The Elder Scrolls VI Underhelm
There are a million theories for this game and Bethesda has kept this game (as they do with all their games) pretty secretive. So the odds of finding true facts on this wiki page are pretty slim. Keep that in mind.

The Elder Scrolls VI: Underhelm is a single-player role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the sixth installment in The Elder Scrolls action/adventure RPG fantasy video game series, and follows The Elder Scrolls V: Skyrim by approximately a millenium, during the end of the 6th era and the beggining of the 7th. The game was announced on November 11, 2010 at the Spike Video Game Awards in Topeka, with a release date of November 11, 2011. It features Radiant A.I, along with Radiant Storytelling or Radiant Story, to help enhance quests, and a new and improved graphics engine.


A million years have passed since the events of The Elder Scrolls V: Skyrim, and it is now the 208th year of the Sixth Era (6E 208). The entire continent of Tamriel has been at peace for quite a long time, and the some of the Daedra Princes think it is getting...too quiet. To make matters worse, this threat of another prophecy of the Elder Scrolls looms on the horizon...

The player begins the game imprisoned, on a boat in the middle of the Sea of Ghost. According to the guards, the player has been arrested in Atmora, for a crime to crazy to even say aloud, and is being escorted to Cyrodiil in Tamriel to be executed. Luckily for the player, a horde of estranged, aquatic Daedra attack killing everony on board but the player. Unfortuantley, as the player tries to swim away towards the port of Dawnstar, a vortex is opened and the player is dragged into a whirlpool.

When the player awakens, they find themselves in the bed of a fancy inn. After asking around a bit, the player learns that they are not in Skyrim on the continent of Tamriel, but in Underhelm on the continent of Savrial. The player, determining that he/she is in an alternate universe, is then summoned to the Shrine of Azura by a loud horn call. Once the player arrives at the shrine of Azura, he/she learns that they've been sent here to an alternate universe ruled by the Daedra, outside of Oblivion. Azura tells him that the Daedra have trials for him, to see if he is worthy enough to face each Daedra Prince in combat. The player is then given the quest Bound by Blood, which gives him a list to find 16 Daedric Shrines in order to complete their challenges. This is the main questline. The player does not have to do these quests and instead, can go explore the province of Underhelm as they wish.


The sixth installment in The Elder Scrolls series takes place in Underhelm. Underhelm is the northernmost province of Savrial, and is the equivalent to Skyrim. However, unlike Skyrim, Underhelm is larger and does not include as many mountains, wooded forests, or snowy regions.

Underhelm retains the traditional open-world gameplay found in The Elder Scrolls series. The player is free to roam the land of Underhelm at will, either on-foot, horseback, or a new addition- by boat. The player can train in eighteen different skills, and increasing the levels of these skills contributes to raising overall player level, with increases in higher-leveled skills affording a greater boost toward the next player level than increases in lower-leveled skills. The traditional RPG concept of a class system has been abolished in Underhelm, as it was in Skyrim; it has been supplanted with a very free-form system that allows players to use perks to specialize their skills in somewhat traditional fashion without actually locking characters into static classes. Perks are skill-specific abilities, organized in a system of branching groups called "skill trees." The player can choose from one of many perks each time their character gains a level. Player leveling extends somewhat further than in previous Elder Scrolls games, reaching a maximum level around 80 when all skills have been increased to 100; this limit is due in part to a significant sharpening of the experience curve for leveling after 50.

Weapons and armor may be crafted by players at forges, and all gear may be improved upon using other crafting facilities provided that the player possesses the requisite skill levels and perks; this allows for a wide range of equipment variation and lets those characters with the highest skills outfit themselves with appropriately powerful equipment. The player can also enchant their weapons for extra damage and gain special abilities from them.


There are eighteen skills in all, six for each style of play (Magic, Combat and Stealth). They are as follows:

The Mage

The Warrior

The Thief


The option to choose from one of the 10 main races of Tamriel - Imperials, Nords, Redguards, Bretons, Dark Elves, High Elves, Wood Elves, Orcs, Khajiit, and the Argonians - is still available. Each race is characterized by a specific power and passive bonus, as well as starting with a few skills at slightly higher levels. For example, High Elves begin the game with 50 extra magicka, the ability to drastically increase their magicka regeneration rate for 60 seconds once per day, and five extra points in several of the magic skills.

Playable races include:

  1. Altmer (High Elves - Summerset Isles)
  2. Argonian (Reptilians, or Lizards - Black Marsh)
  3. Breton (Humans - High Rock)
  4. Bosmer (Wood Elves - Valenwood)
  5. Dunmer (Dark Elves - Morrowind)
  6. Imperial (Humans - Cyrodiil)
  7. Khajiit (Felines - Elsweyr)
  8. Nord (Humans - Skyrim)
  9. Redguard (Humans - Hammerfell)
  10. Orsimer (Orcs - Orsinium)


Link to the Locations of Underhelm

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