The Elder Scrolls III: Morrowind® Game of the Year Edition

The timeline of the Elder Scrolls universe is divided into four ages—except there are also two ages before those, and one of them is entirely non-linear and yet somehow manages to contain a sequence of events in which supernatural beings come to existence from nothing. And then, at later points in the timeline, this timeless primordial chaos leaks through into the physical world and recurs, like reality itself is having an acid flashback.

The Elder Scrolls games have a complicated history, is what I'm saying. 

That's part of what makes them appealing to a certain kind of player. They give you the surface stuff of big, freeform open-world fantasy roleplaying, but if you want to dig for it there's more to find. There's even a recurring theme of the game's internal histories being contradictory because they're told from biased viewpoints, as if they're predesigned to be fodder for competing fan theories.

This timeline presents a broad overview of things that happen on the world of Nirn, and also puts the games in order. Each of the mainline Elder Scrolls RPGs is separated by years, sometimes a lot of them, and The Elder Scrolls Online confusingly leaps back in time to fill in a gap. You don't have to know this to enjoy them, but then you don't have to read the books and yet some of us do it anyway. Getting a handle on the history and metaphysics is entirely optional, but it adds to my enjoyment and maybe if you take a dip into it, it'll add to yours too.

The Dawn Era 

There are multiple creation myths in The Elder Scrolls, but the easiest one to grasp is the Anuad, because it comes in a handy children's version. According to the Anuad the first two beings to exist when everything else was void are the brothers Anu and Padomay, who represent order and chaos, light and dark. Where the light and darkness mingle Nir is brought into existence, and both brothers fall in love with her. She loves only Anu, however, and their coupling brings into existence 12 words. In his jealousy Padomay kills Nir and destroys the 12 worlds, but Anu saves enough of their fragments to create one: Nirn.

Anu and Padomay fight a final time, and where Padomay's blood falls it creates the demons or Daedra, while Anu's blood creates the stars, and where their blood mixes the gods or Aedra are made. That's the kid's book version.

Among the first of those gods is Lorkhan, a trickster, who convinces the Aedra to create the mortal plane, while the Daedra go off to make their own planes within Oblivion. Some of the Aedra realize Lorkhan isn't being upfront about the cost of this creation, that they'll have to sacrifice much of their own power in the act. They leave for Aetherius, a plane of pure magic, allowing magicka to leak into the world through the holes their departure leaves. Other Aedra step back to resume their godhood, becoming the Divines. According to human myths the gods then create mortals, while the elves believe some Aedra stay permanently to sacrifice their immortality and become their ancestors. 

But before that, the Aedra convene to determine how Lorkhan should be punished for tricking them. Akatosh, dragon god of time, builds the Adamantine Tower on the continent of Tamriel to be their courthouse. Lorkhan's punishment is to have his heart torn out, and it forms the Red Mountain on the island of Vvardenfell.

That's just one version of the story of course. The in-game book called The Monomyth is a handy collection of competing creation stories.  

The Merethic Era 

Known as the Merethic Era because it's dominated by the Mer, a.k.a. the elves, this period of 2,500 years begins with the construction of the Adamantine Tower and ends with the founding of the Camoran Dynasty. In between, the elves travel to the continent of Tamriel when their homeland of Aldmeri is lost, settling in different areas. The Dwemer take up residence underground, the Altmer on Summerset Isle, the Bosmer in the forests, the Chimer (who later become the Dunmer) in Morrowind, and the Ayleids take slaves from the local human population and found the Ayleid Empire. The Orsimer are corrupted by Daedra and become the orcs, while humans from the northern continent of Atmora also emigrate to Tamriel under the leadership of Ysgramor. 

Ysgramor's creation of the runic language allows human recorded history to begin, ushering in the First Era and some actual dates. 

The First Era

0

King Eplear unites the Bosmer wood elves, founds the nation of Valenwood, and begins the Camoran Dynasty. 

143 

Harald, a descendent of Ysgramor, is crowned first High King of the Nords and declares Windhelm the capital of his nation, Skyrim. 

240 

High King Vrage the Gifted of Skyrim begins a campaign of conquest in various elven lands, taking High Rock, all of Morrowind except Vvardenfell, and parts of Cyrodiil, most of which is at this time held by the elven Ayleid Empire. 

243 

Human slaves in the Ayleid Empire rebel and take control of the White-Gold Tower at its centre. Their leader Alessia declares herself first Empress of the Cyrodillic Empire, goes on to formalize worship of the Divines, and is later declared a saint.

369 

A dispute over who will be crowned High King of the Nords leads to the War of Succession, and the Nordic territories outside Skyrim take this opportunity to begin struggling for independence. 

416 

The Chimer and Dwemer unite to drive the Nords out of Morrowind. 

700 

When the Chimer learn the Dwemer are constructing a golem called the Numidium powered by the Heart of Lorkhan and that this "brass god" is intended to become a blasphemous new deity, the peace between them is broken. They go to war at the Battle of Red Mountain, during which the Dwemer vanish—an event that's never explained. 

The Chimer lord Indoril Nerevar, favored of the Daedric Prince Azura, dies under mysterious circumstances, for which Azura curses their people to be transformed into the Dunmer or dark elves. (There's a lot going on here and you should honestly just play Morrowind for a much fuller explanation.)

792 

The land of Yokuda is destroyed and the survivors flee to Hammerfell, where they eventually become known as the Redguards. 

950 

The city of Orsinium, capital of the orcs, is attacked by a union of neighboring kingdoms. The siege lasts 30 years, after which the city finally falls and is razed. 

1029 

High Rock joins the Alessian Empire. 

1200

A monotheistic sect of anti-elf extremists called the Alessian Order, who have dominated the Alessian Empire since the fourth century, attempt a ritual to separate the elven god Auriel from Akatosh, the Dragon God of Time (the two are closely connected, and possibly just aspects of the same being viewed by different cultures). This goes so wrong that time shatters and the non-linearity of the Dawn Era recurs in an event called the Dragon Break. For 1,008 years time ceases to function properly.

This is all just a theory, and an alternate theory states that a clerical error left official records blank during this period.

2321 

Western Cyrodiil attempts to gain independence from the Alessian Empire in a decade-long conflict called the War of Righteousness.

2703 

Invaders from the land of Akavir land in Tamriel, forcing Cyrodiil to unite against them, forging the Second Empire and beginning the Reman Dynasty. 

2714 

The Second Empire conquers Valenwood. 

2811 

Reman II goes to war against the Argonian lizardfolk, and their home of Black Marsh becomes an Imperial province. 

2920 

A truce between Morrowind and the Empire is broken when a Dunmer fortress is sacked. In response the dark elf assassins guild, the Morag Tong, murder Reman III and his son. An Akaviri Potentate takes over and declares the end of the Reman Dynasty and the beginning of the Second Era. 

The Second Era

230

The Mages Guild is formed by Vanus Galerion after he leaves an older magical fraternity called the Psijic Order. Galerion opposes the practice of necromancy, and proposes to make magical items and potions available to the public for a price.

283 

Potentate Versidue-Shaie declares martial law across the Empire, beginning 37 years of warfare that leaves the Imperial Legion the only military force of any strength in Tamriel.

309 

The Khajiit cat-people found the province of Elsweyr by uniting two minor kingdoms. 

320 

In response to a rise in banditry due to the absence of military forces beyond the Legion, the forerunner of the Fighters Guild is founded. 

324 

The Morag Tong assassinate Potentate Versidue-Shaie. 

430 

Potentate Savirien-Chorak and all his heirs are assassinated, bringing the Second Empire to an end. Historians dispute who was responsible but what do you want, three guesses?

431 

No longer protected by the Empire, the rebuilt orc capital of Orsinium is sacked again, this time by the Bretons and Redguards.

567 

The Daggerfall Covenant unites High Rock, Hammerfell, and Orsinium, and the orcs are given the right to rebuild their capital one more time. 

572 

A second Akaviri invasion captures Windhelm in Skyrim but is defeated after being trapped between the Dunmer and a united force of Nords and Argonians. Morrowind, Skyrim, and Black Marsh sign the Ebonheart Pact to make this temporary alliance permanent. 

580 

Elsweyr, Valenwood, and the Summerset Isles unite as the Aldmeri Dominion.

583 

Start date of The Elder Scrolls Online. 

852 

Tiber Septim begins the Tiber Wars in an attempt to unite the nations of Tamriel and form the Third Empire.  

864 

Start date of The Elder Scrolls Adventures: Redguard. 

896 

Tiber Septim uses a rebuilt Numidium to complete his conquest of Tamriel, destroying the golem afterwards. Then he declares the Second Era over. 

The Third Era

38 

Tiber Septim dies. Followers of Talos believe he ascends to godhood. 

119 

Pelagius III, later known as Pelagius the Mad, becomes emperor. (He's worth a mention just because his hip bone forms the basis of a fun sidequest in Skyrim.) 

172 

Start date of An Elder Scrolls Legend: Battlespire. 

249 

The Camoran Usurper invades Valenwood. 

399 

Start date of The Elder Scrolls: Arena. 

405 

Start date of The Elder Scrolls 2: Daggerfall.

417 

The Numidium is rebuilt again. Something about this powerful artifact's use results in another brief Dragon Break, called The Warp in the West, during which the Numidium is seen in six different places at once, fulfilling the aims of different factions. (This conveniently makes all six potential endings of Daggerfall canon simultaneously.) 

427 

Start date of The Elder Scrolls 3: Morrowind.

433 

Start date of The Elder Scrolls 4: Oblivion. 

The Fourth Era

In Vvardenfell the large rock containing the Ministry of Truth that hovers over Vivec falls, devastating the city and causes floods and landslides. The Red Mountain erupts. 

22

The elven supremacist faction called the Thalmor take over Summerset Isle, and the high elves leave the Empire. Within a decade they take Valenwood as well, beginning a new Aldmeri Dominion. 

98 

During the 'Void Nights' both moons, Masser and Secunda, vanish from the sky. The Khajiit, who are bound to the Lunar Lattice and whose children have adult forms determined by the phase of the moons they're born under, are particularly distraught. When the Thalmor take credit for the moons' return, Elsweyr agrees to join the resurgent Aldmeri Dominion. 

171 

The Aldmeri Dominion demand tribute from the Empire, as well as the banning of Talos worship, the ceding of a significant portion of Hammerfell, and the disbanding of the Emperor's order of spies and bodyguards, the Blades. Emperor Titus II refuses all demands, and the Great War begins. (The singleplayer campaign of The Elder Scrolls: Legends takes place during this war.)

175 

The Aldmeri Dominion and the Empire sign a treaty called the White-Gold Concordat, agreeing to enforce a ban on Talos worship.  

201 

Start date of The Elder Scrolls 5: Skyrim.

If you managed to make it all the way through this, why not follow it up with Major events in the Fallout timeline?

The Elder Scrolls®: Legends™

Bethesda could be heading towards a standoff with Sony over cross-platform play. Not over Fallout 76, which does, as a multi-platform online multiplayer game, fall squarely into the 'wouldn't it be nice if PlayStation and Xbox and PC audiences could play together?' debate, but over The Elder Scrolls: Legends, a card game.

"It's way more pertinent to Legends," Pete Hines, Bethesda's senior vice president of marketing and communication, told me at QuakeCon 2018.

"Fallout 76, sure: it would be nice if I could play on my Xbox and my kid is playing on his PC and we can play together, but if we can't, OK. There's lots of games - I play Overwatch on Xbox and he plays on PC separately and has a whole separate account. It's not critical.

Read more…

The Elder Scrolls®: Legends™

Bethesda's collectible card game The Elder Scrolls: Legends, which has been out on PC for more than a year, will only launch on consoles that support crossplay with PC and mobile versions of the game, Bethesda has said.

At E3, Bethesda announced that the game would come to consoles later this year, which everyone presumed meant it would release on the Nintendo Switch, Xbox One, and PlayStation 4. However, Bethesda's Pete Hines told GameInformer that it will only come to consoles that support full crossplay, and that the matter was "non-negotiable"—which leaves the future of the game on PS4 in doubt.

Hines never mentioned the PS4 by name, but it's well known that Sony has been resistant to supporting crossplay in the past. Bethesda's executive producer Todd Howard said in June that he'd "love" to have crossplay in Fallout 76, but Sony "isn't being as helpful as we want them to be". Sony said earlier that month that it was "looking into possibilities" for allowing more crossplay on its console.

Asked specifically whether the game would come out on PS4 if Sony does not soften its stance, Hines said: "We continue to talk to all of our platform partners. But those [terms] are essentially non-negotiable.  

"We can't be talking about one version of Legends, where you take your progress with you, and another version where you stay within that ecosystem or its walled off from everything else. That is counter to what the game has been about."

He also said that Bethesda was sending a message "not...to anyone in particular, but to everyone we are talking about. This is 100 percent clear. This is what we are doing, what we need, and what we intend.

"The way the game works right now on Apple, Google, Steam, and Bethesda.net, it doesn't matter where you buy your stuff, if you play it on another platform that stuff is there. It doesn't matter what platform you play on, you play against everyone else who is playing at that moment. There's no 'Oh, it's easier to control, or it has a better framerate on this system.' It's a strategy card game. It doesn't matter."

The Elder Scrolls®: Legends™

Today's QuakeCon keynote was heavy on big guys with big guns, but sandwiched between all the gunfire and gibs was a quick, almost off-hand announcement of the next expansion to Bethesda's CCG The Elder Scrolls: Legends, called Isle of Madness. 

Elder Scrolls RPG veterans may recognize that title as a reference to the Shivering Isles, home of Sheogorath, the Daedric prince of madness, and also the title of (and setting for) the second expansion to The Elder Scrolls 4: Oblivion. (The picture in the tweet may have given it away, too.) And yes, the Mad God has come to play: "Wabbajack in hand, his brand of unpredictability tinges not just the quests you’ll encounter, but also the cards you earn for your Collection," Bethesda said.

This isn't the first time Sheogorath's presence has been felt in the Elder Scrolls: Legends: The Madhouse Collection and Mad Prince Pack were released for the game in late 2016. But those were strictly card sets, while Isle of Madness is a full-on story expansion, similar to Fall of the Dark Brotherhood or Return to Clockwork City.

Details on how exactly Sheogorath will influence the TESL cards won't be revealed for awhile, but I expect it'll be weird. Wabbajack!

The Elder Scrolls®: Legends™ - christian.vanhoose
For the past month and a half, we have been blown away by the community’s enthusiasm for Legends. Sparkypants has been hard at work on the game and a complete client and backend refresh. We see your messages and posts and we want to give you an update on where we are in the process.

As you can imagine, Sparkypants is in the middle of a huge undertaking. They are rebuilding Legends from the ground up with brand new code – while allowing you to keep your progress and achievements. While the cards and gameplay will remain identical, this effort will improve the look and feel of Legends while building a thinner client that is easier to update and improve with long-requested community features.

While we are all incredibly excited about what’s next for Legends, a project of this magnitude takes time. We’re committed to releasing a polished game that keeps all the same functionality and feel – and this means giving Sparkypants the time they need to get it right.

We are also in the middle of the first season of The Elder Scrolls: Legends Masters Series, with the grand finals coming up on August 9-10 at QuakeCon. Releasing a brand-new app now could potentially affect the integrity of Legends’ most prestigious tournament. For these reasons and more, we are not ready to release yet, and it will take more time.

For more information about the future of Legends, mark your calendars for the keynote address at QuakeCon and don’t forget to tune in to the competition, where we will witness some of the highest-level competitive gameplay ever!

We appreciate your patience during this transition. In the meantime, we’ve invited Sparkypants to give you a bit more visibility into the development work going into the refresh. Sparkypants’ Lead Producer, Andrew Auseon, has taken time to put together more information on the game. Take it away, Andrew:



Andrew: Thanks, Christian. You expressed it perfectly: blown away. That’s how we feel about the response to recent hands-on showings of the game at E3 and ongoing discussion in the forums and online. It makes all the hard work worth it. No joke. Before going any further, I’d like to say a resounding thank you from everyone at Sparkypants for the continued enthusiasm, goodwill, and patience as we forge ahead on this amazing game.

So, onto our first big announcement, which concerns the Legends design team. We at Sparkypants are thrilled to be bringing MTG Hall of Famer and card designer extraordinaire Josh Utter-Leyton on board as a key member of our growing design team. As many players know, Josh has been with Legends game since its earliest days and played an important role in what it’s become. With Josh on the team we’re very confident that we can deliver great cards and collections into the future.

Speaking of new content, we’re finishing a new Story expansion that will explore another fascinating region in the Elder Scrolls universe; in addition, we’re designing a new thematic set of standalone cards that will add some interesting new wrinkles to the game’s meta and get players trying new deck compositions. Our focus is on designing “big” cards that will see a lot of play. This will be Sparky’s first foray into designing original cards for Legends, but we have experts like Josh to guide us, and as always, we’ll be eager for feedback.

We continue our push forward on the refresh, redesigning the look to fit within the new art style, making user experience tweaks and fixing issues as they come up. We’re especially pleased with some newly created menus and layouts for mobile UI, which should make navigating and playing the game on the go much easier. We’ve also shortened the player tutorial to get new players into matches sooner. A lot of fans are interested in dates for console SKUs of the game, but unfortunately those won’t be part of the relaunch, so we can’t talk about those quite yet.

Moving forward, the Sparkypants team wants to continue building a strong connection with the Legends community. We plan to incorporate a release calendar in our regular updates and share new features in their early stages with influencers, garnering feedback to address what’s best for the game and its players. Tournaments will be the first of these new features, and we can’t wait to roll them out later in the year. Everyone here is excited for what’s to come!
The Elder Scrolls®: Legends™ - christian.vanhoose
The following balance changes, which are scheduled to go into effect early next week, are being made to impact the power level of several of the most powerful decks in the post-Houses of Morrowind metagame, while not rendering them unplayable. Uprising/Shout-focused decks in Scout and Telvanni will see an adjustment to several of their most efficient cards to keep them in line with what other decks are capable of, and Aggro Hlaalu’s adjustment to Haunted Manor will make it less strictly beneficial. In addition, several other cards that have been seeing a high level of play have been adjusted.

Drain Vitality
Effect on level 3 changed to “Give all enemy creatures in a lane -2/-2.”


While we recognize that Drain Vitality is a critical defensive component to many slower decks using Agility and requires a substantial amount of deck space to reach maximum consistency (usually including Word Walls and Greybeard Mentors), we found its current design was both easy to weave into a turn and hard to play around. While in many situations, Drain Vitality will continue to act as a board clear at level three, this change will give players who know they’re facing a Drain Vitality effect a chance to reduce its impact by choosing their lane placement more carefully in much the same way as a card like Dawn’s Wrath allows for.

Ulfric’s Uprising
Cost changed from 6 to 7


Ulfric’s Uprising has become one of the staple cards of Control decks in the Scout and Telvanni classes, as these combinations of attributes have a wide variety of powerful Summon effects. Its power level has started causing it to appear in Control decks of other classes as well as functioning as a key component of the devastating Nix-Ox Combo. This change will allow the card to stay a powerful value-generating option for certain decks while making it harder to use effectively when the player is pressed for Magicka in a turn.

Haunted Manor
Cost changed from 3 to 4


Hlaalu has been the most popular class/house for aggressive decks since Houses of Morrowind’s release. In order to impact the deck’s popularity without negatively affecting other aggressive decks, one of the Hlaalu-specific cards needed to be adjusted. Hlaalu Oathman was a popular suggestion, but requires a bit more set-up - which was actually significantly helped by Haunted Manor only costing three magicka, as players could use the Ring of Magicka to play Haunted Manor immediately followed by Hlaalu Oathman on turn three, reaping the benefits of both cards. The Manor’s increased cost will make combos like that a bit more difficult to pull off, align it close to popular Support removal cards, and give other decks more room to breathe.

Hand of Dagoth
Stats changed from 5/5 to 5/4


Hand of Dagoth has proven to be a staple in Dagoth decks - which we like! However, we found it just a little too resilient against other Midrange decks. This change will hopefully keep it resilient enough to be a top-tier threat while making the card a little more manageable in a race.

Tel Vos Magister
Effect changed to “Ward. At the end of your turn, if Tel Vos Magister has Ward, you gain a Ward.”


This is another resilient card thanks to Ward, and is the first instance of a player being able to have Ward that we’ve seen in Legends. Tel Vos Magister has proven to be a very powerful tool against aggressive decks - a bit too powerful, in fact. For many aggressive Midrange strategies, dealing with the Tel Vos Magister’s Ward and its four health, all while being slowed down by Wards on the opponent each turn, was just too much of an ask. With this change, these decks won’t necessarily have to actually remove or silence the Tel Vos Magister after getting rid of the card’s Ward to power through its effect. And, of course, the player controlling Tel Vos will have the option to give Ward back to it using a card like Wardcrafter to restart its effect!

Mudcrab Merchant
Stats changed from 1/3 to 1/2


Mudcrab Merchant has proven itself to be a very powerful one-cost creature, and while we like having powerful one-cost creatures in Legends, we aren’t a fan of such power level on a random effect with this wide of a scope. Mudcrab Merchant pulling any cards from the game is much different from effects that have a small pool of possible results, and that effect was impacting too many games at the tournament level. We recognize that the Merchant is a fan favorite for some and RNG-based effects have their place; as a result, we are keeping the core of the card in tact while giving the Mudcrab poorer stats, which should balance out the effect’s power level and make it less of a hindrance to competitive play.

Duke Vedam Dren
Stats changed from 4/4 to 4/5


Duke Vedam Dren has seen very little play since its inception. One of the major downsides is that it has to survive a whole turn before it can generate any value from its effect. The increased health will allow it to now survive Lightning Bolts and make it a bit harder for other creatures to trade into, thus increasing the consistency of the card.

Soul Summoned copies of Drain Vitality, Ulfric’s Uprising, Haunted Manor, Hand of Dagoth, Tel Vos Magister, and Mudcrab Merchant will be able to be Soul Trapped for their full value for two weeks following the changes.
The Elder Scrolls®: Legends™ - christian.vanhoose
Get ready to experience the next level of competitive play for The Elder Scrolls: Legends.

The Elder Scrolls: Legends Masters Series is set to bring esports to Legends and provide an avenue for top players to show off their skill - and win some serious money along the way.

Qualifiers for the first Masters Series – featuring both offline and online events -- will begin at the end of this month (June 30th) and culminate in Dallas, TX at QuakeCon 2018! Sixteen of the best Legends players in the world will convene at the Gaylord Texan Resort and Convention Center on August 9-10 to battle for their share of a whopping $50,000 prize pool.

The Road to the Masters

Winning your seat at the first Masters event will be a straightforward process done through four qualifying tournaments. These two-day events will be held online over the next few weeks, open to all players, and will each award $1000 in cash to the top eight. An invite to the QuakeCon Legends tournament, complete with travel and accommodations, will be awarded to the top three finishers.

Masters Points will also be up for grabs in these qualifiers. With twelve invites going to the top three in each of these qualifiers, the final spots at QuakeCon will be given to the four players who accumulate the most Masters Points throughout the season of qualifiers. The breakdown of prizes is as follows:

Masters Series Qualifiers
  • 1st Place: $400, Invite+Travel to the Masters Series at QuakeCon
  • 2nd Place: $200, Invite+Travel to the Masters Series at QuakeCon
  • 3rd Place: $100, Invite+Travel to the Masters Series at QuakeCon
  • 4th Place: $100, 7 Masters Points
  • 5th-8th Place: $50, 4 Masters Points
  • 9th-16th Place: 2 Masters Points
  • 17th-32nd Place: 1 Masters Point
Masters Series at QuakeCon 2018
  • 1st Place: $20,000
  • 2nd Place: $10,000
  • 3rd-4th Place: $4,500
  • 5th-8th Place: $1,750
  • 9th-16th Place: $500
All qualifiers and the Masters Series itself will be played using a Conquest best-of-five format with one ban. Players will bring four decks to each event. See here for a full breakdown of the rules.

Sign up for the qualifiers here!

Qualifier Dates
  • June 30-July 1
  • July 7-8
  • July 14-15
  • July 21-22
Qualifiers will begin at 12pm ET on Saturday and be single elimination, using the best-of-five Conquest format. Play on Saturday will pause at the round of eight, and the final eight players will return on Sunday at 12pm ET to complete the tournament. The Sunday portion of each event will be streamed here.
The Elder Scrolls®: Legends™

Some big changes are coming to Bethesda's digital CCG The Elder Scrolls: Legends, beginning with the team that makes it. The publisher told IGN that developer Dire Wolf Digital is being moved off the game, which will be taken over by Sparkypants Studios, the developer of the 15-minute RTS Dropzone

The handover won't mean a complete reboot of the game, but it will bring about a new client, with updates to the interface, menus, and graphics. "I think the overall game design and mechanics are solid, and that’s not changing," Bethesda marketing VP Pete Hines said. "When players get their hands on the new version it will still play like the game they know and love. Their collections will be intact, the in-game store will offer the same items, the keywords and mechanics will all still be there." 

Hines said the change was not the result of unhappiness with what Dire Wolf was doing, calling The Elder Scrolls: Legends "an excellent game." Instead, it is "an opportunity to alter the direction" of the game and help it achieve its "untapped potential." The Elder Scrolls: Legends has "mostly positive" user reviews on Steam, and we liked it quite a bit when we reviewed it in March 2017; more recently, we said that the release of the Houses of Morrowind expansion, which went live in April of this year, keeps the game "fresh and exciting." 

Nonetheless, and in spite of Hines' cheerleading, Bethesda obviously isn't happy with the current state of the game and the number it's putting up. Today's peak Elder Scrolls: Legends player count on Steam is 1619, compared to 7623 for the competing CCG Shadowverse. Hearthstone's daily active user numbers aren't readily available but it's fair to say that it vastly outstrips TESL; Blizzard said last year that more than 70 million Hearthstone accounts had been registered, while SteamSpy (before it stopped working) reported that less than one million Elder Scrolls: Legends players on Steam.

Dire Wolf Digital is currently working on an original free-to-play digital card game called Eternal which, the studio announced today, is expected to go into full release on Steam sometime in the next several weeks. Hines said that didn't factor into the decision to take it off of The Elder Scrolls: Legends either, but allowed that "having a singular focus from our new team will only help the game."

TESL community manager Christian Van Hoose weighed in on the change on Reddit, saying, "The UI, on-boarding, audio/visuals, and new features are all things we  believe we can improve upon greatly." He shared similar thoughts on Twitter:

The Elder Scrolls®: Legends™ - christian.vanhoose
2018 marks an exciting next step for The Elder Scrolls: Legends, as we will be handing off future development and ongoing support for the game from Dire Wolf Digital to Sparkypants Studios. Sparkypants is a team of exceedingly talented developers with a passion and commitment to strategy gaming, competitive multiplayer and of course, The Elder Scrolls universe.

So why the change? Dire Wolf designed and created a wonderful card game with The Elder Scrolls: Legends, one that we very much believe in and want to grow. We believe that this move allows us to deliver on the promise of Legends to our players in the best possible way under Bethesda’s guidance and direction.

This change is also a commitment from us at Bethesda to better support the game with regular updates, new features, competitive scene support and the other requests from our fans. We have heard your requests and believe this is the best path to continue improving the game.

Rest assured, the core game mechanics, modes, cards and everything you already love about the The Elder Scrolls: Legends will remain intact and unchanged. In addition, existing players’ Collections, including pre-made decks, titles and any purchased or earned content, will not be affected.

Please tune in to the official Bethesda Twitch channel this Friday, June 1 at 3:00 p.m. ET for the regularly-scheduled Legends livestream with Pete Hines and Community Manager Christian Van Hoose, where they will take some time to field any questions not covered in the FAQ below.

And be sure to watch the Bethesda E3 Showcase starting Sunday, June 10 at 6:30 PM PT for more news and exciting updates!

Thanks, and see you in game!



FAQ

Why move away from Dire Wolf?

Everything we do is in the interest of our valued community and the game’s long-term growth and success. A decision like this is never easy, but we need to constantly look ahead and think about the future of Legends. Dire Wolf has been a great partner who laid the foundation for what is today a strong, compelling and strategic card game set in the Elder Scrolls universe. We believe that moving to a new developer now allows us to deliver on the promise of Legends to our players in the best possible way under Bethesda’s guidance and direction.

Who are Sparkypants?

Sparkypants is a talented group of seasoned developers with a deep bench of experience across multiple genres and platforms. Everyone at the studio is thrilled to be a part of the Legends family and to build on the game’s strong foundation. Plus, they’re huge Elder Scrolls buffs!

Stay tuned for formal introductions for members of the Sparkypants team!

Is this transition indicative of the state of the game?

Legends is a game enjoyed by a vast number of players all over the world, with a passionate and dedicated community. This transition is indicative only of our commitment to the long-term health and growth of the game, and we’re very excited to share our plans for the future of Legends very soon.

Will core gameplay or features be affected by the change?

The core gameplay and mechanics will remain intact.

What does this mean for things that have already been discussed as being in development?

We know there are many updates, mechanics, and features the community is looking forward to. Sparkypants is aware of the development roadmap as well as those highly requested community features. All previously announced content is still in development, in addition to some much-requested visual and quality of life updates.

What does this mean for the ongoing Elder Scrolls: Legends single player story / story expansions?

The team at Sparkypants is deeply passionate about The Elder Scrolls lore. Combining their passion with feedback and guidance from Bethesda, Sparkypants will deliver a high quality Elder Scrolls experience.

Will existing bundles, expansions, and story content still be available for purchase?

Yes. All existing content will be available for purchase.

How will change impact players’ Collections and progression?

Player progression (titles, cards, purchases, etc.) and Collections will not be reset or lost.

Will there be any interruption of service?

Stay tuned for more details surrounding any anticipated interruptions of service. Follow @TESLegends and @bethesdasupport for the latest information.

When is the transition taking place?

We will have more information on the exact timing at a later date. Follow @TESLegends and @sparkypants on Twitter for all the latest updates.

Anything else we should know?

We’re incredibly excited about the future of Legends and we will have more to show and discuss at E3 2018!
The Elder Scrolls®: Legends™ - christian.vanhoose
Two small gameplay issues have been addressed in today's update!

General Bug Fixes

  • For Arena draft, Crushing Blow is now available for all classes and houses.

Card Bug Fixes

  • Astrid - Now properly gains rewards a second time with Brotherhood Sanctuary in play.
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