The Septim bloodline refers to the line of emperors of the tamrielic empire in The Elder Scrolls series of computer role-playing games. The fictional history of the Septim empire of the Third Era of Tamriel is a rough allegory of the conceptual and cultural rise of the Roman Empire in the real world. Fans of the high fantasy Role-playing game series praise it as a richly detailed background, which provides an immersive atmosphere of history similar to the mythology of J.R.R. Tolkien's Middle-earth.
Tiber Septim
Tiber Septim, also known as "Talos" (Born 2E 827 - 3E 38), was the founder and first Emperor of the Third Empire of Tamriel in the Elder Scrolls universe. To increase his power, Tiber Septim struck a deal with the Tribunal of Vvardenfell - Morrowind was to be granted a degree of sovereignty in exchange for Numidium. With its help, he united the entire continent under his banner. The Third Age was announced by Tiber himself in 2E 897 after the uniting of the entire continent of Tamriel under his banner.
Tiber Septim is also one of the Nine Divines, a collection of holy gods who fulfill the duties of bearers of "light" and "good" throughout Tamriel and Nirn as a whole.
Upon his death in 3E 38, Tiber Septim was succeeded by his grandson, Pelagius Septim I.
*General of Cuhlecain: CE 847-9 - CE 854
*The currency of the Empire, the Septim, is derived from Tiber's name.
Pelagius Septim I
Pelagius Septim I (Born ?? - 3E 41) was the second ruler of the Empire of Tamriel. He ruled Tamriel for three years; however, he wasn't the strong ruler his grandfather was, and he soon became confused in all the different provincial matters.
In 3E 41, Pelagius was the first of the Third Age Emperors to be assassinated, most likely by nobles seeking a more competent emperor. He was killed by the Dark Brotherhood while praying at the Temple of the One, in the Imperial City. He was succeeded by Kintyra Septim I.
Kintyra Septim
Kintyra Septim (Born ?? - 3E 53) was the third monarch and first empress to rule Tamriel.
Kintyra succeeded Pelagius Septim I, who had no living children; Kintyra was the daughter of Tiber Septim's brother Agnorith. After the death of Pelagius, she gave up her post as Queen of Silvenar. Her reign saw much prosperity and many good harvests. Kintyra herself was an avid patron of the arts, music and dance.
She and her descendants would make up the rest of the Emperors and Empresses of Tamriel after Tiber's line became extinct. She is accepted by many Imperial Scholars as being the matriarch of the Empire, while Tiber Septim was its founder.
Kintyra died in 3E 53
of natural causes and was succeeded by her son, Uriel I.
Uriel Septim I
Uriel Septim I, (Born 2E ?? - 3E 64) was the fourth Emperor of Tamriel. Uriel I succeeded his mother, Kintyra Septim. He would be the first of seven Uriels to command the throne during the third age.
Throughout his rule, Uriel I promoted lawfulness and furthered the establishment of Imperial organizations. Under his rule and nurture, both the Mages' Guild and Fighters' Guild prospered and grew.
Uriel I died in 3E 64 and was succeeded by his son, Uriel II.
Uriel Septim II
Uriel Septim II (Born ?? - 3E 82) was the fifth ruler of the Empire of Tamriel.
Uriel II succeeded his father, Uriel I, in 3E 64. Uriel II's life was plagued with illness and blight. During his rule, Imperial law was poorly enforced. Since the Empire was without a strong hearted, willing or able Emperor, less justice was done within the Empire's borders. He handled his financial affairs poorly, and he was saddled with debt throughout his 18 year rule.
As Uriel sank deeper and deeper into debt, his spirit also sank. In 3E 82, his mind gave, and he died weighted with guilt. He was succeeded by his son, Pelagius Septim II.
Pelagius Septim II
Pelagius Septim II (Born ?? - 3E 99) was the sixth ruler of the Empire of Tamriel.
Pelagius II ascended to the throne when his father, Uriel II, died in 3E 82. Pelagius II inherited a host of debts due to his father's poor financial and judicial management. To cope with this, he dismissed all of the Elder Council, allowing only those members willing to pay a large sum of money re-entry. He encouraged similar actions of other Kings and rulers throughout the then ununited Tamriel.
These actions saw Tamriel's return to relative prosperity, though many critics pointed out the gold he extracted had been gotten forcibly. Pelagius II had a daughter and three sons: Potema, Cephorus, Magnus and Antiochus. The first three were involved in the War of the Red Diamond of 3E 121, long after Pelagius II's death.
Pelagius died of natural causes after seventeen years of rule in 3E 99. His eldest son, Antiochus, was his successor.
Antiochus Septim
Antiochus Septim (Born ?? - 3E 119) was the seventh monarch to rule the Empire of Tamriel during its Third Age.
Due to being neglected by his parents, Antiochus became known to many Imperials as a drunkard and womanizer by the age of sixteen. He was crowned Emperor of Tamriel in 3E 98 after his father, Pelagius II, died. Antiochus was one of the most flamboyant of the usual austere Septim family, he had many mistresses and several wives, and was renowned for his grandness of dress and strong sense of humor.
During his rule, the province of Summerset Isle was almost lost in 3E 110, when an alliance of Imperial forces and the Kings of Summerset only just managed to defeat King Orgnum of the island kingdom of Pyandonea due to a freak storm. Legend credits the Psijic Order of the island of Artaeum with the magic behind the storm. This was the most notable of wars in a reign rife with such conflicts. Antiochus died in 3E 119 and was succeeded by his daughter, Kintyra Septim II.
Kintyra Septim II
Kintyra Septim II (Born 3E 103 or 104 - 3E 123) was the eighth monarch and second regent Empress of the Empire of Tamriel.
Kintyra II inherited the throne at age 15 when her father, Antiochus Septim, died in 3E 119. Prior to her coronation, her cousin, King Uriel of Solitude, and aunt, Queen Potema of Solitude, accused her of being a bastard child, alluding to the decadence that existed in the Imperial City during her father's reign. Regardless, she was formally crowned in the Imperial City after that brief feud subsided in 3E 120. Uriel proceeded to gather support from authorities all around Tamriel, and eventually he rallied on the Septim Empire with armies from High Rock, Skyrim and Morrowind.
All three armies led coordinated attacks into Cyrodiil with Uriel's mother, Potema, also lending aid. The army of High Rock met with Kintyra's entourage at Iliac Bay, on the border between High Rock and Hammerfell. Kintyra's forces were destroyed, and she was held captive in the year 3E 121, shortly after her aunt and cousin stripped her of her royal title. She later died of natural causes in 3E 123 before she could even live to be 20 years old.
Uriel Septim III
Uriel Septim III, also known as Uriel Mantiarco (Born 3E 97 - 3E 127), was the ninth ruler of the Empire of Tamriel.
Uriel III led a coup against his cousin Kintyra II, whom he accused of being a bastard child. Three armies, of High Rock, Morrowind and Skyrim, invaded the Imperial-held areas of Tamriel. After Empress Kintyra's capture and supposed murder in 3E 121 (in actuality she was kept captive until she died in her cell of natural causes in 3E 123), Uriel III faced a lengthy period of waiting as his armies attempted to conquer the Empire. The conflict was soon to become known as the War of the Red Diamond. On one side was Pelagius II's surviving children, the Empire, and most kings of Tamriel, and on the other Uriel III, his mother, Potema Septim, Skyrim and northern Morrowind.
Though the Imperial City fell within two weeks, many other parts of the Empire had proven difficult to conquer - as such it wasn't until 3E 121 that Uriel formally crowned himself as Emperor. He took the name Uriel Septim III, even though his true name was Uriel Mantiarco from his father. Fighting continued in earnest for years, with the scales ultimately tipping against Uriel III.
Uriel III was captured during the Battle of Ichidag in Hammerfell in 3E 127, and was subsequently charged for his crimes against the Empire. However, en route to his trial, an enraged mob overtook his carriage and burned him alive within it. Uriel III's death marked the end of the conflict, and the beginning of his successor Cephorus Septim I's reign.
*King of Solitude: 109 - 121 (With mother up to 118)
Potema Septim was the mother of Uriel Septim III. She sided with her son during the War of the Red Diamond and continued to fight even after her son's death in 3E 127. The war would eventually come to a close with her defeat in 3E 137 by Emperor Cephalus Septim I's forces.
Cephorus Septim
Cephorus Septim (Born ?? - 3E 140) was the tenth ruler of the Empire of Tamriel.
The majority of his thirteen year reign was marked by the War of the Red Diamond against his sister Potema Septim. By all accounts, Cephorus was a highly intelligent, benevolent and kind man, in addition to being a fine warrior.
By the time of the war's conclusion in 3E 137, Cephorus was old; he died in 3E 140 in a horse accident. Cephorus, having never married, lacked a direct heir, so the Empire passed on to his younger brother Magnus Septim.
Magnus Septim
Magnus Septim (Born ?? - 3E 145) was the eleventh ruler of the Empire of Tamriel.
Magnus ascended to the throne when his brother, Cephorus I, died in 3E 140. When he ascended to Emperor, he was already an elderly man. The many arrests and trials of those who were treacherous during the War of the Red Diamond drained his health.
Magnus Septim died after only five years on the throne in 3E 145. It is rumored that his son, Pelagius Septim III "the Mad", killed him and succeced the throne, though scholars agree that it is highly unlikely due to Pelagius' strange persona.
Pelagius Septim III
Pelagius Septim III (Born 3E 119 - 3E 153) was the twelfth ruler of the Empire of Tamriel.
Legend accuses Pelagius of murdering his father, Magnus Septim, though scholars agree that it is highly unlikely due to Pelagius' strange persona. Following the death of his aunt Potema, Pelagius assumed rule over Fort Solitude. As such, he seldom visited Imperial City. Pelagius' eccentricities were noted from the opening days of his reign: over the course of his ten year reign, he embarrassed many dignitaries, offended his vassal kings, and on one occasion marked the end of a grand ball by attempting to hang himself. In comparison to the real world, he seems to be a replica of Caligula.
His long suffering wife Katariah was eventually awarded regency over the Empire of Tamriel. Pelagius was effectively removed from his throne for treatment by series of healers in asylums. He died aged thirty four during the month of Sun's Dawn in 3E 153 after a brief fever in his cell at the temple of Kynareth, on the island of Betony. The 2nd day of Sun's Dawn, possibly the anniversary of his death, is marked by the "Mad Pelagius" festival, a day in which foolishness of all sorts is encouraged. Pelagius III was succeeded by his wife Katariah.
*King of Solitude: 137 - 145
*In the Shivering Isle book "Wabbajack", It is implied that Pelagius mistakenly summoned Shegorath, who drove him mad.
*In book 8 of "The Wolf Queen", it is told that Potema tricked Pelagius into wearing an amulet that bestowed a poison on the user which would slowly drain the users willpower over the years until he was completely mad. This probably contributed to Pelagius' madness in the later years of his life.
Katariah Septim
Katariah Septim (Born ?? - 3E 199) was the thirteenth ruler of the Empire of Tamriel.
Katariah, a Dunmer, was originally married to her predecessor, the highly eccentric Pelagius Septim III. Pelagius was effectively removed from the throne in 3E 153 due to his ailing mental health. Katariah assumed regency in that year, and her husband died soon thereafter. She then assumed full rule over the Imperial Empire, the first to have no relation whatsoever to Tiber Septim to do this. Many assert that the true Septim line ended with Katariah due to her race; however, her defenders are quick to point out that she had a son by Pelagius, thereby continuing the true Septim bloodline. She is the third woman to hold power over all of Tamriel in the Third Empire, first as Regent and later as Empress. Despite the racism she faced from critics, her forty seven year reign was arguably the most glorious in Tamriel's history.
Katariah was uncomfortable in Imperial City, and during her reign traveled extensively throughout the Empire. Such a cosmopolitan attitude had not been seen since Tiber Septim's day. She repaired the damage her eccentric husband had caused on the diplomatic front, and she strengthened foreign ties and alliances. She was a very popular monarch; the people came to love her far more than the nobility did.
Katariah died in a minor skirmish in Black Marsh in 3E 199. This event is a favorite source for conspiracy-minded historians. The sage Montalius' discovery of a disenfranchised branch of the Septim family's involvement with the skirmish proved a revelation. She was succeeded by her son Cassynder.
* Empress to Pelagius III: 145 - 147
* Regent of Tamriel: 147 - 153
Cassynder Septim
Cassynder Septim (Born 3E 147-153 - 3E 202) was the fourteenth ruler of the Empire of Tamriel.
He inherited the throne on the death of his mother, already middle-aged and, as a half-elf aging badly, much like his Breton breathren. Due to poor health, he left the care of High Rock province to his half-brother Uriel Lariat, though as the only true blood relation of Pelagius III, and thus Tiber Septim, he was pressed into accepting the throne. He died after only two years of rule. His brother Uriel Lariat succeeded him and was crowned Uriel Septim IV.
Uriel Septim IV
Uriel Septim IV, also Uriel Lariat (Born ?? - 3E 247), was the fifteenth monarch to rule Tamriel.
Uriel Lariat was the son of Katariah and her consort Lariat, and thus had no close blood relation to Tiber Septim or the branch Matriarch Empress Kintyra. At the time of his succession in 3E 202, he left High Rock to reign as Uriel Septim IV. To the Elder Council, the nobility, and the people as a whole, he was a bastard child of Katariah. Uriel did not possess his mother's dynamism, his forty five year reign being a hotbed of sedition. Despite the Lariat family's respected position (they were distant cousins of the Septims), few of the Elder Council were receptive to his claim as a blood relative of Tiber Septim.
The Council had already established itself as a significant authority during his mother Katariah's many travels and the short reign of the frail Cassynder. As such, their power was remarkable, and as a perceivedly alien monarch, Uriel IV found it impossible to keep them faithful, or even respectful, of his authority as Emperor. Time and time again, the Council and Emperor were at odds; and time and time again, the Council won the battles. Since the days of Pelagius II, the Elder Council had consisted of the wealthiest men and women in the Empire, and the power they wielded was, at the time, ultimate. This subjugation continued throughout Uriel IV's reign.
Uriel IV died in 3E 247 with the throne going to a cousin more closely related to Tiber Septim, Cephorus Septim II.
Cephorus Septim II
Cephorus Septim II (Born ?? - 3E 268) was the sixteenth monarch of the Empire of Tamriel. He was voted into power by the Elder Council in 3E 248, weeks after the death of his cousin and predecessor, Uriel Septim IV.
Cephorus' reign was marked by two significant events. The first was his rivalry with Andorak Septim, the son of Uriel Septim IV. During the first nine years of Cephorus' rule, forces loyal to Andorak attacked the Emperor's forces. Eventually, Cephorus conceded the High Rock kingdom of Shornhelm to Andorak, and the conflict was concluded.
The second significant event of Cephorus' reign was the invasion and skirmishes of Camoran Usurper. Camoran was supposedly an undead lich who gathered a huge army of combined undead and Daedric forces, and launched an assault across all of Tamriel. Beginning in Valenwood, his armies tore across cities and countryside - seemingly undefeatable. At first, the offense was merely a rebuke to what seemed an indestructible Empire. Cephorus' initial reaction was to send a group of mercenaries to meet Camoran's forces in Hammerfell, however they were bribed, turned into undead, or slaughtered.
Soon, Camoran had taken the region of Dwynnen with a composite army of ghosts, zombies and vampires, as well as parts of Hammerfell. He eventually met a naval force in the region of Iliac Bay near High Rock province. With an almost endless army of mighty Daedra and undead, Camoran still managed to lose the battle. The reports of the event are vague, making some simply speculate it was divine intervention. However it was established that the weather played a large part in Camoran's seemingly impossible defeat.
Cephorus Septim died in 3E 268. He was succeeded by his son Uriel Septim V.
Uriel Septim V
Uriel Septim V (Born ?? - 3E 290) was the seventeenth ruler of the Empire of Tamriel. He inherited the throne from his father, Cephorus Septim II, in 3E 268. His reign was marked by several ambitious conquests, the last of which was to the continent of Akavir. He is regarded as the best warrior Emperor since his ancestor Tiber Septim.
Upon assuming the throne in 268, Uriel V immediately began to turn opinion, political and otherwise, in favor of the potential power the Empire could wield. At home, the Elder Council practically ran the Empire as Uriel V was away with his army. Turning the attention of Tamriel away from internal strife, he began planning his first series of invasions almost from the moment he took power. His first invasion was to the land of Roscrea (271), which took his forces roughly four years to conquer. His next stop was Cathnoquey (276), and after that, Yneslea (279), Esroniet (284), and finally his ill-fated expedition to Akavir (288) where he was killed in the "Disaster at Ionith" in the year 290. His son Uriel was born shortly before he embarked on the journey to Akavir. Uriel Septim V's other children, the twins Morihatha and Eloisa (by a different woman named Thonica), were born about a month after he had set off to Akavir.
Uriel spent years amassing a massive naval force to launch an assault on the continent of Akavir - a place not unlike Earth's Far East. After a period of sailing across the sea to Akavir, his massive expedition disembarked and the attempted conquest began in earnest. However, around two years into the campaign, Uriel V was slain at the Battle of Ionith. Despite his manner of death, Uriel's reputation as a fighter is second only to Tiber Septim's in the people's opinion. His death forced the Imperial army into retreat from Akavir, and the continent has not been revisited by a foreign army since. Upon news of his death reaching Cyrodiil, Uriel Septim VI, at just five years old, was crowned the next Emperor of Tamriel.
Uriel Septim VI
Uriel Septim VI (3E 285 - 3E 317) was the eighteenth ruler of the Empire of Tamriel.
Uriel Septim VI was crowned when his father, Uriel Septim V, was killed in Akavir on the battlefield of Ionith in 3E 290. Due to the extreme youth of Uriel, his mother, Thonica, was given a restricted regency until Uriel was of sufficient age to govern satisfactorily. During this time, the Elder Council held most of the kingdom's true power, thus enabling it to make much legislation - some for its own favor and profit. Over the years, Uriel VI had been assuming positions of great variance, and at the age of 22 in 3E 307, he was formally given rule over the Empire. However, the then-current mechanisms of government granted him little power, his only power of note being that of the veto.
The following six years saw the Emperor use his veto many times. He also revived previously defunct spy networks and guard units to bully and coerce those members of the Elder Council that opposed him. His sister Morihatha would be an ally throughout this period, her marriage to Baron Ulfe Gersen of Winterhold putting her in possession of much wealth and influence. The sage Ugaridge commented regarding this period, "Uriel V conquered Esroniet, but Uriel VI conquered the Elder Council."
Uriel died in 3E 317 when he fell from his horse. He remained in a grave condition for some time, but despite the best efforts of the finest Imperial healers, he could not be saved. He was succeeded by his sister Morihatha.
Morihatha Septim
Morihatha Septim (3E 288 - 3E 339) was the nineteenth ruler of the Empire of Tamriel.
Morihata was the daughter to Uriel Septim V and the sister of Uriel Septim VI. She reigned over Tamriel for nineteen years, having ascended to the throne in 3E 317 upon her brother's death. She continued her brother's work of taking control of the Elder Council, through bribing and bullying the last few members of the Council her brother had not yet reached.
Apparently she never bribed enough Council members since her reign came to an abrupt end; she was assassinated in a plot conceived by the treacherous Argonian Elder Council member, Thoricles Romus. She was succeeded by her nephew Pelagius.
Pelagius Septim IV
Pelagius Septim IV (3E 294 - 3E 368) was the twentieth Emperor of Tamriel. He succeeded his aunt, the Empress Morihatha, who was assassinated in 3E 339. Pelagius' mother, Eloisa, had died four years prior to his ascension, thus making the 45 year old Pelagius the first in line for the Septim throne.
Pelagius IV's rule was one of integration throughout Tamriel, but despite his beneficial traits and patience, the progress he made was slow. The eastern province of Morrowind still remained relatively alienated from the Empire, its customs differing strongly from the Empire's, and its rulers being largely unreceptive of the Empire's diplomacy. Closer to home, however, small kingdoms were gradually integrating further with the Empire and its culture. Pelagius' reign was largely one of peace. After reigning for 29 years, the Empire was more united than it had been for hundreds of years - with scholars agreeing that the Empire had not seen such unity since the reign of Uriel I.
Pelagius died at in 3E 368 of internal problems. Upon Pelagius' deathbed, his son Uriel Septim VII ascended to the throne and pledged to his father to continue his father's legacy of unification of all provinces across Tamriel. He was 74 when he died.
Uriel Septim VII
Uriel Septim VII (3E 346 - 3E 433) was the twenty first ruler of Tamriel. Uriel VII was the son of Pelagius Septim IV. Uriel came to power in 3E 368 and reigned for several decades before his eventual death as an aged monarch in 3E 433. Uriel's reign was marked by great change over the continent of Tamriel, as the Empire moved further towards becoming a fully unified state spread across the continent of Tamriel. He was betrayed by the Imperial Battlemage Jagar Tharn and imprisoned in Oblivion for ten years (a period known as the Imperial Simulacrum) while Tharn took the Emperor's place. After his rescue by a counter-conspiracy, including Queen Barenziah and an unknown hero (the player), the once-straightforward Uriel became more watchful for (and willing to engage in) intrigues.
An example of the latter is his manipulation of the Nerevarine prophecies, having held the one believed to be Nerevar Incarnate in captivity until the time prescribed by an Elder Scroll foretelling the event, and then sending the prisoner to Morrowind as an agent of the Empire. The Nerevarine's actions eventually led to a greater integration of that province into the Empire.
Uriel VII died at the hands of assassins from the daedric cult known as the Mythic Dawn while attempting to escape the Imperial City. He foresaw his demise and the events it was involved in, and secretly sired an illegitimate child, Martin, so that the Septim bloodline would continue (as he foresaw his three legitimate sons' deaths at the hands of the Mythic Dawn as well).
Martin Septim
Martin Septim (3E ??? - 3E 433) was the illegitimate son of Emperor Uriel Septim VII. Never crowned before he died, and having no issue, Martin died as the last Septim. After his death, the Elder Council gained complete control of the Empire. He never went through the rituals of coronation, but was formally recognized as Emperor by both the Blades and the Elder Council. Therefore his status as Emperor is a matter of debate. He is listed here because for the brief period of time between Ocato proclaiming him emperor and his death, Ocato deferred to him, making him at least de-facto emperor.
Tiber Septim
Tiber Septim, also known as "Talos" (Born 2E 827 - 3E 38), was the founder and first Emperor of the Third Empire of Tamriel in the Elder Scrolls universe. To increase his power, Tiber Septim struck a deal with the Tribunal of Vvardenfell - Morrowind was to be granted a degree of sovereignty in exchange for Numidium. With its help, he united the entire continent under his banner. The Third Age was announced by Tiber himself in 2E 897 after the uniting of the entire continent of Tamriel under his banner.
Tiber Septim is also one of the Nine Divines, a collection of holy gods who fulfill the duties of bearers of "light" and "good" throughout Tamriel and Nirn as a whole.
Upon his death in 3E 38, Tiber Septim was succeeded by his grandson, Pelagius Septim I.
*General of Cuhlecain: CE 847-9 - CE 854
*The currency of the Empire, the Septim, is derived from Tiber's name.
Pelagius Septim I
Pelagius Septim I (Born ?? - 3E 41) was the second ruler of the Empire of Tamriel. He ruled Tamriel for three years; however, he wasn't the strong ruler his grandfather was, and he soon became confused in all the different provincial matters.
In 3E 41, Pelagius was the first of the Third Age Emperors to be assassinated, most likely by nobles seeking a more competent emperor. He was killed by the Dark Brotherhood while praying at the Temple of the One, in the Imperial City. He was succeeded by Kintyra Septim I.
Kintyra Septim
Kintyra Septim (Born ?? - 3E 53) was the third monarch and first empress to rule Tamriel.
Kintyra succeeded Pelagius Septim I, who had no living children; Kintyra was the daughter of Tiber Septim's brother Agnorith. After the death of Pelagius, she gave up her post as Queen of Silvenar. Her reign saw much prosperity and many good harvests. Kintyra herself was an avid patron of the arts, music and dance.
She and her descendants would make up the rest of the Emperors and Empresses of Tamriel after Tiber's line became extinct. She is accepted by many Imperial Scholars as being the matriarch of the Empire, while Tiber Septim was its founder.
Kintyra died in 3E 53
of natural causes and was succeeded by her son, Uriel I.
Uriel Septim I
Uriel Septim I, (Born 2E ?? - 3E 64) was the fourth Emperor of Tamriel. Uriel I succeeded his mother, Kintyra Septim. He would be the first of seven Uriels to command the throne during the third age.
Throughout his rule, Uriel I promoted lawfulness and furthered the establishment of Imperial organizations. Under his rule and nurture, both the Mages' Guild and Fighters' Guild prospered and grew.
Uriel I died in 3E 64 and was succeeded by his son, Uriel II.
Uriel Septim II
Uriel Septim II (Born ?? - 3E 82) was the fifth ruler of the Empire of Tamriel.
Uriel II succeeded his father, Uriel I, in 3E 64. Uriel II's life was plagued with illness and blight. During his rule, Imperial law was poorly enforced. Since the Empire was without a strong hearted, willing or able Emperor, less justice was done within the Empire's borders. He handled his financial affairs poorly, and he was saddled with debt throughout his 18 year rule.
As Uriel sank deeper and deeper into debt, his spirit also sank. In 3E 82, his mind gave, and he died weighted with guilt. He was succeeded by his son, Pelagius Septim II.
Pelagius Septim II
Pelagius Septim II (Born ?? - 3E 99) was the sixth ruler of the Empire of Tamriel.
Pelagius II ascended to the throne when his father, Uriel II, died in 3E 82. Pelagius II inherited a host of debts due to his father's poor financial and judicial management. To cope with this, he dismissed all of the Elder Council, allowing only those members willing to pay a large sum of money re-entry. He encouraged similar actions of other Kings and rulers throughout the then ununited Tamriel.
These actions saw Tamriel's return to relative prosperity, though many critics pointed out the gold he extracted had been gotten forcibly. Pelagius II had a daughter and three sons: Potema, Cephorus, Magnus and Antiochus. The first three were involved in the War of the Red Diamond of 3E 121, long after Pelagius II's death.
Pelagius died of natural causes after seventeen years of rule in 3E 99. His eldest son, Antiochus, was his successor.
Antiochus Septim
Antiochus Septim (Born ?? - 3E 119) was the seventh monarch to rule the Empire of Tamriel during its Third Age.
Due to being neglected by his parents, Antiochus became known to many Imperials as a drunkard and womanizer by the age of sixteen. He was crowned Emperor of Tamriel in 3E 98 after his father, Pelagius II, died. Antiochus was one of the most flamboyant of the usual austere Septim family, he had many mistresses and several wives, and was renowned for his grandness of dress and strong sense of humor.
During his rule, the province of Summerset Isle was almost lost in 3E 110, when an alliance of Imperial forces and the Kings of Summerset only just managed to defeat King Orgnum of the island kingdom of Pyandonea due to a freak storm. Legend credits the Psijic Order of the island of Artaeum with the magic behind the storm. This was the most notable of wars in a reign rife with such conflicts. Antiochus died in 3E 119 and was succeeded by his daughter, Kintyra Septim II.
Kintyra Septim II
Kintyra Septim II (Born 3E 103 or 104 - 3E 123) was the eighth monarch and second regent Empress of the Empire of Tamriel.
Kintyra II inherited the throne at age 15 when her father, Antiochus Septim, died in 3E 119. Prior to her coronation, her cousin, King Uriel of Solitude, and aunt, Queen Potema of Solitude, accused her of being a bastard child, alluding to the decadence that existed in the Imperial City during her father's reign. Regardless, she was formally crowned in the Imperial City after that brief feud subsided in 3E 120. Uriel proceeded to gather support from authorities all around Tamriel, and eventually he rallied on the Septim Empire with armies from High Rock, Skyrim and Morrowind.
All three armies led coordinated attacks into Cyrodiil with Uriel's mother, Potema, also lending aid. The army of High Rock met with Kintyra's entourage at Iliac Bay, on the border between High Rock and Hammerfell. Kintyra's forces were destroyed, and she was held captive in the year 3E 121, shortly after her aunt and cousin stripped her of her royal title. She later died of natural causes in 3E 123 before she could even live to be 20 years old.
Uriel Septim III
Uriel Septim III, also known as Uriel Mantiarco (Born 3E 97 - 3E 127), was the ninth ruler of the Empire of Tamriel.
Uriel III led a coup against his cousin Kintyra II, whom he accused of being a bastard child. Three armies, of High Rock, Morrowind and Skyrim, invaded the Imperial-held areas of Tamriel. After Empress Kintyra's capture and supposed murder in 3E 121 (in actuality she was kept captive until she died in her cell of natural causes in 3E 123), Uriel III faced a lengthy period of waiting as his armies attempted to conquer the Empire. The conflict was soon to become known as the War of the Red Diamond. On one side was Pelagius II's surviving children, the Empire, and most kings of Tamriel, and on the other Uriel III, his mother, Potema Septim, Skyrim and northern Morrowind.
Though the Imperial City fell within two weeks, many other parts of the Empire had proven difficult to conquer - as such it wasn't until 3E 121 that Uriel formally crowned himself as Emperor. He took the name Uriel Septim III, even though his true name was Uriel Mantiarco from his father. Fighting continued in earnest for years, with the scales ultimately tipping against Uriel III.
Uriel III was captured during the Battle of Ichidag in Hammerfell in 3E 127, and was subsequently charged for his crimes against the Empire. However, en route to his trial, an enraged mob overtook his carriage and burned him alive within it. Uriel III's death marked the end of the conflict, and the beginning of his successor Cephorus Septim I's reign.
*King of Solitude: 109 - 121 (With mother up to 118)
Potema Septim was the mother of Uriel Septim III. She sided with her son during the War of the Red Diamond and continued to fight even after her son's death in 3E 127. The war would eventually come to a close with her defeat in 3E 137 by Emperor Cephalus Septim I's forces.
Cephorus Septim
Cephorus Septim (Born ?? - 3E 140) was the tenth ruler of the Empire of Tamriel.
The majority of his thirteen year reign was marked by the War of the Red Diamond against his sister Potema Septim. By all accounts, Cephorus was a highly intelligent, benevolent and kind man, in addition to being a fine warrior.
By the time of the war's conclusion in 3E 137, Cephorus was old; he died in 3E 140 in a horse accident. Cephorus, having never married, lacked a direct heir, so the Empire passed on to his younger brother Magnus Septim.
Magnus Septim
Magnus Septim (Born ?? - 3E 145) was the eleventh ruler of the Empire of Tamriel.
Magnus ascended to the throne when his brother, Cephorus I, died in 3E 140. When he ascended to Emperor, he was already an elderly man. The many arrests and trials of those who were treacherous during the War of the Red Diamond drained his health.
Magnus Septim died after only five years on the throne in 3E 145. It is rumored that his son, Pelagius Septim III "the Mad", killed him and succeced the throne, though scholars agree that it is highly unlikely due to Pelagius' strange persona.
Pelagius Septim III
Pelagius Septim III (Born 3E 119 - 3E 153) was the twelfth ruler of the Empire of Tamriel.
Legend accuses Pelagius of murdering his father, Magnus Septim, though scholars agree that it is highly unlikely due to Pelagius' strange persona. Following the death of his aunt Potema, Pelagius assumed rule over Fort Solitude. As such, he seldom visited Imperial City. Pelagius' eccentricities were noted from the opening days of his reign: over the course of his ten year reign, he embarrassed many dignitaries, offended his vassal kings, and on one occasion marked the end of a grand ball by attempting to hang himself. In comparison to the real world, he seems to be a replica of Caligula.
His long suffering wife Katariah was eventually awarded regency over the Empire of Tamriel. Pelagius was effectively removed from his throne for treatment by series of healers in asylums. He died aged thirty four during the month of Sun's Dawn in 3E 153 after a brief fever in his cell at the temple of Kynareth, on the island of Betony. The 2nd day of Sun's Dawn, possibly the anniversary of his death, is marked by the "Mad Pelagius" festival, a day in which foolishness of all sorts is encouraged. Pelagius III was succeeded by his wife Katariah.
*King of Solitude: 137 - 145
*In the Shivering Isle book "Wabbajack", It is implied that Pelagius mistakenly summoned Shegorath, who drove him mad.
*In book 8 of "The Wolf Queen", it is told that Potema tricked Pelagius into wearing an amulet that bestowed a poison on the user which would slowly drain the users willpower over the years until he was completely mad. This probably contributed to Pelagius' madness in the later years of his life.
Katariah Septim
Katariah Septim (Born ?? - 3E 199) was the thirteenth ruler of the Empire of Tamriel.
Katariah, a Dunmer, was originally married to her predecessor, the highly eccentric Pelagius Septim III. Pelagius was effectively removed from the throne in 3E 153 due to his ailing mental health. Katariah assumed regency in that year, and her husband died soon thereafter. She then assumed full rule over the Imperial Empire, the first to have no relation whatsoever to Tiber Septim to do this. Many assert that the true Septim line ended with Katariah due to her race; however, her defenders are quick to point out that she had a son by Pelagius, thereby continuing the true Septim bloodline. She is the third woman to hold power over all of Tamriel in the Third Empire, first as Regent and later as Empress. Despite the racism she faced from critics, her forty seven year reign was arguably the most glorious in Tamriel's history.
Katariah was uncomfortable in Imperial City, and during her reign traveled extensively throughout the Empire. Such a cosmopolitan attitude had not been seen since Tiber Septim's day. She repaired the damage her eccentric husband had caused on the diplomatic front, and she strengthened foreign ties and alliances. She was a very popular monarch; the people came to love her far more than the nobility did.
Katariah died in a minor skirmish in Black Marsh in 3E 199. This event is a favorite source for conspiracy-minded historians. The sage Montalius' discovery of a disenfranchised branch of the Septim family's involvement with the skirmish proved a revelation. She was succeeded by her son Cassynder.
* Empress to Pelagius III: 145 - 147
* Regent of Tamriel: 147 - 153
Cassynder Septim
Cassynder Septim (Born 3E 147-153 - 3E 202) was the fourteenth ruler of the Empire of Tamriel.
He inherited the throne on the death of his mother, already middle-aged and, as a half-elf aging badly, much like his Breton breathren. Due to poor health, he left the care of High Rock province to his half-brother Uriel Lariat, though as the only true blood relation of Pelagius III, and thus Tiber Septim, he was pressed into accepting the throne. He died after only two years of rule. His brother Uriel Lariat succeeded him and was crowned Uriel Septim IV.
Uriel Septim IV
Uriel Septim IV, also Uriel Lariat (Born ?? - 3E 247), was the fifteenth monarch to rule Tamriel.
Uriel Lariat was the son of Katariah and her consort Lariat, and thus had no close blood relation to Tiber Septim or the branch Matriarch Empress Kintyra. At the time of his succession in 3E 202, he left High Rock to reign as Uriel Septim IV. To the Elder Council, the nobility, and the people as a whole, he was a bastard child of Katariah. Uriel did not possess his mother's dynamism, his forty five year reign being a hotbed of sedition. Despite the Lariat family's respected position (they were distant cousins of the Septims), few of the Elder Council were receptive to his claim as a blood relative of Tiber Septim.
The Council had already established itself as a significant authority during his mother Katariah's many travels and the short reign of the frail Cassynder. As such, their power was remarkable, and as a perceivedly alien monarch, Uriel IV found it impossible to keep them faithful, or even respectful, of his authority as Emperor. Time and time again, the Council and Emperor were at odds; and time and time again, the Council won the battles. Since the days of Pelagius II, the Elder Council had consisted of the wealthiest men and women in the Empire, and the power they wielded was, at the time, ultimate. This subjugation continued throughout Uriel IV's reign.
Uriel IV died in 3E 247 with the throne going to a cousin more closely related to Tiber Septim, Cephorus Septim II.
Cephorus Septim II
Cephorus Septim II (Born ?? - 3E 268) was the sixteenth monarch of the Empire of Tamriel. He was voted into power by the Elder Council in 3E 248, weeks after the death of his cousin and predecessor, Uriel Septim IV.
Cephorus' reign was marked by two significant events. The first was his rivalry with Andorak Septim, the son of Uriel Septim IV. During the first nine years of Cephorus' rule, forces loyal to Andorak attacked the Emperor's forces. Eventually, Cephorus conceded the High Rock kingdom of Shornhelm to Andorak, and the conflict was concluded.
The second significant event of Cephorus' reign was the invasion and skirmishes of Camoran Usurper. Camoran was supposedly an undead lich who gathered a huge army of combined undead and Daedric forces, and launched an assault across all of Tamriel. Beginning in Valenwood, his armies tore across cities and countryside - seemingly undefeatable. At first, the offense was merely a rebuke to what seemed an indestructible Empire. Cephorus' initial reaction was to send a group of mercenaries to meet Camoran's forces in Hammerfell, however they were bribed, turned into undead, or slaughtered.
Soon, Camoran had taken the region of Dwynnen with a composite army of ghosts, zombies and vampires, as well as parts of Hammerfell. He eventually met a naval force in the region of Iliac Bay near High Rock province. With an almost endless army of mighty Daedra and undead, Camoran still managed to lose the battle. The reports of the event are vague, making some simply speculate it was divine intervention. However it was established that the weather played a large part in Camoran's seemingly impossible defeat.
Cephorus Septim died in 3E 268. He was succeeded by his son Uriel Septim V.
Uriel Septim V
Uriel Septim V (Born ?? - 3E 290) was the seventeenth ruler of the Empire of Tamriel. He inherited the throne from his father, Cephorus Septim II, in 3E 268. His reign was marked by several ambitious conquests, the last of which was to the continent of Akavir. He is regarded as the best warrior Emperor since his ancestor Tiber Septim.
Upon assuming the throne in 268, Uriel V immediately began to turn opinion, political and otherwise, in favor of the potential power the Empire could wield. At home, the Elder Council practically ran the Empire as Uriel V was away with his army. Turning the attention of Tamriel away from internal strife, he began planning his first series of invasions almost from the moment he took power. His first invasion was to the land of Roscrea (271), which took his forces roughly four years to conquer. His next stop was Cathnoquey (276), and after that, Yneslea (279), Esroniet (284), and finally his ill-fated expedition to Akavir (288) where he was killed in the "Disaster at Ionith" in the year 290. His son Uriel was born shortly before he embarked on the journey to Akavir. Uriel Septim V's other children, the twins Morihatha and Eloisa (by a different woman named Thonica), were born about a month after he had set off to Akavir.
Uriel spent years amassing a massive naval force to launch an assault on the continent of Akavir - a place not unlike Earth's Far East. After a period of sailing across the sea to Akavir, his massive expedition disembarked and the attempted conquest began in earnest. However, around two years into the campaign, Uriel V was slain at the Battle of Ionith. Despite his manner of death, Uriel's reputation as a fighter is second only to Tiber Septim's in the people's opinion. His death forced the Imperial army into retreat from Akavir, and the continent has not been revisited by a foreign army since. Upon news of his death reaching Cyrodiil, Uriel Septim VI, at just five years old, was crowned the next Emperor of Tamriel.
Uriel Septim VI
Uriel Septim VI (3E 285 - 3E 317) was the eighteenth ruler of the Empire of Tamriel.
Uriel Septim VI was crowned when his father, Uriel Septim V, was killed in Akavir on the battlefield of Ionith in 3E 290. Due to the extreme youth of Uriel, his mother, Thonica, was given a restricted regency until Uriel was of sufficient age to govern satisfactorily. During this time, the Elder Council held most of the kingdom's true power, thus enabling it to make much legislation - some for its own favor and profit. Over the years, Uriel VI had been assuming positions of great variance, and at the age of 22 in 3E 307, he was formally given rule over the Empire. However, the then-current mechanisms of government granted him little power, his only power of note being that of the veto.
The following six years saw the Emperor use his veto many times. He also revived previously defunct spy networks and guard units to bully and coerce those members of the Elder Council that opposed him. His sister Morihatha would be an ally throughout this period, her marriage to Baron Ulfe Gersen of Winterhold putting her in possession of much wealth and influence. The sage Ugaridge commented regarding this period, "Uriel V conquered Esroniet, but Uriel VI conquered the Elder Council."
Uriel died in 3E 317 when he fell from his horse. He remained in a grave condition for some time, but despite the best efforts of the finest Imperial healers, he could not be saved. He was succeeded by his sister Morihatha.
Morihatha Septim
Morihatha Septim (3E 288 - 3E 339) was the nineteenth ruler of the Empire of Tamriel.
Morihata was the daughter to Uriel Septim V and the sister of Uriel Septim VI. She reigned over Tamriel for nineteen years, having ascended to the throne in 3E 317 upon her brother's death. She continued her brother's work of taking control of the Elder Council, through bribing and bullying the last few members of the Council her brother had not yet reached.
Apparently she never bribed enough Council members since her reign came to an abrupt end; she was assassinated in a plot conceived by the treacherous Argonian Elder Council member, Thoricles Romus. She was succeeded by her nephew Pelagius.
Pelagius Septim IV
Pelagius Septim IV (3E 294 - 3E 368) was the twentieth Emperor of Tamriel. He succeeded his aunt, the Empress Morihatha, who was assassinated in 3E 339. Pelagius' mother, Eloisa, had died four years prior to his ascension, thus making the 45 year old Pelagius the first in line for the Septim throne.
Pelagius IV's rule was one of integration throughout Tamriel, but despite his beneficial traits and patience, the progress he made was slow. The eastern province of Morrowind still remained relatively alienated from the Empire, its customs differing strongly from the Empire's, and its rulers being largely unreceptive of the Empire's diplomacy. Closer to home, however, small kingdoms were gradually integrating further with the Empire and its culture. Pelagius' reign was largely one of peace. After reigning for 29 years, the Empire was more united than it had been for hundreds of years - with scholars agreeing that the Empire had not seen such unity since the reign of Uriel I.
Pelagius died at in 3E 368 of internal problems. Upon Pelagius' deathbed, his son Uriel Septim VII ascended to the throne and pledged to his father to continue his father's legacy of unification of all provinces across Tamriel. He was 74 when he died.
Uriel Septim VII
Uriel Septim VII (3E 346 - 3E 433) was the twenty first ruler of Tamriel. Uriel VII was the son of Pelagius Septim IV. Uriel came to power in 3E 368 and reigned for several decades before his eventual death as an aged monarch in 3E 433. Uriel's reign was marked by great change over the continent of Tamriel, as the Empire moved further towards becoming a fully unified state spread across the continent of Tamriel. He was betrayed by the Imperial Battlemage Jagar Tharn and imprisoned in Oblivion for ten years (a period known as the Imperial Simulacrum) while Tharn took the Emperor's place. After his rescue by a counter-conspiracy, including Queen Barenziah and an unknown hero (the player), the once-straightforward Uriel became more watchful for (and willing to engage in) intrigues.
An example of the latter is his manipulation of the Nerevarine prophecies, having held the one believed to be Nerevar Incarnate in captivity until the time prescribed by an Elder Scroll foretelling the event, and then sending the prisoner to Morrowind as an agent of the Empire. The Nerevarine's actions eventually led to a greater integration of that province into the Empire.
Uriel VII died at the hands of assassins from the daedric cult known as the Mythic Dawn while attempting to escape the Imperial City. He foresaw his demise and the events it was involved in, and secretly sired an illegitimate child, Martin, so that the Septim bloodline would continue (as he foresaw his three legitimate sons' deaths at the hands of the Mythic Dawn as well).
Martin Septim
Martin Septim (3E ??? - 3E 433) was the illegitimate son of Emperor Uriel Septim VII. Never crowned before he died, and having no issue, Martin died as the last Septim. After his death, the Elder Council gained complete control of the Empire. He never went through the rituals of coronation, but was formally recognized as Emperor by both the Blades and the Elder Council. Therefore his status as Emperor is a matter of debate. He is listed here because for the brief period of time between Ocato proclaiming him emperor and his death, Ocato deferred to him, making him at least de-facto emperor.
The following is a list and description of fictional creatures found in the province of Morrowind featured in the video game The Elder Scrolls III: Morrowind. This article is distinguished from the Races of The Elder Scrolls in that it deals with creatures not construed as sentient within the context of the series games.
Alit
The Alit is a tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell. Built like its larger and more dangerous cousin, the , the Alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks similar to a large mouth with feet. The Alit has a weak poison attack which will affect the victim when bitten, but its attack is still weaker than that of the Kagouti.
Atronach
Atronachs are humanoid Daedra that embody, and control, one of 3 elements.
Flame
The Flame Atronach is an element of fire in a faceless, female form with black plates of armor. They are impervious to fire attacks but weak to frost.
Frost
The Frost Atronach is a large golem made of ice. Immune to frost and resilient to physical attacks, the Frost Atronachs weakness lies in the element of fire.
Storm
The Storm Atronach is the strongest of the Atronachs. They are made of stones held together by lightning which makes them immune to shock spells.
Bears
Bears are mostly found on the frozen island of Solstheim.
Brown Bear
Brown Bears are the common form of bears found in TES III: Morrowind. Also found in Cyrodil, typically in the more rugged, mountainous regions. They are aggressive and quite powerful
Snow Bear
Snow Bears are somewhat larger than normal Bears, and have thick white fur that protects them frost attacks. Snow Bears can be fairly difficult to find.
Bonelord
Bonelords are revenants that are usually found protecting the tombs scattered throughout Morrowind. They are robed skeletons with their skulls floating far above their bodies and two sets of arms. Bonelords primarily use spells and curses, especially those that drain attributes, to attack. However, they will perform melee attacks in combat if so pressed.
Bonewalker
Bonewalkers are also known as zombies in the west and are most often summoned by necromancers and other conjurers for personal defense in combat. They are a light brown in hue, and retain their humanoid appearance, but exhibit damage from decomposition, including bones protruding from their bodies. Bonewalkers come in two forms: lesser and greater. The lesser bonewalkers are the same shape and size as they were when they died and attack their enemies only at short range. Greater bonewalkers, however, are hulking creatures much larger in size than the corpses they were created from. The greater bonewalker will attack enemies in melee combat as well as throw curses at their target, reducing their strength so that it must be restored via spells or potions. Both class of bonewalkers are commonly found in the ruins and tombs of Vvardenfell.
Bonewolf
A reanimated wolf. It is highly aggressive and attacks the player with biting and scratching attacks. They commonly live in the more dangerous tombs and barrows of Solstheim, and are usually found in groups of at least two, along with a Draugr. Despite being reanimated, they have not gained much strength compared to living wolves.
Dwemer Constructs
The lethal machines discovered in Dwemer ruins are Dwemer Constructs. Some appear to be powered by steam.
Centurion Archer
An enchanted construct made by the Dwemer. When not engaged in combat, they are rolled into a combat ball, but when an intruder is sighted, this ball splits vertically, to be used as transport, and a humanoid-shaped body emerges. These centurions use darts of dwemer construction that have a high attack power.
Centurion Sphere
An enchanted and mechanical artifact of the Dwemer which can still be found guarding their ruins. It can transform itself into a uniform sphere when inactive, and transform into a mobile warrior using a collapsible sword to engage enemies when threatened.
Centurion Spider
An enchanted animated artifact of Dwemer origin. Constructed in the form of a large metal spider, it is aggressive and dangerous. It can also utilize a compressed jet of poison for defense.
Steam Centurion
An enchanted animated artifact of Dwemer construction. Constructed in the form of an armored warrior with spiked hammers instead of hands, they are aggressive and dangerous.
Clannfear
A fierce, large lizard-like Daedra which is commonly sought for its heart, which is used in Alchemy. It very much resembles a small, bipedal Triceratops, and can be moderately difficult to destroy. It is immune to weapons that are not enchanted or made of silver.
Cliff Racer
Cliff Racers are winged, leathery flying creatures with long beaks, flailing tails, and large vertical sails along their spines. They are usually encountered around the mountainous regions of Morrowind. Cliff Racers are by the far the most common creature in the game. Cliff Racers are known to attack at random, which makes them a problem when a player is low on health. Most players of Morrowind find them to be annoying, and they have become somewhat infamous.
Corprus Monsters
Corprus Monsters are Humans, or possibly Elves, infected with Corprus. They appear incredibly deformed, due to the disease. Two variants are found in-game.
Corprus Stalker
These shambling creatures are victims of the Corprus disease, an incurable ailment that mutates the body and twists the mind. Corprus Stalkers have had relatively little mutation, but seem to develop a universal appearance. They are humanoid in shape, but sand-brown, with vacant expressions and shuffling walks. The corprus disease not only mutates and maddens its victims, it also bestows upon them great strength and endurance, making these creatures dangerous, especially when they may give anyone near them the disease. Many corprus stalkers are kept in the corprusarium at Tel Fyr, a sanctuary for them where Divayth Fyr researches possible cures.
Lame Corprus
A further deformed victim of Corprus. This version has increased strength and abilities than the Stalkers and can infect the player with various blight diseases. They are, however, easy to escape from, due to their slow speed.
Daedroth
A bipedal Daedra with a large, crocodile-like snout. Daedroth have excellent melee and spellcasting abilities and should be confronted with caution by experienced adventurers only. Their hearts are commonly sought for their magical properties.
Dremora
Intelligent and powerful war spirits in the service of Daedra Lord Mehrunes Dagon. Dremora are powerful foes and typically carry a range of high quality weaponry. More powerful versions are called the Dremora Lord.
Dreugh
Dreughs are humanoid half-octopus sea monsters. Due to their ability to remain underwater for such long periods of time, it is safe to assume that they possess some sort of amphibian-like qualities. When defeated, Dreugh Wax can be taken from their bodies. A land-based version, called a Land Dreugh, appears in Oblivion.
Durzog
Creatures often used by Goblins to actively hunt and kill adventurers as well as other enemies of the Goblin. They are powerful reptilian-like beasts that use quick slashing and biting attacks. Two varieties of the Durzog exist: the regular, undomesticated Durzog, and the powerful, Goblin-trained War Durzog, which can be distinguished by a spiked collar. They are seen in The Elder Scrolls III: Tribunal.
Fabricants
Fabricants are creatures created by Sotha Sil that exhibit both mechanical and organic properties. They are mainly found in Sotha Sil's Clockwork City. Two kinds of Fabricants exist.
Hulking Fabricant
Hulking Fabricants are one of two types of fabricants that appear in Mournhold and the Clockwork City. They are part creature and part machine, and are slow and powerful, especially when compared to their counterpart the Verminous Fabricant.
Verminous Fabricant
Verminous Fabricants are one of two types of fabricants that appeared in Mournhold and the Clockwork City. They are a mix of creature and machine and are very fast.
Goblin
Vile and vicious humanoids. They vary in size from smaller than a Bosmer to larger than a Nord. Some are mindless animals; others have learned the ways of magic. Goblins use trained s.
Golden Saint
Golden Saints are humanoid Daedra that exist mostly in the Grazeland areas of Vvardenfell. They appear with random glass, daedric, and ebony weapons. They also appear around the Red Mountain Region.
Golden Saints are also guards in the northern district of New Sheoth, a city in the Oblivion Expansion pack "The Shivering Isles".
Grahl
Grahl are large, powerful monsters that reside in the more dangerous of caves in Solstheim. They are covered with a white fur and possess large tusks and claws. Their red eyes may be collected from their corpses and used to create potions.
Guar
The guar is the dominant domesticated herd animal of Morrowind, used as a pack animal and for its meat and hide. Some guar remain feral and aggressive, living in the wilds of Morrowind.
A little known fact about the guar is that the Imperials often refer to them as 'Tigers'. The reason for this being that during a tour of Morrowind in the earliest days of the Armistice, Tiber Septim became enamored of the beasts. On the mainland, and specifically the Deshaan Plains, guars are striped. This, coupled with the fact that His Holiness was never able to pronounce 'guar' correctly (his troubles with the provincial Chimeric tongue is legendary), led to Septim finally calling them 'Tigers', from a fabled recollection of a storybook beast he loved as a youth. Even in the times of The Elder Scrolls games, Dres slavers often refer to their cattle-guar as Tigers. Rockjoint may be contracted from a diseased guar.
Horker
Horkers are seal-like creatures that reside in and around the waters of Solstheim. They have pure white fur and ivory tusks. Though they have fur and so are mammals, they exhibit the ability to breath underwater, as they can perpetually stay underwater, unlike real-life analogues such as seals, otters, or other marine mammals. Horkers are generally docile creatures, but can be territorial and will attack travellers who approach too close to them. They are often hunted by the inhabitants of Solstheim for their tusks.
Hunger
The Hunger is a sinuous, long-limbed, long-tailed Daedra with a beast-skulled head; they usually attack with paralyzing attacks and uses spells to disintegrate the player's weapons and armor. They also make an appearance in the Oblivion expansion pack "The Shivering Isles".
Imperfect
The Imperfect are massive mechanical golems constructed by Sotha Sil to be used as bodyguards. They use powerful magical powers and have high magical resistances. Though two are seen, only one is fought in-game.
Kagouti
Kagouti are bipedal creatures with a short tail, large forward pointing tusks and a triangular snout. Kagouti are dangerous to individuals who lack decent fighting skills because their attacks are stronger than most of the other animals in the game, and Yellow Tick may be contracted from a diseased Kagouti. They can easily be identified from a distance which often allows weaker characters to avoid confrontation. Kagouti are related to guar and alit, but are much more aggressive and dangerous. Kagouti hide is made into leather and used in clothing and household goods.
Kwama
:Main Article:Kwama
Kwama refers to the hive-like creatures encountered mainly in Morrowind. Several types of Kwama are encountered by the player.
Kwama Forager
The Kwama Forager scouts the surface of the land and natural underground passages, searching for suitable locations for new colonies, and hunting for prey. Foragers are aggressive but not very dangerous. Kwama Foragers range far from their homes, deep into the Ashlands as far as the Ghostfence. Kwama Foragers and Warriors will attack the player, since their scent is alien to them. They can be avoided or easily killed so are more often a nuisance than a threat. The loss of a Forager is not a problem for the hive as they can be quickly produced. Kwama Foragers and Warriors won't attack miners, since they're used to their smell. But they attack intruders. Droops may be contracted from a diseased Kwama Forager. Kwama foragers sometimes drop eggs.
Kwama Queen
The largest of the Kwama which produces all of the nest's eggs. They are too large to move and so have to have their needs attended to by Kwama Workers. They are unable to defend themselves and so rely on nearby Warriors to kill any intruders.
Kwama Warriors
The Warrior looks similar to a combination of the Forager and the Worker. The Kwama Warrior defends the Kwama colony's tunnels and chambers. Warriors are aggressive and dangerous. Avoid them, or go ahead and kill them if you have to. Don't worry. The hive can replace them fast enough. Kwama Foragers and Warriors won't attack miners, since they're used to their smell. But they attack intruders. Droops may be contracted from a diseased Kwama Warrior.
Kwama Workers
The primary source of labour in a Kwama colonies, digging tunnels and attending to the Queen and eggs. They are not aggressive unless attacked.
Lich
Lichs are undead creatures that found mostly in the sewers of Mournhold in the Tribunal expansion. These undead creatures are immune to cold, poison, and disease, while retaining their mortal skills in the martial and magical arts.
Mudcrab
The Mudcrab is a large, edible crab found in marine, coastal, and cavern environments. The Mudcrab is rarely aggressive, but tough and territorial, and groups of mudcrabs may become a nuisance. The Mudcrab is prized for its sweet crab meat, which possesses modest magical properties. Swamp Fever may be contracted from a diseased Mudcrab. One Mudcrab, found on a small island west of Tel Branora, buys and sells things from the player at full market price.
Netch
Netches are jellyfish-like creatures that are herded and bred, similar to Guar. Although they possess a somewhat jellyfish appearance, they exist entirely out of water. Two types of netchs exist in-game: the female Betty Netch and the male Bull Netch.
Betty Netch
The Betty Netch is a large hovering beast, supported by internal sacks of magical vapors. The Betty Netch, the female of the species, is smaller than the male Bull Netch, but fiercely territorial. Normally a single Betty Netch will have a harem of five or six Bull Netch, however Netch plantations that raise them for their leather attempt to keep the ratio closer to one to one for faster breeding. This has the side effect of making the Betty Netch on plantations much more aggressive than wild varieties. Betty Netch are peaceful, but they happen to be one of the more dangerous creatures in the game. This, coupled with the fact that they appear in the Ascadian Isles close to Vivec, makes them a threat to newcomers that attack them thinking that they are not dangerous. Serpiginous Dementia may be contracted from a diseased Betty Netch.
Bull Netch
The male of the species, the Bull Netch is a huge beast that hovers in the air, supported by internal sacks of magical vapors. Bull Netch are giant, peaceful, and poisonous, floating creatures with long tentacles that dangle to the ground.
Nix-Hound
A Nix-Hound is a medium sized arthropod predator which has been known to hunt in packs. The Nix-Hound is a gray, rangy quadruped with long, purple feeding spikes. Its cousin, the Rogue Nix-Hound, is larger and much more dangerous.
Ogrim
Ogrims are tremendously fat Daedra with scaly green skin on much of their body. They have large, twisted horns just above their small and piggy eyes. They also have a ring of metal, just around the area of the heart.
Rat
Rats are commonly found in caves and other similar places in Morrowind. They are very weak and can be defeated rather easily.
Reikling
Reiklings are semi-intelligent creatures resembling Goblins. Some NPCs in-game claim that some Rieklings are intelligent enough to speak, but they speak only nonsense; one said Riekling is encountered in the main quest of the Bloodmoon expansion. Rieklings sometimes ride Tusked Bristlebacks as mounts on occasion. These mounted Rieklings are much more dangerous than they are on foot and wield small lances.
Scamp
Scamps are weak and cowardly servants of Mehrunes Dagon. Generally they may be found in and near Daedric ruins, where they can be a danger to lower-levelled players. Scamps are small creatures, resembling small humanoids with pointed ears and teeth, and remain in a half-crouch. Scamps are intelligent, and may speak if they wish. One Scamp, named Creeper, resides in Caldera and will buy and sell from players at full market price.
Shalk
A large and slightly aggressive beetle which uses magical fire to attack. Shalk resins are the tough, soluble substances extracted from Shalk hides. Shalk resins are used as glues and stiffeners in manufacturing bonemold and chitin armors. Collywobbles may be contracted from a diseased Shalk.
Silt Striders
Silt Striders carry passengers and cargo between settlements on Vvardenfell. Fares depend on distance to be traveled. Silt Striders are giant insects. A compartment for passengers and cargo is hollowed from the creature's shell; the driver directs the beast by directly manipulating exposed organs and tissues.
Sixth House Minions
There are several types of Sixth House Minions that the player encounters. They are said to be infected with Corprus and can infect others with different Blight diseases. Most Minions resemble mutated Dark Elves in appearance and usually battle with magical spells, as opposed to melee attacks.
Ash Vampire
Ash Vampires are Dagoth Ur's lieutenants; they are the most powerful of the minions in the Sixth House and attack with both melee and powerful magic; contrary to their name, they are not blood vampires, for Ash Vampires do not feed on blood, and have no other connection with blood vampires, outside their name.
Ascended Sleeper
Ascended Sleepers are distorted creatures that wear elaborate robes and seem to sprout several tentacle-like appendages from their heads. They have navy skin and a humanoid form. Sleepers are aggressive and utilize magic to attack their enemies.
Ash Poet
Ash Poets are a type of Sixth House minion that is mentioned, but not present in the game itself. Dagoth Gares, an Ash Ghoul, mentions them as higher in rank than he and the other servants of Ilunibi shrine, below Ash Poets, Ascended Sleepers, and Ash Vampires. This most likely puts them somewhere between Ash Ghoul and Ascended Sleeper, though some fans speculate they may be more powerful than an Ascended Sleeper. Whatever the case, they have not been seen in any Elder Scrolls game, so their appearance is unknown.
Ash Ghoul
Ash Ghouls are another type of Sixth House minion. They have leathery grey-blue skin and resemble a Dunmer with an anteater's nose that protrudes out of the top half of its face. This 'nose' is, quite possibly, a huge Corprus growth, though considerably smaller than those of the Ascended Sleepers.
Ash Zombie
Ash zombies appear as Dunmer with the top half of their face, brain and hair removed. Interestingly, as opposed to the other minions, they possess no magical abilities and, despite the fact that they always possess a spiked club,they attack with hand-to-hand combat techniques.
Ash Slave
Ash slaves are spell-casting minions with a humanoid form. Like the Ash Ghoul, it attacks mainly with magic.
Skeleton
A common form of the undead found guarding graves and tombs throughout Morrowind. Their arsenal varies; they are usually found wielding bows, axes, blades, and maces.
Slaughterfish
A common and aggressive fish found in the waters surrounding Morrowind, along with Small Slaughterfish, its smaller form. It is rumoured there are Giant Slaughterfish, mainly in legends, however none have ever been seen in Morrowind. Although there are rumors that they have been noticed in Morrowind's sequel Oblivion.
Spirits
Different types of ghosts and spirits are encountered in The Elder Scrolls III:Morrowind.
Ancestor Ghost
Ghosts which are typically found guarding tombs throughout Morrowind are Ancestor Ghosts; they can also be summoned by mages using various magic. Upon its defeat, the player can attain ectoplasm from its remains.
Greater Ancestor Ghost
A more powerful variant of the Ancestor Ghosts found in Morrowind.
Dwarven Spectre
Ghosts of the Ancient Dwemer which can still be found haunting the halls of their ruins. The ghosts are typically sought as a source of Ectoplasm. Silver and enchanted weapons are required to hurt them.
Spriggan
Spriggans are humanoid walking trees that reside in the forests of Solstheim. Spriggans appear as female figures, green and covered with bark. They are fierce and will attack travellers on sight. In addition to this, they will come back to life twice upon being killed.
Tusked Bristleback
The Tusked Bristleback is a type of boar native to Solstheim. There are lots of them around, and they're sometimes hunted for their meat. The Bristlebacks can be vicious, too. That's why the Rieklings use them as mounts.
Winged Twilight
The Winged Twilight is a Daedra that appears feminine in appearance. They also possess purple-blue skin and have spiked tails.
Wolves
Like the bears, two types of wolves exist in Morrowind.
Wolf
Wolves reside on Solstheim in great numbers and are revered by the Skaal who live there. They generally work in packs and will attack travellers, but are generally weak. Some have diseases and can infect the player.
Snow Wolf
The Snow Wolves are larger, more elusive cousins of Solstheim's common Wolves. They have a thick coat that protects them from the frost and cold. Snow Wolves reside in and around the Moesring Mountains. Legend has it they're the descendants of Ondjage, the Fell Wolf that devoured Hrothmund the Red. Their attacks have freezing attributes, making them slightly more dangerous than their cousins.
Morrowind
Alit
The Alit is a tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell. Built like its larger and more dangerous cousin, the , the Alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks similar to a large mouth with feet. The Alit has a weak poison attack which will affect the victim when bitten, but its attack is still weaker than that of the Kagouti.
Atronach
Atronachs are humanoid Daedra that embody, and control, one of 3 elements.
Flame
The Flame Atronach is an element of fire in a faceless, female form with black plates of armor. They are impervious to fire attacks but weak to frost.
Frost
The Frost Atronach is a large golem made of ice. Immune to frost and resilient to physical attacks, the Frost Atronachs weakness lies in the element of fire.
Storm
The Storm Atronach is the strongest of the Atronachs. They are made of stones held together by lightning which makes them immune to shock spells.
Bears
Bears are mostly found on the frozen island of Solstheim.
Brown Bear
Brown Bears are the common form of bears found in TES III: Morrowind. Also found in Cyrodil, typically in the more rugged, mountainous regions. They are aggressive and quite powerful
Snow Bear
Snow Bears are somewhat larger than normal Bears, and have thick white fur that protects them frost attacks. Snow Bears can be fairly difficult to find.
Bonelord
Bonelords are revenants that are usually found protecting the tombs scattered throughout Morrowind. They are robed skeletons with their skulls floating far above their bodies and two sets of arms. Bonelords primarily use spells and curses, especially those that drain attributes, to attack. However, they will perform melee attacks in combat if so pressed.
Bonewalker
Bonewalkers are also known as zombies in the west and are most often summoned by necromancers and other conjurers for personal defense in combat. They are a light brown in hue, and retain their humanoid appearance, but exhibit damage from decomposition, including bones protruding from their bodies. Bonewalkers come in two forms: lesser and greater. The lesser bonewalkers are the same shape and size as they were when they died and attack their enemies only at short range. Greater bonewalkers, however, are hulking creatures much larger in size than the corpses they were created from. The greater bonewalker will attack enemies in melee combat as well as throw curses at their target, reducing their strength so that it must be restored via spells or potions. Both class of bonewalkers are commonly found in the ruins and tombs of Vvardenfell.
Bonewolf
A reanimated wolf. It is highly aggressive and attacks the player with biting and scratching attacks. They commonly live in the more dangerous tombs and barrows of Solstheim, and are usually found in groups of at least two, along with a Draugr. Despite being reanimated, they have not gained much strength compared to living wolves.
Dwemer Constructs
The lethal machines discovered in Dwemer ruins are Dwemer Constructs. Some appear to be powered by steam.
Centurion Archer
An enchanted construct made by the Dwemer. When not engaged in combat, they are rolled into a combat ball, but when an intruder is sighted, this ball splits vertically, to be used as transport, and a humanoid-shaped body emerges. These centurions use darts of dwemer construction that have a high attack power.
Centurion Sphere
An enchanted and mechanical artifact of the Dwemer which can still be found guarding their ruins. It can transform itself into a uniform sphere when inactive, and transform into a mobile warrior using a collapsible sword to engage enemies when threatened.
Centurion Spider
An enchanted animated artifact of Dwemer origin. Constructed in the form of a large metal spider, it is aggressive and dangerous. It can also utilize a compressed jet of poison for defense.
Steam Centurion
An enchanted animated artifact of Dwemer construction. Constructed in the form of an armored warrior with spiked hammers instead of hands, they are aggressive and dangerous.
Clannfear
A fierce, large lizard-like Daedra which is commonly sought for its heart, which is used in Alchemy. It very much resembles a small, bipedal Triceratops, and can be moderately difficult to destroy. It is immune to weapons that are not enchanted or made of silver.
Cliff Racer
Cliff Racers are winged, leathery flying creatures with long beaks, flailing tails, and large vertical sails along their spines. They are usually encountered around the mountainous regions of Morrowind. Cliff Racers are by the far the most common creature in the game. Cliff Racers are known to attack at random, which makes them a problem when a player is low on health. Most players of Morrowind find them to be annoying, and they have become somewhat infamous.
Corprus Monsters
Corprus Monsters are Humans, or possibly Elves, infected with Corprus. They appear incredibly deformed, due to the disease. Two variants are found in-game.
Corprus Stalker
These shambling creatures are victims of the Corprus disease, an incurable ailment that mutates the body and twists the mind. Corprus Stalkers have had relatively little mutation, but seem to develop a universal appearance. They are humanoid in shape, but sand-brown, with vacant expressions and shuffling walks. The corprus disease not only mutates and maddens its victims, it also bestows upon them great strength and endurance, making these creatures dangerous, especially when they may give anyone near them the disease. Many corprus stalkers are kept in the corprusarium at Tel Fyr, a sanctuary for them where Divayth Fyr researches possible cures.
Lame Corprus
A further deformed victim of Corprus. This version has increased strength and abilities than the Stalkers and can infect the player with various blight diseases. They are, however, easy to escape from, due to their slow speed.
Daedroth
A bipedal Daedra with a large, crocodile-like snout. Daedroth have excellent melee and spellcasting abilities and should be confronted with caution by experienced adventurers only. Their hearts are commonly sought for their magical properties.
Dremora
Intelligent and powerful war spirits in the service of Daedra Lord Mehrunes Dagon. Dremora are powerful foes and typically carry a range of high quality weaponry. More powerful versions are called the Dremora Lord.
Dreugh
Dreughs are humanoid half-octopus sea monsters. Due to their ability to remain underwater for such long periods of time, it is safe to assume that they possess some sort of amphibian-like qualities. When defeated, Dreugh Wax can be taken from their bodies. A land-based version, called a Land Dreugh, appears in Oblivion.
Durzog
Creatures often used by Goblins to actively hunt and kill adventurers as well as other enemies of the Goblin. They are powerful reptilian-like beasts that use quick slashing and biting attacks. Two varieties of the Durzog exist: the regular, undomesticated Durzog, and the powerful, Goblin-trained War Durzog, which can be distinguished by a spiked collar. They are seen in The Elder Scrolls III: Tribunal.
Fabricants
Fabricants are creatures created by Sotha Sil that exhibit both mechanical and organic properties. They are mainly found in Sotha Sil's Clockwork City. Two kinds of Fabricants exist.
Hulking Fabricant
Hulking Fabricants are one of two types of fabricants that appear in Mournhold and the Clockwork City. They are part creature and part machine, and are slow and powerful, especially when compared to their counterpart the Verminous Fabricant.
Verminous Fabricant
Verminous Fabricants are one of two types of fabricants that appeared in Mournhold and the Clockwork City. They are a mix of creature and machine and are very fast.
Goblin
Vile and vicious humanoids. They vary in size from smaller than a Bosmer to larger than a Nord. Some are mindless animals; others have learned the ways of magic. Goblins use trained s.
Golden Saint
Golden Saints are humanoid Daedra that exist mostly in the Grazeland areas of Vvardenfell. They appear with random glass, daedric, and ebony weapons. They also appear around the Red Mountain Region.
Golden Saints are also guards in the northern district of New Sheoth, a city in the Oblivion Expansion pack "The Shivering Isles".
Grahl
Grahl are large, powerful monsters that reside in the more dangerous of caves in Solstheim. They are covered with a white fur and possess large tusks and claws. Their red eyes may be collected from their corpses and used to create potions.
Guar
The guar is the dominant domesticated herd animal of Morrowind, used as a pack animal and for its meat and hide. Some guar remain feral and aggressive, living in the wilds of Morrowind.
A little known fact about the guar is that the Imperials often refer to them as 'Tigers'. The reason for this being that during a tour of Morrowind in the earliest days of the Armistice, Tiber Septim became enamored of the beasts. On the mainland, and specifically the Deshaan Plains, guars are striped. This, coupled with the fact that His Holiness was never able to pronounce 'guar' correctly (his troubles with the provincial Chimeric tongue is legendary), led to Septim finally calling them 'Tigers', from a fabled recollection of a storybook beast he loved as a youth. Even in the times of The Elder Scrolls games, Dres slavers often refer to their cattle-guar as Tigers. Rockjoint may be contracted from a diseased guar.
Horker
Horkers are seal-like creatures that reside in and around the waters of Solstheim. They have pure white fur and ivory tusks. Though they have fur and so are mammals, they exhibit the ability to breath underwater, as they can perpetually stay underwater, unlike real-life analogues such as seals, otters, or other marine mammals. Horkers are generally docile creatures, but can be territorial and will attack travellers who approach too close to them. They are often hunted by the inhabitants of Solstheim for their tusks.
Hunger
The Hunger is a sinuous, long-limbed, long-tailed Daedra with a beast-skulled head; they usually attack with paralyzing attacks and uses spells to disintegrate the player's weapons and armor. They also make an appearance in the Oblivion expansion pack "The Shivering Isles".
Imperfect
The Imperfect are massive mechanical golems constructed by Sotha Sil to be used as bodyguards. They use powerful magical powers and have high magical resistances. Though two are seen, only one is fought in-game.
Kagouti
Kagouti are bipedal creatures with a short tail, large forward pointing tusks and a triangular snout. Kagouti are dangerous to individuals who lack decent fighting skills because their attacks are stronger than most of the other animals in the game, and Yellow Tick may be contracted from a diseased Kagouti. They can easily be identified from a distance which often allows weaker characters to avoid confrontation. Kagouti are related to guar and alit, but are much more aggressive and dangerous. Kagouti hide is made into leather and used in clothing and household goods.
Kwama
:Main Article:Kwama
Kwama refers to the hive-like creatures encountered mainly in Morrowind. Several types of Kwama are encountered by the player.
Kwama Forager
The Kwama Forager scouts the surface of the land and natural underground passages, searching for suitable locations for new colonies, and hunting for prey. Foragers are aggressive but not very dangerous. Kwama Foragers range far from their homes, deep into the Ashlands as far as the Ghostfence. Kwama Foragers and Warriors will attack the player, since their scent is alien to them. They can be avoided or easily killed so are more often a nuisance than a threat. The loss of a Forager is not a problem for the hive as they can be quickly produced. Kwama Foragers and Warriors won't attack miners, since they're used to their smell. But they attack intruders. Droops may be contracted from a diseased Kwama Forager. Kwama foragers sometimes drop eggs.
Kwama Queen
The largest of the Kwama which produces all of the nest's eggs. They are too large to move and so have to have their needs attended to by Kwama Workers. They are unable to defend themselves and so rely on nearby Warriors to kill any intruders.
Kwama Warriors
The Warrior looks similar to a combination of the Forager and the Worker. The Kwama Warrior defends the Kwama colony's tunnels and chambers. Warriors are aggressive and dangerous. Avoid them, or go ahead and kill them if you have to. Don't worry. The hive can replace them fast enough. Kwama Foragers and Warriors won't attack miners, since they're used to their smell. But they attack intruders. Droops may be contracted from a diseased Kwama Warrior.
Kwama Workers
The primary source of labour in a Kwama colonies, digging tunnels and attending to the Queen and eggs. They are not aggressive unless attacked.
Lich
Lichs are undead creatures that found mostly in the sewers of Mournhold in the Tribunal expansion. These undead creatures are immune to cold, poison, and disease, while retaining their mortal skills in the martial and magical arts.
Mudcrab
The Mudcrab is a large, edible crab found in marine, coastal, and cavern environments. The Mudcrab is rarely aggressive, but tough and territorial, and groups of mudcrabs may become a nuisance. The Mudcrab is prized for its sweet crab meat, which possesses modest magical properties. Swamp Fever may be contracted from a diseased Mudcrab. One Mudcrab, found on a small island west of Tel Branora, buys and sells things from the player at full market price.
Netch
Netches are jellyfish-like creatures that are herded and bred, similar to Guar. Although they possess a somewhat jellyfish appearance, they exist entirely out of water. Two types of netchs exist in-game: the female Betty Netch and the male Bull Netch.
Betty Netch
The Betty Netch is a large hovering beast, supported by internal sacks of magical vapors. The Betty Netch, the female of the species, is smaller than the male Bull Netch, but fiercely territorial. Normally a single Betty Netch will have a harem of five or six Bull Netch, however Netch plantations that raise them for their leather attempt to keep the ratio closer to one to one for faster breeding. This has the side effect of making the Betty Netch on plantations much more aggressive than wild varieties. Betty Netch are peaceful, but they happen to be one of the more dangerous creatures in the game. This, coupled with the fact that they appear in the Ascadian Isles close to Vivec, makes them a threat to newcomers that attack them thinking that they are not dangerous. Serpiginous Dementia may be contracted from a diseased Betty Netch.
Bull Netch
The male of the species, the Bull Netch is a huge beast that hovers in the air, supported by internal sacks of magical vapors. Bull Netch are giant, peaceful, and poisonous, floating creatures with long tentacles that dangle to the ground.
Nix-Hound
A Nix-Hound is a medium sized arthropod predator which has been known to hunt in packs. The Nix-Hound is a gray, rangy quadruped with long, purple feeding spikes. Its cousin, the Rogue Nix-Hound, is larger and much more dangerous.
Ogrim
Ogrims are tremendously fat Daedra with scaly green skin on much of their body. They have large, twisted horns just above their small and piggy eyes. They also have a ring of metal, just around the area of the heart.
Rat
Rats are commonly found in caves and other similar places in Morrowind. They are very weak and can be defeated rather easily.
Reikling
Reiklings are semi-intelligent creatures resembling Goblins. Some NPCs in-game claim that some Rieklings are intelligent enough to speak, but they speak only nonsense; one said Riekling is encountered in the main quest of the Bloodmoon expansion. Rieklings sometimes ride Tusked Bristlebacks as mounts on occasion. These mounted Rieklings are much more dangerous than they are on foot and wield small lances.
Scamp
Scamps are weak and cowardly servants of Mehrunes Dagon. Generally they may be found in and near Daedric ruins, where they can be a danger to lower-levelled players. Scamps are small creatures, resembling small humanoids with pointed ears and teeth, and remain in a half-crouch. Scamps are intelligent, and may speak if they wish. One Scamp, named Creeper, resides in Caldera and will buy and sell from players at full market price.
Shalk
A large and slightly aggressive beetle which uses magical fire to attack. Shalk resins are the tough, soluble substances extracted from Shalk hides. Shalk resins are used as glues and stiffeners in manufacturing bonemold and chitin armors. Collywobbles may be contracted from a diseased Shalk.
Silt Striders
Silt Striders carry passengers and cargo between settlements on Vvardenfell. Fares depend on distance to be traveled. Silt Striders are giant insects. A compartment for passengers and cargo is hollowed from the creature's shell; the driver directs the beast by directly manipulating exposed organs and tissues.
Sixth House Minions
There are several types of Sixth House Minions that the player encounters. They are said to be infected with Corprus and can infect others with different Blight diseases. Most Minions resemble mutated Dark Elves in appearance and usually battle with magical spells, as opposed to melee attacks.
Ash Vampire
Ash Vampires are Dagoth Ur's lieutenants; they are the most powerful of the minions in the Sixth House and attack with both melee and powerful magic; contrary to their name, they are not blood vampires, for Ash Vampires do not feed on blood, and have no other connection with blood vampires, outside their name.
Ascended Sleeper
Ascended Sleepers are distorted creatures that wear elaborate robes and seem to sprout several tentacle-like appendages from their heads. They have navy skin and a humanoid form. Sleepers are aggressive and utilize magic to attack their enemies.
Ash Poet
Ash Poets are a type of Sixth House minion that is mentioned, but not present in the game itself. Dagoth Gares, an Ash Ghoul, mentions them as higher in rank than he and the other servants of Ilunibi shrine, below Ash Poets, Ascended Sleepers, and Ash Vampires. This most likely puts them somewhere between Ash Ghoul and Ascended Sleeper, though some fans speculate they may be more powerful than an Ascended Sleeper. Whatever the case, they have not been seen in any Elder Scrolls game, so their appearance is unknown.
Ash Ghoul
Ash Ghouls are another type of Sixth House minion. They have leathery grey-blue skin and resemble a Dunmer with an anteater's nose that protrudes out of the top half of its face. This 'nose' is, quite possibly, a huge Corprus growth, though considerably smaller than those of the Ascended Sleepers.
Ash Zombie
Ash zombies appear as Dunmer with the top half of their face, brain and hair removed. Interestingly, as opposed to the other minions, they possess no magical abilities and, despite the fact that they always possess a spiked club,they attack with hand-to-hand combat techniques.
Ash Slave
Ash slaves are spell-casting minions with a humanoid form. Like the Ash Ghoul, it attacks mainly with magic.
Skeleton
A common form of the undead found guarding graves and tombs throughout Morrowind. Their arsenal varies; they are usually found wielding bows, axes, blades, and maces.
Slaughterfish
A common and aggressive fish found in the waters surrounding Morrowind, along with Small Slaughterfish, its smaller form. It is rumoured there are Giant Slaughterfish, mainly in legends, however none have ever been seen in Morrowind. Although there are rumors that they have been noticed in Morrowind's sequel Oblivion.
Spirits
Different types of ghosts and spirits are encountered in The Elder Scrolls III:Morrowind.
Ancestor Ghost
Ghosts which are typically found guarding tombs throughout Morrowind are Ancestor Ghosts; they can also be summoned by mages using various magic. Upon its defeat, the player can attain ectoplasm from its remains.
Greater Ancestor Ghost
A more powerful variant of the Ancestor Ghosts found in Morrowind.
Dwarven Spectre
Ghosts of the Ancient Dwemer which can still be found haunting the halls of their ruins. The ghosts are typically sought as a source of Ectoplasm. Silver and enchanted weapons are required to hurt them.
Spriggan
Spriggans are humanoid walking trees that reside in the forests of Solstheim. Spriggans appear as female figures, green and covered with bark. They are fierce and will attack travellers on sight. In addition to this, they will come back to life twice upon being killed.
Tusked Bristleback
The Tusked Bristleback is a type of boar native to Solstheim. There are lots of them around, and they're sometimes hunted for their meat. The Bristlebacks can be vicious, too. That's why the Rieklings use them as mounts.
Winged Twilight
The Winged Twilight is a Daedra that appears feminine in appearance. They also possess purple-blue skin and have spiked tails.
Wolves
Like the bears, two types of wolves exist in Morrowind.
Wolf
Wolves reside on Solstheim in great numbers and are revered by the Skaal who live there. They generally work in packs and will attack travellers, but are generally weak. Some have diseases and can infect the player.
Snow Wolf
The Snow Wolves are larger, more elusive cousins of Solstheim's common Wolves. They have a thick coat that protects them from the frost and cold. Snow Wolves reside in and around the Moesring Mountains. Legend has it they're the descendants of Ondjage, the Fell Wolf that devoured Hrothmund the Red. Their attacks have freezing attributes, making them slightly more dangerous than their cousins.
Morrowind
Fictional creatures and characters found in the fictional realm of Oblivion in the video game Elder Scrolls IV: Oblivion.
Aurorans
Aurorans are the ancient Ayleid warriors under the command of Umaril. They are seen in the downloadable content called "Knights of The Nine." They wear golden armor of Ayleid design and wield Ayleid battle axes with shock enchantments. In truth, they are Dremora-like Daedra in the service of the Daedric Princess Meridia. In the book "The Song of Pelinal, Vol. 3", it is described that The Aurorans were summoned in the defense of White Gold Tower by Umaril.
Atronach
Atronachs are a special variety of elemental Daedra. When slain, one can scrape elemental salts off of them for use in alchemy. In the first Elder Scrolls game, Arena, the term 'golem' was used interchangeably with Atronach.
Flame Atronach
These lower level atronachs are the most of the three atronachs and are commonly found near Oblivion gates. They are characterised for their feminine form and burning daedric armor. They rely on ranged flame based magic attacks and have fast moderately damaging melee attacks. These are often found with other daedra for support.They have a weakness for frost attacks and will drop Flame salts when slain battle. Dunmer have the most resistance to these creatures.
Frost Atronach
These towering giants are more powerful than their fire based cousins. These atronachs resemble immense ice golems and are easily spotted when sun light strikes their highly reflective bodies. They are quite lethal to the unwary and can easily slay Imperial Legionnaires. They will attack with ranged ice based magics and have a close ranged ice attack that will stun the target momentarily.If the player has created a Nord character these will be far less damaging. Their melee attack is quite powerful, but can be avoided. Since they can reflect physical attacks to a degree it would be best to attack at range. They have a significant weakness to fire. These will drop Frost salts when slain.
Storm Atronachs
These atronachs are the rarest of the three, but are the most powerful. They travel in the form of a miniature tornado filled with rocks and when stationary the rocks reassemble to form a humanoid shape bound together with arcs of lightning. These atronachs attack with powerful lighting attacks at range and have a devastating melee attack. Melee attacks can be reflected back at the attacker, but this is not so for magics and bows. These creatures will drop Void Salts after death.
Clannfear
Clannfears are the "bulldogs" of Dagon's daedric forces. They are roughly the size of a large dog, and resemble a cross between a Triceratops and a velociraptor. They are extremely fast and aggressive, and can headbutt their victims so hard and quickly that they often cannot keep their footing. Their claws can be clipped after death for use as an alchemical ingredient.
Clannfear Runt
The weaker version of the normal Clannfear. Also the clannfear runt does not have claws for the use of alchemical purposes.
Daedroth
Daedroth are large, reptilian humanoids with a crocodile-like head and are immensely strong. These deadra typically fill the role of heavy assault within the daedric ranks. These creatures prefer to rush in and pummel its prey with melee attacks. Because of their strength, their habit of shooting fire balls out of their mouths, and its melee damage resistance this makes close range assaults highly undesirable and therefore magic is the preferred weapon. (Daedroth is plural)
Dremora
Lesser Daedra that appear humanoid with dark black skin, usually covered in heavy plated armor with red markings and symbols. Dremora have been known to serve the Daedra Lord Mehrunes Dagon. Although Dremora are not considered Daedra princes themselves, they are Daedric in origin. Dremora are among the most intelligent of the lesser Daedra. In Oblivion, their souls are as "large" and require as powerful a Soul Gem as a human NPC.
Dremora Scout
Lesser Dremora Soldier. Lookout/preliminary attack Class. These dremora tend to use daedric lightbows and like to hang back and let faster melee creatures such as Clannfears do the work, while they rain in arrows.
Dremora Archer
Lesser Dremora Soldier. Archer Class. Uses mostly ranged attacks, to pepper their opponents with arrows.
Dremora Captain
Leader of the lesser Dremora Soldiers.
Dremora Lord
In charge of the Dremora Captains in the area. These are the mid-ranking Officers in the Daedric Army.
Dremora Hatred Keeper
In certain Oblivion Towers, these high-ranking Dremora Soldiers are trained to guard the entrance to the Sigilum Sanguis.
Dremora Churl
One of the lowest classes of Dremora and are the easiest to kill. As with all dremora, these drop Daedra Hearts which can be used in Alchemy. Tend to use Daedric Maces. Occasionally cast destruction spells.
Dremora Caitiff
Caitiffs are used as irregulars in the faction wars of the Daedra, as berserkers and shock troops, undisciplined and unreliable, but eager and willing. These soldiers are a step up from the rank and file Churls and are slightly more powerful. These too tend to use destruction magics. Will heal occasionally.
Dremora Kynval
The highest of the regular rank-and file of Dremora troops are the Kynvals, warrior-knights who have distinguished themselves in battle, and shown the deliberate steadiness of potential war leaders.
Dremora Kynreeve
A Kynreeve is a clan sheriff or clan officer. Kynreeves are typically associated either with a clan fighting unit or an administrative office in the order of battle.
Dremora Kynmarcher
The Kynmarcher is the lord and high officer of a Daedric citadel, outpost, or gate. A Kymarcher's command is usually associated both with a unit and with a 'fief' -- a location or territory for which he is responsible.
Dremora Markynaz
Above the Kynmarcher is the Markynaz, or 'grand duke'. A Markynaz is a lord of lords, and member of the Markyn, Mehrunes Dagon's Council of Lords.
Dremora Valkynaz
The highest rank of Dremora is the Valkynaz, or 'prince'. This warrior duke is a member of the Valkyn, Mehrunes Dagon's personal guard. The Valkynaz are rarely encountered on Tamriel; normally they remain by Mehrunes Dagon's side, or serve as commanders of operations of particular importance or interest to Dagon. In game terms, they are the Dremora's "leveled" characters. This means that they get stronger as you get stronger.
Dremora Feydnaz
Not much is known about the Feydnaz, but they seem to be like the Dremora Kynreeve. They tend to be better at blade skills and can rid your health quickly. They are the most loyal to Dagon.
Sigil Keeper
The Guardian of the Sigilum Sanguis. Can be found guarding the Sigil Stone at the top of the Sigil Keep that can be found in any average Oblivion Gate.
Knights of Order
Seen in the Oblivion expansion pack Shivering Isles. These knights wear very distinct armour that shines very brightly, and follow a character named Jyggalag. The Knights are technically Daedra so when they die their soul is transferred back to Oblivion.
Scamp
Scamps, who are weak to Shock-based attacks, cast Fireball and attack with sharp claws in combat. They are sometimes summoned by Dremora spellcasters. In Morrowind there are two Scamps that can be talked to. One, named Creeper, is a merchant located in Caldera who always buys and sells weapons at %100 of their worth. The other, who can be found in the large Daedric shrine of Ald Daedroth, gives out free alcoholic drinks. In both games, their skin can be used as an alchemichal ingredient.
Stunted Scamp
A smaller and weaker version of the Scamp. Often viewed as more of a pestilence than a threat, they can be dangerous in groups. Their skin cannot be harvested and used as an alchemical ingredient.
Everscamp
The smallest and weakest of the Scamps. One who possesses the legendary Staff of Everscamp will continuously be followed by four Everscamps, who will regenerate if killed. They appear only in the quest "Whom Gods Annoy".
Spider Daedra
Half woman, half spider. Cast drain, shock, and summon small Spider Daedra Spiderlings . Weak to Shock & Frost. Immune to Paralysis. They also tend to sidestep back and forth really fast, archers beware.
Spider Daedra's Spiderling
Mini Spider Daedra which have the ability to paralyze for a short time.
Umaril
The ancient Ayleid Sorcerer-King and Master of the Aurorans. He makes his first and only appearance in the downloadable content called Knights of The Nine. He wears golden armor of Ayleid design and wields an Ayleid claymore. He is actually half-Daedra, meaning that if his mortal body is destroyed, his spirit is "recycled", like a regular Daedra. This process takes far, far longer than a normal Daedra, sometimes takes several millennia. When you fight him in the "Knights of the Nine" expansion, you have to use Talos's Blessing to go into the spirit world and slay Umaril's spirit.
Xivilai
Large, magic focused Daedra but also good with two-handed weaponry . Absorbs spells to compensate for stunted magicka. Weak to Shock. Can summon an adult Clannfear to help him. These Daedra "level", or get stronger, as you get past level 20.
Oblivion
Aurorans
Aurorans are the ancient Ayleid warriors under the command of Umaril. They are seen in the downloadable content called "Knights of The Nine." They wear golden armor of Ayleid design and wield Ayleid battle axes with shock enchantments. In truth, they are Dremora-like Daedra in the service of the Daedric Princess Meridia. In the book "The Song of Pelinal, Vol. 3", it is described that The Aurorans were summoned in the defense of White Gold Tower by Umaril.
Atronach
Atronachs are a special variety of elemental Daedra. When slain, one can scrape elemental salts off of them for use in alchemy. In the first Elder Scrolls game, Arena, the term 'golem' was used interchangeably with Atronach.
Flame Atronach
These lower level atronachs are the most of the three atronachs and are commonly found near Oblivion gates. They are characterised for their feminine form and burning daedric armor. They rely on ranged flame based magic attacks and have fast moderately damaging melee attacks. These are often found with other daedra for support.They have a weakness for frost attacks and will drop Flame salts when slain battle. Dunmer have the most resistance to these creatures.
Frost Atronach
These towering giants are more powerful than their fire based cousins. These atronachs resemble immense ice golems and are easily spotted when sun light strikes their highly reflective bodies. They are quite lethal to the unwary and can easily slay Imperial Legionnaires. They will attack with ranged ice based magics and have a close ranged ice attack that will stun the target momentarily.If the player has created a Nord character these will be far less damaging. Their melee attack is quite powerful, but can be avoided. Since they can reflect physical attacks to a degree it would be best to attack at range. They have a significant weakness to fire. These will drop Frost salts when slain.
Storm Atronachs
These atronachs are the rarest of the three, but are the most powerful. They travel in the form of a miniature tornado filled with rocks and when stationary the rocks reassemble to form a humanoid shape bound together with arcs of lightning. These atronachs attack with powerful lighting attacks at range and have a devastating melee attack. Melee attacks can be reflected back at the attacker, but this is not so for magics and bows. These creatures will drop Void Salts after death.
Clannfear
Clannfears are the "bulldogs" of Dagon's daedric forces. They are roughly the size of a large dog, and resemble a cross between a Triceratops and a velociraptor. They are extremely fast and aggressive, and can headbutt their victims so hard and quickly that they often cannot keep their footing. Their claws can be clipped after death for use as an alchemical ingredient.
Clannfear Runt
The weaker version of the normal Clannfear. Also the clannfear runt does not have claws for the use of alchemical purposes.
Daedroth
Daedroth are large, reptilian humanoids with a crocodile-like head and are immensely strong. These deadra typically fill the role of heavy assault within the daedric ranks. These creatures prefer to rush in and pummel its prey with melee attacks. Because of their strength, their habit of shooting fire balls out of their mouths, and its melee damage resistance this makes close range assaults highly undesirable and therefore magic is the preferred weapon. (Daedroth is plural)
Dremora
Lesser Daedra that appear humanoid with dark black skin, usually covered in heavy plated armor with red markings and symbols. Dremora have been known to serve the Daedra Lord Mehrunes Dagon. Although Dremora are not considered Daedra princes themselves, they are Daedric in origin. Dremora are among the most intelligent of the lesser Daedra. In Oblivion, their souls are as "large" and require as powerful a Soul Gem as a human NPC.
Dremora Scout
Lesser Dremora Soldier. Lookout/preliminary attack Class. These dremora tend to use daedric lightbows and like to hang back and let faster melee creatures such as Clannfears do the work, while they rain in arrows.
Dremora Archer
Lesser Dremora Soldier. Archer Class. Uses mostly ranged attacks, to pepper their opponents with arrows.
Dremora Captain
Leader of the lesser Dremora Soldiers.
Dremora Lord
In charge of the Dremora Captains in the area. These are the mid-ranking Officers in the Daedric Army.
Dremora Hatred Keeper
In certain Oblivion Towers, these high-ranking Dremora Soldiers are trained to guard the entrance to the Sigilum Sanguis.
Dremora Churl
One of the lowest classes of Dremora and are the easiest to kill. As with all dremora, these drop Daedra Hearts which can be used in Alchemy. Tend to use Daedric Maces. Occasionally cast destruction spells.
Dremora Caitiff
Caitiffs are used as irregulars in the faction wars of the Daedra, as berserkers and shock troops, undisciplined and unreliable, but eager and willing. These soldiers are a step up from the rank and file Churls and are slightly more powerful. These too tend to use destruction magics. Will heal occasionally.
Dremora Kynval
The highest of the regular rank-and file of Dremora troops are the Kynvals, warrior-knights who have distinguished themselves in battle, and shown the deliberate steadiness of potential war leaders.
Dremora Kynreeve
A Kynreeve is a clan sheriff or clan officer. Kynreeves are typically associated either with a clan fighting unit or an administrative office in the order of battle.
Dremora Kynmarcher
The Kynmarcher is the lord and high officer of a Daedric citadel, outpost, or gate. A Kymarcher's command is usually associated both with a unit and with a 'fief' -- a location or territory for which he is responsible.
Dremora Markynaz
Above the Kynmarcher is the Markynaz, or 'grand duke'. A Markynaz is a lord of lords, and member of the Markyn, Mehrunes Dagon's Council of Lords.
Dremora Valkynaz
The highest rank of Dremora is the Valkynaz, or 'prince'. This warrior duke is a member of the Valkyn, Mehrunes Dagon's personal guard. The Valkynaz are rarely encountered on Tamriel; normally they remain by Mehrunes Dagon's side, or serve as commanders of operations of particular importance or interest to Dagon. In game terms, they are the Dremora's "leveled" characters. This means that they get stronger as you get stronger.
Dremora Feydnaz
Not much is known about the Feydnaz, but they seem to be like the Dremora Kynreeve. They tend to be better at blade skills and can rid your health quickly. They are the most loyal to Dagon.
Sigil Keeper
The Guardian of the Sigilum Sanguis. Can be found guarding the Sigil Stone at the top of the Sigil Keep that can be found in any average Oblivion Gate.
Knights of Order
Seen in the Oblivion expansion pack Shivering Isles. These knights wear very distinct armour that shines very brightly, and follow a character named Jyggalag. The Knights are technically Daedra so when they die their soul is transferred back to Oblivion.
Scamp
Scamps, who are weak to Shock-based attacks, cast Fireball and attack with sharp claws in combat. They are sometimes summoned by Dremora spellcasters. In Morrowind there are two Scamps that can be talked to. One, named Creeper, is a merchant located in Caldera who always buys and sells weapons at %100 of their worth. The other, who can be found in the large Daedric shrine of Ald Daedroth, gives out free alcoholic drinks. In both games, their skin can be used as an alchemichal ingredient.
Stunted Scamp
A smaller and weaker version of the Scamp. Often viewed as more of a pestilence than a threat, they can be dangerous in groups. Their skin cannot be harvested and used as an alchemical ingredient.
Everscamp
The smallest and weakest of the Scamps. One who possesses the legendary Staff of Everscamp will continuously be followed by four Everscamps, who will regenerate if killed. They appear only in the quest "Whom Gods Annoy".
Spider Daedra
Half woman, half spider. Cast drain, shock, and summon small Spider Daedra Spiderlings . Weak to Shock & Frost. Immune to Paralysis. They also tend to sidestep back and forth really fast, archers beware.
Spider Daedra's Spiderling
Mini Spider Daedra which have the ability to paralyze for a short time.
Umaril
The ancient Ayleid Sorcerer-King and Master of the Aurorans. He makes his first and only appearance in the downloadable content called Knights of The Nine. He wears golden armor of Ayleid design and wields an Ayleid claymore. He is actually half-Daedra, meaning that if his mortal body is destroyed, his spirit is "recycled", like a regular Daedra. This process takes far, far longer than a normal Daedra, sometimes takes several millennia. When you fight him in the "Knights of the Nine" expansion, you have to use Talos's Blessing to go into the spirit world and slay Umaril's spirit.
Xivilai
Large, magic focused Daedra but also good with two-handed weaponry . Absorbs spells to compensate for stunted magicka. Weak to Shock. Can summon an adult Clannfear to help him. These Daedra "level", or get stronger, as you get past level 20.
Oblivion
Fictional Creatures found in the fictional land of Cyrodiil in the video game Elder Scrolls IV: Oblivion.
Atronach Familiar
Atronachs which have been summoned into existence in the Frostcrag Tower.
Flame Atronach Familiar
A flame atronach which has been summoned into existence in the Frostcrag Tower by 3 Flame Salts.
Frost Atronach Familiar
A frost atronach which has been summoned into existence in the Frostcrag Tower by 3 Frost Salts.
Storm Atronach Familiar
A storm atronach which has been summoned into existence in the Frostcrag Tower by 3 Void Salts.
Ayleid Guardian
Special enchanted statues created by the Ayleids long ago. They now remain inside of the place known as the Old Way, a long lost and forgotten secret passage out of the palace used by kings long ago. They use ancient Ayleid weaponry, usually a sword and a shield, which crumble from age if one attempts to remove them from the a defeated Guardian..
Bandit
Thieves of Cyrodiil, found all through the land.
Bowman
Thieves of Cyrodiil that are specially trained for ranged combat, usually wielding a regular bow with normal or enchanted arrows.
Highwayman
Thieves of Cyrodiil who hide near paths and waylay travelers. They can be deadly to the unwary.
Hedge Wizard
Thieves of Cyrodiil, specially trained for magical combat. They often use basic fire, frost, or electric spells.
Ringleader
The leaders of different clans of thieves in Cyrodiil. They are usually found deep inside thieves' hideouts and are heavily guarded.
Black Bow Bandit
Thieves of Cyrodiil in the Black Bow Bandit Clan lead by an orc named Black Brugo. They carry their infamous Black Bows as a sign of their membership in the clan. The count of Leyawin will pay a bounty for each Black Bow brought in.
Bear
Very tough animals found throughout Cyrodiil, sometimes found carrying the "Yellow Tick" disease. Their pelts are sometimes used as trading tools throughout Cyrodiil.
Black Bear
The black variation of the bear species, they are weaker than the Brown Bears but they still are rather dangerous. They are also found sometimes as companions to Spriggions, who typically summon one as their first action upon sighting an enemy.
Brown Bear
The brown variation of the bear species, they are one of the strongest of their species. They are usually found roaming deep inside the forests of Cyrodiil.
West Weald Bear
The variation of the bear species located in the region of Cyrodiil known as the West Weald near the town of Skingrad.
Black Rock Pirate
Undead Pirates.
Black Rock Captain
Undead leader of the Black Rock Pirates.
Boar
Creatures found in the forests of Cyrodiil which seem to be resistant to frost magic. They can spread the disease "Chanthrax" and are sometimes hunted for their meat.
"Porkchop"
Powerful boar specially trained for Arena combat.
"Bacon"
a pet boar in the plugin "thieves den"
Butterfly
Harmless creatures which can be seen flying around Cyrodiil.
Conjurer
Wandering summoners which are very aggressive. They can usually be found outside of Alyeid ruins.
Conjurer Adept
More powerful conjurers, they are more adept at the use of magic and summoning.
Deer
Harmless creatures which roam the countryside of Cyrodiil, they are sometimes hunted for their meat known as Venison.
Dog
A close relative to the Wolf species, dogs are generally far less aggressive and sometimes kept as pets. Killing an owned dog is considered a crime.
Drothmeri Solder
Found only in the Mehrunes Razor plugin.
Drothmeri Soldier
The main force of the Drothmeri army. They are well trained and equipped with powerful weaponry.
Drothmeri Steward
The watcher and guard to the entrance of the Drothmeri fort.
Drothmeri Recruit
New recruits into the Drothmeri army.
Drothmeri Veteran
Drothmeri which have been in the army for some time and are expert warriors.
Weapons Apprentice
The apprentice to the Drothmeri Forgemaster.
The Forgemaster
The expert forger of the Drothmeri army. He was an expert at creating weapons and armor for them.
Frostfire Atronach Guardian
Atronachs found in the fabled Frostfire Glade. They resemble Frost Atronachs.
Ghost
Spirits of long fallen warriors which have been summoned/remain on Tamriel for some reason. Can only be defeated by enchanted, silver, or daedric weaponry.
Ancient Ghost
Ghosts of ancient warriors, they are more powerful than normal ghosts.
Goblin
A race of cave-dwellers. Goblins are very fast on their feet and in melee combat, they have a long range forward jumping attack.
Goblin Ambusher
Goblins which are somewhat stealthy and attempt to ambush travelers and explorers.
Goblin Archer
Goblins which are trained in ranged combat using a bow and arrows.
Goblin Berserker
Goblins which rely solely on brute strength.
Goblin Chief
Goblins which are of a high rank in their clan.
Goblin Shaman
Spiritual leaders in Goblin clans, usually are holders of their clans totem. These creatures are also frequently users of ranged Destruction magics.
Goblin Skirmisher
Average warrior of Goblin clans.
Goblin War Chief
Very high ranking Goblins. They are the highest military order in Goblin tribes.
Goblin Warlord
A leveled Goblin that will only appear at higher levels (20+), these Goblins are the strongest and deadliest goblins. They will also be the largest of any of the goblins - reaching or surpassing the height of an Imperial male. They do not belong to any tribes.
Goblin Witch
Only one exists, in the Imperial Prison Sewer Natural Caverns area. It is similar to a Goblin Shaman, but weaker.
Goblin Tribes
Dust Eater Tribe
Goblins which reside in the Barren Mine.
White Skin Tribe
Goblins which reside in Goblin Jim's Cave.
Three Feather Tribe
Goblins which reside in the Plundered Mine.
Skull Breaker Tribe
Goblins which reside in Wenderbek Cave.
Sharp Tooth Tribe
Goblins which reside in the Derelict Mine.
Rock Biter Tribe
Goblins which reside in Timberscar Hollow.
Bloody Hand Tribe
Goblins which reside in Cracked Wood Cave.
Bitterfish Tribe
Goblins which reside in the Ayleid Ruin, Miscarcand. They are constantly battling undead.
Horse
Creatures used by the races of Tamriel as vehicles of sorts.
Chestnut Horse
Horses which are identified by a red or brownish coat with a mane and tail of the same color.
Paint Horse
A type of horse characterized by a certain percentage of white hair over unpigmented skin combined with some other color.
Bay Horse
A type of horse characterized by a body color of dark red to deep brown, with black points (mane, tail, lower legs, and sometimes the muzzle and tips of the ears). Bay is a favorite color among ranchers and horse enthusiasts, and is one of the most common coat colors in many horse breeds.
Black Horse
A type of horse characterized by its black coat. They seem to be the fastest of the horses of Tamriel.
White Horse
A type of horse characterized by its white coat. This horse appears to be the horse with the most health and is also the strongest.
Imperial Legion Horse
Horses trained by the Imperial Legion as steeds for their guards.
Shadowmere
(special) An ancient horse belonging to the Dark Brotherhood. It is an immortal horse and is known for its deep red eyes.
Old Nag
(special) A horse available when you download the Horse Armour plugin.
Unicorn
(special) A very rare and ancient horse that was hunted to the brink of extinction long ago due to its magically enchanted horn. It appears in Harcane's Grove. The player can ride it, but it will returns to its spawning area right after it's dismounted. They are told to be very peaceful unless approached by anyone wielding a weapon,this means they will attack without warning
Imp
Flying creatures which usually roam caves or Ayleid Ruins. They usually cast spells such as Fireballs and other targeted destruction spells. They will resort to using lunging melee attacks, if the player closes the necessary distance. As these attacks are less damaging than their magics, this tactic is recommended.
King Of Miscarcand
The King Of Miscarcand. He appears with his Zombie Guardian cohorts when the Great Welkynd Stone is taken.
Land Dreugh
Ancient half-man half-spider creature, originally aquatic, but all Dreughs go through a land dwelling period in their lives, called Karvinasim, during this period they can grow up to 4 times their original size and have serious deformations from their original shape which was more octopus-like.
Lich
Necromancers which have gone through a ritual to make themselves stronger. The result of this ritual is the Lich.
Nether Lich
A stronger version of the lich, this lich has practiced the arts of Necromancy for a long time and is a master.
Marauder
A bandit variant who prefers wearing heavy armor instead of light armor. Instead of just robbing people they are bent on killing them even if they don't have anything to steal. They usually reside along roads or near caves or ruins.
Marauder Archer
Marauders which are very adept in archery and favor lighter armour. Favor the tactics of hanging back and providing fire support for their more heavily armoured compatriots. They will occasionally rush enemies to finish them with daggers.
Marauder Battlemage
Marauders which are very powerful mages. These mages are adept in the Arcane college of destruction and favor holding back and damaging enemies from afar before rushing to finish them off. They will heal themselves if damaged enough.
Marauder Warlord
These are the leaders of Marauder groups and accordingly more dangerous. They are always guarded by other Marauders and are usually more powerful weaponry. They are usually heavily armored and it is not uncommon for them to use enchanted weapons and armor.
Minotaur
A fierce bull like creature that uses a warhammer of various types for fighting. On occasion ithey are found using a battle axe in battle. They use a powerful headbutt attack that greatly damages your armor and health.
Minotaur Lord
A more powerful Minotaur which also has white fur instead of brown. Should be approached with caution by more experienced players.
Dreamworld Minotaur
A Minotaur found in the special dreamworld and nightmare of Henantier brought upon by Henantier's amulet.
Minotaur of the Grove
A powerful type minotaur which guards a unicorn in the Harcane Grove. Though the difficulty of these creatures is dependent on the player's skill level, they are not to be underestimated and are still quite powerful.
Mountain Lion
Very fast and somewhat powerful creatures which roam the Moutainsides of Cyrodiil. Mountain Lions are among the fastest creatures in the game and can almost keep up with the Unicorn. Their attacks are exceedingly fast and damaging and should be attacked with a bow.
Starving Mountain Lion
When Mountain Lions are without food for prolonged periods of time they become more aggressive, but are considerably weaker. Are found only in a Fighters' Guild quest.
Mudcrab
Creatures which roam the shorelines of Cyrodiil, among other places. These creatures are exceedingly weak, but make up for it in tenacity and ferocity. They will follow their prey far from the water and have been witnessed engaging creatures that far outclass themselves, a Frost Atronach in one occurrence. They can sometimes spread the disease "Swamp Fever".
Giant Mudcrab
A very rare version of the Mudcrab usually only talked about in legends, though one specimen has been confirmed to exist, but it has the strength of an average Mudcrab.
Spectral Mudcrab
A ghostly Mudcrab that is significantly more powerful than normal ones. It lives in Mankar Camoran's Paradise.
Mythic Dawn
A very secretive cult led by Mankar Camoran. They worship Mehrunes Dagon, the Daedric prince of destruction.
Mythic Dawn Agent
Special Mythic Dawn warriors hidden throughout Cyrodiil in various towns to watch activities.
Mythic Dawn Acolyte
Mythic Dawn warriors which reside in their secret hideout. They are of the weakest rank of warriors.
Mythic Dawn Guard
Protectors of the Mythic Dawn, they guard places or objects of special importance.
Mythic Dawn Leader
Leaders of a Mythic Dawn cell, they are powerful and are usually guarded.
Mythic Dawn Storeroom Guard
Guards of the Mythic Dawn storerooms in their hideout.
Harrow
Warden of the Shrine of Mehrunes Dagon and your sponsor in the Mythic Dawn Cult.
Ascended Immortal
Devout followers of Mankar Camoran, they worship Mehrunes Dagon. They have ascended beyond the ranks of normal Mythic Dawn Cultists and have been invited to live in Paradise by Mankar Camoran himself. Only by dying in the service of Mankar Camoran can they be allowed to ascend to the "Gaiar Alata", or "Mankar Camoran's Paradise". "Gaiar Alata" consists of the following four areas: The Savage Garden, The Flooded Grotto, The Forbidden Grotto and Mankar Camoran's Palace - Carac Agaialor.
Necromancer
Mages which have turned to the dark arts and now use their magic to raise the dead and summon vile creatures.
Necromancer Adept
More powerful necromancers who are very adept at necromancy.
Worm Anchorite
Necromancer which is a direct servant of Mannimarco, The King of Worms.
Ogre
Large and powerful humanoids which usually reside in the upper parts of Cyrodiil near the mountains. These creatures are potbellied in appearance, but are immensely strong. Apparently cannibalistic, according to ingame sources.
Pale Pass Ogres
Ancient Ogres which reside within the trails to Pale Pass. Can also come in Chieftain form. Very powerful and extremely dangerous especially, since Pale Pass has a very high concentration of Ogres.
Savage Ogre
Ogres which are much more aggressive and powerful than normal. Should be approached stealthily and cautiously since they have been seen to fight alongside Savage Trolls and Savage Minotaurs.
Redguard Valley Ogres
Ogres which were originally from the Redguard Valley. Can also come in Chieftain form.
Ogre Groundling
A variant of the normal ogre, slightly smaller and less powerful, but a fierce fighter nonetheless. Usually found near Weatherleah.
Ogre Chieftain
The most powerful version of an ogre. Extremely dangerous and should be engaged at long range. If not, wear the best heavy armour currently available and be sure to bring extra repair hammers and health potions.
Rat
Small creatures usually found in sewers or other damp and/or dark places. Occasionally hunted for their meat
Sewer Rat
A stronger variety of the normal rat almost exclusively found in sewers.
Sheep
Harmless creatures usually kept on farms for their mutton and other products.
Skeleton
Undead bones of fallen warriors reanimated through necromancy or other means.
Skeleton Archer
A fallen archer which has been risen from the dead as reanimated bones.
Skeleton Guardian
A stronger variation of the normal Skeleton, this was a warrior with stronger weaponry that has been risen. Can be found wielding either bows or maces. Has been seen conjuring up more skeletons in battle.
Skeleton Hero
An even stronger variation of the normal skeleton, this was a warrior with almost the strongest weaponry of Cyrodiil.
Skeleton Champion
The most powerful variation of the average skeleton, this was a warrior with the strongest weaponry of Cyrodiil.
Red Sabre Skeleton
Skeleton Pirates who reside in Dunbarrow Cove. It was once a pirate hideout until they were all killed. The ones killed in the cave still roam there as these skeletons.
Cap'n Dugal
Captain of the Black Flag, the ruined remains of a pirate ship in Dunbarrow Cove. He was the Captain of the Red Sabre Pirates. Like his crew he ended up being a skeleton stuck in the cove.
Slaughterfish
The average and most commonly seen fish in Cyrodiil. It is very aggressive and can sometimes carry the disease "Greenspore".
Rumare Slaughterfish
A more powerful version located in the lake west of the Imperial City. The player is required to obtain 12 scales of this type to obtain the Ring of Rumare, a magic ring which allows you to breath under water and amplifies the player's Athletics skill.
Giant Slaughterfish
A very rare version of the average Slaughterfish although it usually only exists in legends, at least one has been found in Cyrodiil deep inside of a ravine found deep inside of a cave.
Spriggan
A feminine figure, resembling a cross between a plant and a human, who uses conjuration magic. It sometimes summons Bears in battle. They will occasionally heal themselves and are vicious melee fighters.
Troll
Powerful and fast moving fur-covered creatures which reside within the forest. They have a weakness to fire.
Painted Troll
Trolls found in the Painted World.
Savage Troll
A powerful and more aggressive troll. Has been seen fighting alongside Savage Minotaurs and Savage Ogres.
Swamp Troll
A type of troll found within the Swamps.
Kalperklan Troll
Trolls found within Kalperklan.
Azhklan Troll
Trolls found within Azhklan.
Undead Akaviri Soldier
Undead Guardians of the former Headquarters of the Akaviri Invasion Force from the First Era of Tamriel's history.
Uderfrykte Matron
A powerful creature which resides in the mountains, it is the mother of the one you might have encountered in Solsetiem
it is located near dive rock in the top right area of cyrodill it is also invisible so hit it with a constant burning damage spell
Wolf
Predators of the forests of Cyrodiil, found almost everywhere. They are sometimes hunted for their pelts and can sometimes carry the disease "Helljoint".
Timber Wolf
A stronger version of the normal wolf found deep in the forests of Cyrodiil.
Vampire
A warrior which caught porphyric hemophilia and didn't get it cured. They are now cursed to roam Tamriel eternally and suck blood.
Class Vampire
Vampires strengths are based on what class the original warrior was, because of this there is a version of vampire for each class. Ex. Vampire Mage or Vampire Nightblade.
Vampire Patriarch
A powerful male leader of the vampires.
Vampire Matriarch
A powerful female leader of the Vampires.
Blood Crust Vampire
Special vampires which inhabited the Blood Crust cave at one time. They are a little bit stronger than average vampires.
Will-o-the-Wisp
Ancient Ayleid spirits which roam Cyrodiil, they are usually invisible except for a faint glow which can be seen usually at night. Since these creatures utilize a spell which drains life and magic on touch it would be best to avoid closing with these creatures, so attack with long range magic skills, or with silver arrows. As the other ethereal creatures such as Ghosts and Wraiths, Will-o-the-Wisps can only be damaged with silver or daedric weapons. Magic works as well.
Wraith
Spirits of fallen evil warriors. They have risen from the dead to haunt and kill travelers. Usually only found in caves or Ayleid ruins. As with their weaker Ghost cousins, these undead cannot be slain unless they are attacked with silver or daedric weapons. Magic will also damage them. Have been seen wielding swords of various types. All Wraiths should be approached with extreme caution, whether you're a low level or a high level, they still have a good chance of killing you.
Faded Wraith
A weaker variation to the normal wraith, these Wraiths been around longer than normal wraiths.
Gloom Wraith
The strongest form of Wraith in Cyrodiil.
Zombie
The fallen remains of a race of Cyrodiil risen from the dead to serve Necromancers.
Headless Zombie
A Zombie without a head. Strangely, these are stronger and faster than regular Zombies.
Deranged Zombie
A powerful and battle-scarred zombie.
Dread Zombie
A very powerful variation of the normal Zombie. Their regeneration ability makes them very difficult to defeat.
Zombie Guardian
Zombies which are summoned to guard something of importance.
Worm Thrall
A necromancer's zombie.
Cyrodiil
Atronach Familiar
Atronachs which have been summoned into existence in the Frostcrag Tower.
Flame Atronach Familiar
A flame atronach which has been summoned into existence in the Frostcrag Tower by 3 Flame Salts.
Frost Atronach Familiar
A frost atronach which has been summoned into existence in the Frostcrag Tower by 3 Frost Salts.
Storm Atronach Familiar
A storm atronach which has been summoned into existence in the Frostcrag Tower by 3 Void Salts.
Ayleid Guardian
Special enchanted statues created by the Ayleids long ago. They now remain inside of the place known as the Old Way, a long lost and forgotten secret passage out of the palace used by kings long ago. They use ancient Ayleid weaponry, usually a sword and a shield, which crumble from age if one attempts to remove them from the a defeated Guardian..
Bandit
Thieves of Cyrodiil, found all through the land.
Bowman
Thieves of Cyrodiil that are specially trained for ranged combat, usually wielding a regular bow with normal or enchanted arrows.
Highwayman
Thieves of Cyrodiil who hide near paths and waylay travelers. They can be deadly to the unwary.
Hedge Wizard
Thieves of Cyrodiil, specially trained for magical combat. They often use basic fire, frost, or electric spells.
Ringleader
The leaders of different clans of thieves in Cyrodiil. They are usually found deep inside thieves' hideouts and are heavily guarded.
Black Bow Bandit
Thieves of Cyrodiil in the Black Bow Bandit Clan lead by an orc named Black Brugo. They carry their infamous Black Bows as a sign of their membership in the clan. The count of Leyawin will pay a bounty for each Black Bow brought in.
Bear
Very tough animals found throughout Cyrodiil, sometimes found carrying the "Yellow Tick" disease. Their pelts are sometimes used as trading tools throughout Cyrodiil.
Black Bear
The black variation of the bear species, they are weaker than the Brown Bears but they still are rather dangerous. They are also found sometimes as companions to Spriggions, who typically summon one as their first action upon sighting an enemy.
Brown Bear
The brown variation of the bear species, they are one of the strongest of their species. They are usually found roaming deep inside the forests of Cyrodiil.
West Weald Bear
The variation of the bear species located in the region of Cyrodiil known as the West Weald near the town of Skingrad.
Black Rock Pirate
Undead Pirates.
Black Rock Captain
Undead leader of the Black Rock Pirates.
Boar
Creatures found in the forests of Cyrodiil which seem to be resistant to frost magic. They can spread the disease "Chanthrax" and are sometimes hunted for their meat.
"Porkchop"
Powerful boar specially trained for Arena combat.
"Bacon"
a pet boar in the plugin "thieves den"
Butterfly
Harmless creatures which can be seen flying around Cyrodiil.
Conjurer
Wandering summoners which are very aggressive. They can usually be found outside of Alyeid ruins.
Conjurer Adept
More powerful conjurers, they are more adept at the use of magic and summoning.
Deer
Harmless creatures which roam the countryside of Cyrodiil, they are sometimes hunted for their meat known as Venison.
Dog
A close relative to the Wolf species, dogs are generally far less aggressive and sometimes kept as pets. Killing an owned dog is considered a crime.
Drothmeri Solder
Found only in the Mehrunes Razor plugin.
Drothmeri Soldier
The main force of the Drothmeri army. They are well trained and equipped with powerful weaponry.
Drothmeri Steward
The watcher and guard to the entrance of the Drothmeri fort.
Drothmeri Recruit
New recruits into the Drothmeri army.
Drothmeri Veteran
Drothmeri which have been in the army for some time and are expert warriors.
Weapons Apprentice
The apprentice to the Drothmeri Forgemaster.
The Forgemaster
The expert forger of the Drothmeri army. He was an expert at creating weapons and armor for them.
Frostfire Atronach Guardian
Atronachs found in the fabled Frostfire Glade. They resemble Frost Atronachs.
Ghost
Spirits of long fallen warriors which have been summoned/remain on Tamriel for some reason. Can only be defeated by enchanted, silver, or daedric weaponry.
Ancient Ghost
Ghosts of ancient warriors, they are more powerful than normal ghosts.
Goblin
A race of cave-dwellers. Goblins are very fast on their feet and in melee combat, they have a long range forward jumping attack.
Goblin Ambusher
Goblins which are somewhat stealthy and attempt to ambush travelers and explorers.
Goblin Archer
Goblins which are trained in ranged combat using a bow and arrows.
Goblin Berserker
Goblins which rely solely on brute strength.
Goblin Chief
Goblins which are of a high rank in their clan.
Goblin Shaman
Spiritual leaders in Goblin clans, usually are holders of their clans totem. These creatures are also frequently users of ranged Destruction magics.
Goblin Skirmisher
Average warrior of Goblin clans.
Goblin War Chief
Very high ranking Goblins. They are the highest military order in Goblin tribes.
Goblin Warlord
A leveled Goblin that will only appear at higher levels (20+), these Goblins are the strongest and deadliest goblins. They will also be the largest of any of the goblins - reaching or surpassing the height of an Imperial male. They do not belong to any tribes.
Goblin Witch
Only one exists, in the Imperial Prison Sewer Natural Caverns area. It is similar to a Goblin Shaman, but weaker.
Goblin Tribes
Dust Eater Tribe
Goblins which reside in the Barren Mine.
White Skin Tribe
Goblins which reside in Goblin Jim's Cave.
Three Feather Tribe
Goblins which reside in the Plundered Mine.
Skull Breaker Tribe
Goblins which reside in Wenderbek Cave.
Sharp Tooth Tribe
Goblins which reside in the Derelict Mine.
Rock Biter Tribe
Goblins which reside in Timberscar Hollow.
Bloody Hand Tribe
Goblins which reside in Cracked Wood Cave.
Bitterfish Tribe
Goblins which reside in the Ayleid Ruin, Miscarcand. They are constantly battling undead.
Horse
Creatures used by the races of Tamriel as vehicles of sorts.
Chestnut Horse
Horses which are identified by a red or brownish coat with a mane and tail of the same color.
Paint Horse
A type of horse characterized by a certain percentage of white hair over unpigmented skin combined with some other color.
Bay Horse
A type of horse characterized by a body color of dark red to deep brown, with black points (mane, tail, lower legs, and sometimes the muzzle and tips of the ears). Bay is a favorite color among ranchers and horse enthusiasts, and is one of the most common coat colors in many horse breeds.
Black Horse
A type of horse characterized by its black coat. They seem to be the fastest of the horses of Tamriel.
White Horse
A type of horse characterized by its white coat. This horse appears to be the horse with the most health and is also the strongest.
Imperial Legion Horse
Horses trained by the Imperial Legion as steeds for their guards.
Shadowmere
(special) An ancient horse belonging to the Dark Brotherhood. It is an immortal horse and is known for its deep red eyes.
Old Nag
(special) A horse available when you download the Horse Armour plugin.
Unicorn
(special) A very rare and ancient horse that was hunted to the brink of extinction long ago due to its magically enchanted horn. It appears in Harcane's Grove. The player can ride it, but it will returns to its spawning area right after it's dismounted. They are told to be very peaceful unless approached by anyone wielding a weapon,this means they will attack without warning
Imp
Flying creatures which usually roam caves or Ayleid Ruins. They usually cast spells such as Fireballs and other targeted destruction spells. They will resort to using lunging melee attacks, if the player closes the necessary distance. As these attacks are less damaging than their magics, this tactic is recommended.
King Of Miscarcand
The King Of Miscarcand. He appears with his Zombie Guardian cohorts when the Great Welkynd Stone is taken.
Land Dreugh
Ancient half-man half-spider creature, originally aquatic, but all Dreughs go through a land dwelling period in their lives, called Karvinasim, during this period they can grow up to 4 times their original size and have serious deformations from their original shape which was more octopus-like.
Lich
Necromancers which have gone through a ritual to make themselves stronger. The result of this ritual is the Lich.
Nether Lich
A stronger version of the lich, this lich has practiced the arts of Necromancy for a long time and is a master.
Marauder
A bandit variant who prefers wearing heavy armor instead of light armor. Instead of just robbing people they are bent on killing them even if they don't have anything to steal. They usually reside along roads or near caves or ruins.
Marauder Archer
Marauders which are very adept in archery and favor lighter armour. Favor the tactics of hanging back and providing fire support for their more heavily armoured compatriots. They will occasionally rush enemies to finish them with daggers.
Marauder Battlemage
Marauders which are very powerful mages. These mages are adept in the Arcane college of destruction and favor holding back and damaging enemies from afar before rushing to finish them off. They will heal themselves if damaged enough.
Marauder Warlord
These are the leaders of Marauder groups and accordingly more dangerous. They are always guarded by other Marauders and are usually more powerful weaponry. They are usually heavily armored and it is not uncommon for them to use enchanted weapons and armor.
Minotaur
A fierce bull like creature that uses a warhammer of various types for fighting. On occasion ithey are found using a battle axe in battle. They use a powerful headbutt attack that greatly damages your armor and health.
Minotaur Lord
A more powerful Minotaur which also has white fur instead of brown. Should be approached with caution by more experienced players.
Dreamworld Minotaur
A Minotaur found in the special dreamworld and nightmare of Henantier brought upon by Henantier's amulet.
Minotaur of the Grove
A powerful type minotaur which guards a unicorn in the Harcane Grove. Though the difficulty of these creatures is dependent on the player's skill level, they are not to be underestimated and are still quite powerful.
Mountain Lion
Very fast and somewhat powerful creatures which roam the Moutainsides of Cyrodiil. Mountain Lions are among the fastest creatures in the game and can almost keep up with the Unicorn. Their attacks are exceedingly fast and damaging and should be attacked with a bow.
Starving Mountain Lion
When Mountain Lions are without food for prolonged periods of time they become more aggressive, but are considerably weaker. Are found only in a Fighters' Guild quest.
Mudcrab
Creatures which roam the shorelines of Cyrodiil, among other places. These creatures are exceedingly weak, but make up for it in tenacity and ferocity. They will follow their prey far from the water and have been witnessed engaging creatures that far outclass themselves, a Frost Atronach in one occurrence. They can sometimes spread the disease "Swamp Fever".
Giant Mudcrab
A very rare version of the Mudcrab usually only talked about in legends, though one specimen has been confirmed to exist, but it has the strength of an average Mudcrab.
Spectral Mudcrab
A ghostly Mudcrab that is significantly more powerful than normal ones. It lives in Mankar Camoran's Paradise.
Mythic Dawn
A very secretive cult led by Mankar Camoran. They worship Mehrunes Dagon, the Daedric prince of destruction.
Mythic Dawn Agent
Special Mythic Dawn warriors hidden throughout Cyrodiil in various towns to watch activities.
Mythic Dawn Acolyte
Mythic Dawn warriors which reside in their secret hideout. They are of the weakest rank of warriors.
Mythic Dawn Guard
Protectors of the Mythic Dawn, they guard places or objects of special importance.
Mythic Dawn Leader
Leaders of a Mythic Dawn cell, they are powerful and are usually guarded.
Mythic Dawn Storeroom Guard
Guards of the Mythic Dawn storerooms in their hideout.
Harrow
Warden of the Shrine of Mehrunes Dagon and your sponsor in the Mythic Dawn Cult.
Ascended Immortal
Devout followers of Mankar Camoran, they worship Mehrunes Dagon. They have ascended beyond the ranks of normal Mythic Dawn Cultists and have been invited to live in Paradise by Mankar Camoran himself. Only by dying in the service of Mankar Camoran can they be allowed to ascend to the "Gaiar Alata", or "Mankar Camoran's Paradise". "Gaiar Alata" consists of the following four areas: The Savage Garden, The Flooded Grotto, The Forbidden Grotto and Mankar Camoran's Palace - Carac Agaialor.
Necromancer
Mages which have turned to the dark arts and now use their magic to raise the dead and summon vile creatures.
Necromancer Adept
More powerful necromancers who are very adept at necromancy.
Worm Anchorite
Necromancer which is a direct servant of Mannimarco, The King of Worms.
Ogre
Large and powerful humanoids which usually reside in the upper parts of Cyrodiil near the mountains. These creatures are potbellied in appearance, but are immensely strong. Apparently cannibalistic, according to ingame sources.
Pale Pass Ogres
Ancient Ogres which reside within the trails to Pale Pass. Can also come in Chieftain form. Very powerful and extremely dangerous especially, since Pale Pass has a very high concentration of Ogres.
Savage Ogre
Ogres which are much more aggressive and powerful than normal. Should be approached stealthily and cautiously since they have been seen to fight alongside Savage Trolls and Savage Minotaurs.
Redguard Valley Ogres
Ogres which were originally from the Redguard Valley. Can also come in Chieftain form.
Ogre Groundling
A variant of the normal ogre, slightly smaller and less powerful, but a fierce fighter nonetheless. Usually found near Weatherleah.
Ogre Chieftain
The most powerful version of an ogre. Extremely dangerous and should be engaged at long range. If not, wear the best heavy armour currently available and be sure to bring extra repair hammers and health potions.
Rat
Small creatures usually found in sewers or other damp and/or dark places. Occasionally hunted for their meat
Sewer Rat
A stronger variety of the normal rat almost exclusively found in sewers.
Sheep
Harmless creatures usually kept on farms for their mutton and other products.
Skeleton
Undead bones of fallen warriors reanimated through necromancy or other means.
Skeleton Archer
A fallen archer which has been risen from the dead as reanimated bones.
Skeleton Guardian
A stronger variation of the normal Skeleton, this was a warrior with stronger weaponry that has been risen. Can be found wielding either bows or maces. Has been seen conjuring up more skeletons in battle.
Skeleton Hero
An even stronger variation of the normal skeleton, this was a warrior with almost the strongest weaponry of Cyrodiil.
Skeleton Champion
The most powerful variation of the average skeleton, this was a warrior with the strongest weaponry of Cyrodiil.
Red Sabre Skeleton
Skeleton Pirates who reside in Dunbarrow Cove. It was once a pirate hideout until they were all killed. The ones killed in the cave still roam there as these skeletons.
Cap'n Dugal
Captain of the Black Flag, the ruined remains of a pirate ship in Dunbarrow Cove. He was the Captain of the Red Sabre Pirates. Like his crew he ended up being a skeleton stuck in the cove.
Slaughterfish
The average and most commonly seen fish in Cyrodiil. It is very aggressive and can sometimes carry the disease "Greenspore".
Rumare Slaughterfish
A more powerful version located in the lake west of the Imperial City. The player is required to obtain 12 scales of this type to obtain the Ring of Rumare, a magic ring which allows you to breath under water and amplifies the player's Athletics skill.
Giant Slaughterfish
A very rare version of the average Slaughterfish although it usually only exists in legends, at least one has been found in Cyrodiil deep inside of a ravine found deep inside of a cave.
Spriggan
A feminine figure, resembling a cross between a plant and a human, who uses conjuration magic. It sometimes summons Bears in battle. They will occasionally heal themselves and are vicious melee fighters.
Troll
Powerful and fast moving fur-covered creatures which reside within the forest. They have a weakness to fire.
Painted Troll
Trolls found in the Painted World.
Savage Troll
A powerful and more aggressive troll. Has been seen fighting alongside Savage Minotaurs and Savage Ogres.
Swamp Troll
A type of troll found within the Swamps.
Kalperklan Troll
Trolls found within Kalperklan.
Azhklan Troll
Trolls found within Azhklan.
Undead Akaviri Soldier
Undead Guardians of the former Headquarters of the Akaviri Invasion Force from the First Era of Tamriel's history.
Uderfrykte Matron
A powerful creature which resides in the mountains, it is the mother of the one you might have encountered in Solsetiem
it is located near dive rock in the top right area of cyrodill it is also invisible so hit it with a constant burning damage spell
Wolf
Predators of the forests of Cyrodiil, found almost everywhere. They are sometimes hunted for their pelts and can sometimes carry the disease "Helljoint".
Timber Wolf
A stronger version of the normal wolf found deep in the forests of Cyrodiil.
Vampire
A warrior which caught porphyric hemophilia and didn't get it cured. They are now cursed to roam Tamriel eternally and suck blood.
Class Vampire
Vampires strengths are based on what class the original warrior was, because of this there is a version of vampire for each class. Ex. Vampire Mage or Vampire Nightblade.
Vampire Patriarch
A powerful male leader of the vampires.
Vampire Matriarch
A powerful female leader of the Vampires.
Blood Crust Vampire
Special vampires which inhabited the Blood Crust cave at one time. They are a little bit stronger than average vampires.
Will-o-the-Wisp
Ancient Ayleid spirits which roam Cyrodiil, they are usually invisible except for a faint glow which can be seen usually at night. Since these creatures utilize a spell which drains life and magic on touch it would be best to avoid closing with these creatures, so attack with long range magic skills, or with silver arrows. As the other ethereal creatures such as Ghosts and Wraiths, Will-o-the-Wisps can only be damaged with silver or daedric weapons. Magic works as well.
Wraith
Spirits of fallen evil warriors. They have risen from the dead to haunt and kill travelers. Usually only found in caves or Ayleid ruins. As with their weaker Ghost cousins, these undead cannot be slain unless they are attacked with silver or daedric weapons. Magic will also damage them. Have been seen wielding swords of various types. All Wraiths should be approached with extreme caution, whether you're a low level or a high level, they still have a good chance of killing you.
Faded Wraith
A weaker variation to the normal wraith, these Wraiths been around longer than normal wraiths.
Gloom Wraith
The strongest form of Wraith in Cyrodiil.
Zombie
The fallen remains of a race of Cyrodiil risen from the dead to serve Necromancers.
Headless Zombie
A Zombie without a head. Strangely, these are stronger and faster than regular Zombies.
Deranged Zombie
A powerful and battle-scarred zombie.
Dread Zombie
A very powerful variation of the normal Zombie. Their regeneration ability makes them very difficult to defeat.
Zombie Guardian
Zombies which are summoned to guard something of importance.
Worm Thrall
A necromancer's zombie.
Cyrodiil