), Mjoll is permanently tagged as "essential" and thus literally cannot be killed by any enemy in the game. This alone makes her one of the most useful companions in the game, as you don't have to worry about her getting killed in combat, though she'll still turn on you if you attack her enough.
  • Motor Mouth: One of the more talkative followers, to the point that she will talk during excursions into danger-filled caves and tombs and will talk over other NPCs during scripted story moments.
  • Named Weapons: Her sword, Grimsever.
  • Older Than They Look: You'd never know it from just looking at her, but some of her comments imply that she's somewhat past her prime.
  • Permanently Missable Content: Before patch 1.9, if you were level 81 before talking to her the first time, you could never recruit her, since she'd only give you the quest to retrieve Grimsever after you leveled up once after meeting her.
  • The Pirates Who Don't Do Anything: Despite her claims to be an opponent of the Thieves' Guild and the Black-Briars, she's never seen doing anything other than lamenting their presence in Riften. Even if you tell her that you're interested in joining the Thieves' Guild, she simply expresses mild disappointment at you. Dialogue between her and Aerin suggest that she does have run-ins with them offscreen, but he tries to convince her into limiting her actions to avoid having Maven send her to jail "or worse." She also does help the guards take down thieves whenever one shows up.
  • Platonic Life-Partners: With Aerin, to whom she remains very close even if she marries the Dragonborn.
  • Retired Badass: Though you can inspire her to make a comeback.
  • Tribal Face Paint: Wears blue face paint on half of her face.
  • Unknown Rival: To the Thieves' Guild. Despite being the only resident of Riften who openly opposes them, none of them seem that concerned with her as they never even talk about her. That said, there is a "Danger" shadowmark on her door.
  • We Help the Helpless: Her reason for staying in Riften.
  • Why Did It Have to Be Snakes?: She dislikes Dwemer ruins, after almost losing her life in Mzinchaleft, and will wearily remind you of this if you take her into one, remarking that she had hoped to never see one again. If you take her to Mzinchaleft in particular, she will mention that she had never intended to return there.
  • Woman Of The City: Sees herself as Riften's protector, and vehemently opposes both the Thieves' Guild and Black-Briar dynasty (or at least she claims to do so). As noted above, it's been indicated that there was supposed to have been a questline in which she worked more actively against them, but it was cut.
Followers who are part of the Companions can be found in Skyrim: Factions.

    Erik the Slayer 

Voiced by:Jason Marsden (English)note Other Languages:Anton Kolesnikov (Russian)

A young man from Rorikstead who dreams of being an adventurer.


  • Ascended Fanboy: A meta example. Erik the Slayer is based off of Erik West, who was known as "Immok the Slayer" on the forums before he died of cancer in May 2011.
  • Farm Boy: Subverted in that he's not resistant to adventure - it's his biggest dream, and he doesn't miss farming at all.
  • Jumped at the Call: Takes the first opportunity that he can to just leave and start adventuring.
  • Missing Mom: She died when he was a little child.
  • Nice Guy: To the point where he's actually enthusiastic about helping you carry stuff. Really, he's almost too nice to become a feared mercenary.
  • Mythology Gag: One of his ancestors may have been a guard in Cyrodiil, since he'll say in combat, "This is the part where you fall down and bleed to death!"
  • Overprotective Dad: Mralki is so protective of Erik that when you say you want to talk about his son, he assumes Erik must have been hurt, and sounds close to panic.
  • Pet the Dog: The Dragonborn can offer to pay for his armor, so his father won't go into debt.
  • Red Baron: "The Slayer". Erik explains that his father wanted him to take a sobriquet that fits him, but he chose this one to make himself seem more impressive to potential enemies. After all, no one's gonna quake in fear of "Erik Greenthumb" or "Erik Hoe-Pusher".
  • Small Town Boredom: Why he wants to be an adventurer.
  • Strong Family Resemblance: He looks a fair bit like his father, the owner of the village inn. He inherited his mother's eye and hair color, presumably, as those don't match. And hopefully his mother's hair retention, as Mralki is bald on top.
  • Video Game Cruelty Potential: Completing his quest makes him not only available as a follower, but also as a husband. He's also one of the characters who can become a steward in Hearthfire. There is absolutely nothing keeping the player from enacting any of the two latter options as soon as they become possible, then never, ever, having him as a follower while traveling.

    Faendal 

https://static.tvtropes.org/pmwiki/pub/images/tesv_faendal_4012.png

Voiced by: Jon Curry (English)note Other Languages:Alexander Matrosov (Russian)

A Bosmer from Riverwood. He is in a Love Triangle, competing with Sven for Camilla Valerius' attentions. He will offer to follow you if you help him out (either by telling Camilla that Sven had written a fake note to pretend it was from Faendal, or by giving Camilla the fake note he wrote to pretend it was from Sven).


  • Archer Archetype: Skilled in archery, light armor and sneak. He's also not the most sociable guy, but he's not disagreeable either.
  • Badass Normal: He can only level up to level 30 and he doesn't know any magic, but he's so good with his bow that it often doesn't matter.
  • Deadpan Snarker: "Riverwood's agreeable enough, I suppose. For a Nord village."
  • Disc-One Nuke: Getting him as a follower is not only possible within five minutes of leaving Helgen, but he's also a trainer, and as a companion you can get Archery lessons from him and then take back the gold from his inventory for free lessons. Enjoy having your pumped-up bow skills deal a One-Hit Kill to early enemies.
  • Love Triangle: With Sven over Camilla. He's no better and no worse than Sven; both of them hatch a completely identical plot to win over Camilla's affections: write a forged note insulting Camilla and make it look like the other guy wrote it, so Camilla will turn on him and fall for the forger instead. Faendal's letter is the more blunt, being essentially a Stylistic Suck poem on Stay in the Kitchen, while Sven more or less depicts Faendal as a stereotypical Thalmor elf.
  • Never Hurt an Innocent: His morality is set to 3 (will not commit any crimes), which means he'll turn on the Dragonborn if they instigate a fight with a civilian.
  • Nice Guy: All Love Triangle issues aside, he's perfectly happy to help you out, he's extremely loyal to the point where he never objects if you turn him into a pack mule, and he's got none of the Fantastic Racism most of his species does.
  • Weapon of Choice: The bow is his default weapon, which he will use most of the time. He can also train you in Archery up to level 50.
  • Would Not Shoot a Civilian: Ask him to kill a civilian and he will say, "Not for you, not for anyone." Kill one yourself without due cause (basically in cold blood) and he'll join the guards in killing you. If one of them attacks you first, however, he'll side with you since they started it.

    Golldir 

https://static.tvtropes.org/pmwiki/pub/images/tesv_golldir_8622.png

Voiced by: Michael Gough (English)note Other Languages:Denis Shvedov (Russian)

A Nord warrior who meets the Dragonborn at Hillgrund's Tomb, where his ancestors are being experimented on by a necromancer. After the Dragonborn helps him, he offers his services as a follower.


  • Abusive Parent: His dad locked him in Hillgrund's tomb for three days. It's an ambiguous example, however, because the note from his aunt says that it was actually his brother who did it. So it's hard to say what actually happened in that specific instance (to muddy the waters further, the Unofficial Skyrim Patch changes the note to say it was his father), but Dad sounds like a nasty piece of work regardless, to judge by some of his other comments.note The aunt's note may contain a dev typo - if Agna is Golldir's paternal aunt, it's possible that the sentence was supposed to say "since my brother locked you in there".
  • An Axe to Grind: His default weapon is a leveled axe and he has perks to cause bleeding damage with both war axes and battleaxes.
  • Disappeared Dad: But that may be for the best. His dad was a drunken bastard.
  • Fantastic Racism: Defied; when describing what the Necromancer (a Dark Elf) is doing to his ancestors, he talks about "filthy Dark Elf Necromancy". If the Dragonborn is a Dark Elf, however, he will immediately add that there was "no offense intended", as he assumed they weren't in that kind of practice.
  • Luckily, My Shield Will Protect Me: He prefers a axe and shield fighting stance and has the "Deflect Arrows" perk and receives little damage from them.
  • Nice Guy: Wants to clear a family's crypt inhabited by a necromancer that's an enemy of his family.
  • What the Hell, Hero?: Calls the Dragonborn out if they steal treasure from his family's ancestral tomb. He reluctantly agrees that they can keep it as a reward for helping him out, but he's clearly not happy about it. note Even if they don't take anything, he'll say this in response to their merely looking into one of the containers, which is a little frustrating if the player accidentally clicks on an urn.

    Jenassa 

https://static.tvtropes.org/pmwiki/pub/images/jenassa_7211.png

Voiced by:Lani Minella (English)note Other Languages:Elena Kischik (Russian)

A Dunmer mercenary found in Whiterun's Drunken Huntsman. Will follow for 500 gold.


  • Affably Evil: She makes no bones about being a killer, but she also likens it to an art and generally remains polite and professional about it.
  • Aristocrats Are Evil: If she's taken into a mine, she'll bemoan the fact that the very people who dig up precious minerals are so poor.
  • Blood Knight: Enjoys fighting a lot.
  • Combat Aestheticist: She gushes over the aesthetics of blood spray, and describes combat as "making great art".
  • Dual Wielding: One of the few followers who prefer dual wielding over using a shield.
  • In Love with Your Carnage: She can be married after being hired.
  • Leeroy Jenkins: Regards you as being this if you go into a Draugr crypt with her.

    Jenassa: Few would dare to trespass in these ruins. What you lack in wisdom, you make up for in courage.

  • Professional Killer: Sees herself as an assassin.
  • Stealth Expert: She has one of the better sneak skills for followers in the game, and will frequently advocate sneak kills or tricking enemies while in fort ruins.
  • Übermensch: Has strongly held views which are uniquely hers, and is very outspoken about them.

    Sven 

https://static.tvtropes.org/pmwiki/pub/images/sven_625.png

Voiced by:Jason Marsden (English)note Other Languages:Anton Kolesnikov (Russian)

A Nord bard living in Riverwood who, like Faendal, is a potential companion if you side with him in his love triangle.


  • Berserk Button: If you complete the love triangle quest in Faendal's favor, he becomes very frosty towards you.
  • Joke Character: He's a cowardly twit who lives with his mom, he's one of the weakest fighters, and he has the shortest span before he can stop leveling up, only going to 20, the lowest except for Roggi Knot-Beard, who also only levels to 20. It's one of the reasons that he often gets snubbed and people travel with Faendal.
  • Love Triangle: Both Sven and Faendal are competing for Camilla's affections. Sven is no better and no worse than Faendal; both of them hatch a completely identical plot to win over Camilla's affections: write a forged note insulting Camilla and make it look like the other guy wrote it, so Camilla will turn on him and fall for the forger instead. Faendal's letter is the more blunt, being essentially a Stylistic Suck poem on Stay in the Kitchen, while Sven more or less caricaturizes Faendal as a stereotypical Thalmor elf.
  • Not Now, Kiddo: At first, he believes his mother is crazy for thinking a dragon attacked Helgen. He takes it back (though not to her face) if you inform him there really was a dragon.
  • Overshadowed by Awesome: Faendal usually gets chosen over Sven, since Faendal is both a trainer and levels to 30 vs. Sven's 20.
  • Quirky Bard: Sven's job is to stand around in an inn and keep people entertained with music. Are you really surprised in any way that he's terrible in combat? Well, you can always just sacrifice him to Boethiah.
  • Real Men Wear Pink: Sort of. Sven is a bard and plays in the Sleeping Giant Inn. That's the "pink" of this trope. He's also a lumberjack, as dialogue from Hod reveals that he works at the town's sawmill. That's the "real men" of this trope.

    Uthgerd The Unbroken 

https://static.tvtropes.org/pmwiki/pub/images/uthgerd_the_unbroken_7149.png

Voiced by: Claudia Christian (English)note Other Languages:Ramilya Iskander (Russian)

A Nord warrior found in the inn in Whiterun. She was a candidate to become a Companion, but was rejected because she accidentally killed her sparring partner.


  • Action Girl: Implied by her love of fighting, and her attempt to join the Companions.
  • Best Her to Bed Her: It's possible to marry Uthgerd, but only if you defeat her in a fistfight first.
  • Blood Knight: Fighting is one of the things that makes her happy.
  • Boobs of Steel: As noted below, Uthgerd's character model has rough facial features with a strong jaw and she's happiest when she's in the heat of battle. But make no mistake — as her plated armor demonstrates, she also has one of the largest chests of all the female NPCs in the game, indicating her feminity.
  • Brawn Hilda: A female Nord warrior with rough facial features, whose starting gear includes a bulky armor, and who can only be hired after being defeated in a fist fight. She's probably not supposed to actually be unattractive in-universe, since she's one of the potential spouses.
  • Defeat Means Friendship: To get her to follow you, you need to defeat her in a brawl.
  • Desperately Looking for a Purpose in Life: To an extent, she's this; the only thing that seems to make her at all happy is fighting. She's a popular choice for recruitment into the Blades, because it means she can spend the rest of her life doing exactly that.
  • Does Not Know Her Own Strength: To the point of beating someone to death in a practice fight.
  • Drowning My Sorrows: Assuming you don't recruit her for some adventures, she spends 24 hours a day drinking quietly in a corner of the Bannered Mare in Whiterun. She will never even visit the house she owns in the city.
Followers who are part of the College of Winterhold can be found in Skyrim: Factions.

    Aranea Ienith 

https://static.tvtropes.org/pmwiki/pub/images/SR-npc-Aranea_Ienith_4513.jpg

Voiced by:Lani Minella (English)note Other Languages:Elena Kischik (Russian)

The Dunmer Priestess at the Shrine of Azura, and the last faithful follower who there remains. She joins the Dragonborn after they complete Azura's quest.


  • Dark Is Not Evil: Azura is a Daedric Prince, but she's one of the nicer ones. Aranea is completely loyal to her and is quite nice herself.
  • Dark-Skinned Redhead: If you change her outfit, you can see she has red hair.
  • Desperately Looking for a Purpose in Life: After Azura informs her she won't receive any more visions, she's left lost, not knowing what to do, and decides to join you as a result. Unlike some of the other followers in a similar situation, like Illia, she's not an option for Steward in Hearthfire; however, she can be recruited into the Blades.
  • Gameplay and Story Segregation: If you decide to turn Azura's Star into the Black Star, Aranea will threaten to kill you any time you return to the shrine, but will never actually attack.
  • High Priestess: Of Azura.
  • Hot Witch: She's cute for a Dunmer, who usually have pretty harsh features.
  • Really 700 Years Old: It's implied she was one of the original pilgrims that built the Shrine, over two centuries ago. She likewise mentions that Azura granted her a vision foretelling the Dragonborn's arrival at the Shrine, long before they were even born.
  • Undying Loyalty: She is the only follower of Azura who remained at the statue after waiting a couple hundred years. Even after Azura stops giving her visions and she decides to join you, she will still stay at the Shrine in her free time to pursue her duties as a High Priestess.

    Kharjo 

Voiced by: André Sogliuzzo (English)note Other Languages:Alexander Dzyuba (Russian)

A Khajiit caravan guard for the Khajiit Traders traveling between the Pale and Rift. His Moon Amulet, his only reminder of home, is stolen by a quick-fingered bandit. Return it to gain his friendship and favor. One of only two Khajiit followers.


  • Made of Iron: Starting in steel plate, he makes a great tank.
  • Memento MacGuffin: His Moon Amulet was a gift from his mother when he was very young.
  • My Species Doth Protest Too Much: Unlike most Khajiit (including J'Zargo, the only other Khajiit follower, and even his own employers, who can become fences for the Thieves' Guild late in the questline), he refuses to do anything illegal if you ask him, stating that "even Khajiit have their limits".
  • Nice Guy: One of the few Khajiit who is genuinely friendly to the Dragonborn. Even when asking you to retrieve his amulet, he warns you to be careful, noting that as much as he misses it, he doesn't feel it's more valuable than your life.
  • The Nose Knows: Played with. "If anyone tries to sneak up on us, I will smell them coming. Or... I might not. We will see."
  • Off the Wagon: Kharjo advises you that drinking and gambling do not mix - whatever he did when he combined the two resulted in him landing in prison. Akhari got him out and he is repaying the debt by guarding the caravan.
Sours: https://tvtropes.org/pmwiki/pmwiki.php/Characters/SkyrimFollowers

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Classes. On Friday ended at about three o'clock in the afternoon. Several people, including the birthday girl, jumped into the car to Lyokha, and those who could not fit, rushed to the train. Everyone wanted to get away from the noisy city as soon as possible and indulge in fun and joint eating barbecue in a friendly.

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