Skyrim is a vast game. Sprawling landscapes, compelling storytelling, and deep lore. However, Bethesda had intentions of making the game even bigger than the version we received. Unfortunately, not everything makes it out of the editing process, and many elements were left on the cutting room floor.

Some of these elements suffered because of time constraints, difficulties in implementation, or just being too much information for the player at inopportune times. What they all share is that they were axed from the final version of the game. Often these cuts created plot holes, though not always in the traditional sense.

Sometimes a cut piece of content could have indeed addressed a gaping plot issue. While more often than not, the abrupt removal of these elements stripped the final version of the game of much-needed context and development of key characters, groups, and events. This has often lead to gripes with mechanics, concerns with lack of depth concerning certain story elements, or good ‘ol fashion theorizing to piece together loose ends.

Due to the fact that much of this content was near completion. Modders have been able to recreate a lot these missing quests and mechanics from the assets that remain in the game’s code. So the savvy player could use this list to help build a more complete version of Skyrim, one the developers might have wanted to make given the right conditions.

15 The Deleted Manor

via: quickmeme.com

We are all familiar with Nazeem. He is that pretentious jerk that saunters around Whiterun bragging about his wealth and inquiring if you have ever visited the Cloud District. This is odd behaviour from a man who lives and sleeps in the Drunken Huntsman Tavern.

This inconsistency is addressed by the Wintersand Manor. This mansion would have belonged to Nazeem but was cut by Bethesda. Nazeem even carries a key to the manor in the final version of the game, even though the estate isn’t present.

In addition, the manor had specific NPCs that belonged to their own faction. This suggests that the estate had other residents, workers, guards, and perhaps its own quest line.

But with this content cut, you are essentially left with an insane person who thinks he is rich, yet sleeps in the same bed as the village idiot.

14 The Missing Gladiator Pit

via: elderscrolls.wikia.com

If you were caught for a crime, you could be sent to a gladiator pit. This would have added depth and consequence to criminal action.

This one reminds me a lot of the Fallout 3 DLC, The Pitt. If the Dragonborn is arrested anywhere within the Eastmarch Hold, they would be sent to the Windhelm Pit, rather than simply to a prison. Here you would have to fight against other prisoners—sometimes animals!—for your freedom. Russell Crowe would be proud.

Obviously, this content was cut from the game. Though it was very close to completion. So much so, that you don’t need a mod to retrieve the content. It is can be accessed through simple console commands on PC.

It seems this content was cut, and replaced with Windhelm’s Grey Quarter. It’s really too bad this content was cut. It sure would make crimes fell like they had weight, instead of just paying gold for murdering people.

13 Why Don’t You Just Walk Man?

via: reddit.com

The fast travel system in Skyrim was a major gripe of Elder Scrolls veterans. The system seemed to dictate the very way the game was designed. Meaning players were forced to fast travel, and thus ruining the game’s immersion. People cite often Morrowind (pictured above) as a perfect example of in-game travel done right, as it features multiple in-universe modes of travel.

Bethesda meant to include teleportation stones around the province of Skyrim, which would have looked similar to the game’s guardian stones. These would have been meant to be an alternative to fast travel. Sort of a nod to people who wanted a purer role-playing experience. Unfortunately, these teleportation stones were scrapped as they were redundant when compared with the game’s fast travel system.

Perhaps if they chose to remove the fast travel altogether, we could really feel what it was like to travel through Skyrim, rather than popping up wherever we wanted. I mean look at that map!

12 TOO Dark For Skyrim — These Kids Have Issues

via: tesrenewal.com

The Daedric quest, “The Whispering Door” is a unique and appropriately dark quest. It has you speaking with the clearly disturbed son of Whiterun’s Jarl, Nelkir. He speaks of a wanting to kill his father before pointing you towards a voice he hears speaking behind a door. And then the game just drops Nelkir and never speaks of him again.

This dangling plot element wasn’t meant to be so. Rather than just being a simple quest pointer, Nelkir—and his brother Frothar—were to be depicted as falling under the influence of Mephala. The quest would have seen Frothar sacrifice a horse, while both brothers would have murdered their father, Jarl Balgruuf.

I can see why this portion of the quest was cut, fratricide is a dark topic. But providing an alternative instead of just leaving elements dangling would have been a nice gesture.

11 The Marriage That Could Have Been

via: elderscrolls.wikia.com

Do you recall speaking with your spouse in Skyrim? Ya, me neither. Marriage in Skyrim certainly felt like an afterthought. You find an available NPC, roll up on them with a necklace, and boom, they are living in your house. Isn’t marriage beautiful? Besides a scant few greetings and limited dialogue, the person pretty much sweeps up, eats bread, and sits on a stool.

The Hearthfire DLC tried to spruce things up a bit with children, but it never really did much for the relationship itself. Well, cut scripts reveal that there was a much more involved system concerning marriage.

You were able to argue, reconcile, or divorce with your spouse. For example, you could insult them to the point that divorce would become an option. In addition, you could also win them back if your speech skill was high enough.

Dragonborn and a no good heartbreaker. Perhaps that was a little too much depth.

10 That Would Make Me Hate Wizards Too

via: gameplay.tips

The College of Winterhold was a unique place in Skyrim, though the quests surrounding the institution were at the same time superficial and over the top. Either you are becoming THE Arch-Mage or your fetching books for some students. However, this piece of content would have given the college the gravitas it deserved.

In a quest called “Rogue Wizard,” you are tasked with pursuing a wizard who has gone awol. The wizard is causing destruction around Skyrim and adding to the college’s poor reputation among Nords.

It is unfortunate that this was cut, as the content was complete and ready to go. It would have gone a long way in making the Nords’ distrust for the arcane arts more tangible. Imagine. Pursuing the wizard, and seeing destroyed homes and the grieving families wishing death upon the college and the mages who practice there. Definitely a missed opportunity.

9 All The Small Towns... REMOVED

via: pinterest.com

Skyrim is certainly a deep game with a lot of detail. However, certain holds—I’m looking at you Falkreath, Dawnstar, Winterhold—felt a little barren. There are barely any people in the region, and the capitals are quite small.

This could have been different and Bethesda cut a series of small towns from the game. For instance, the lonesome Nightgate Inn near Dawnstar was supposed to have an entire town attached to it; complete with shops, residential homes, and blacksmith. There was also the cleverly named Barleydark Farm, which was run by a Dark Elf (nice) and located on the Whiterun plain.

Certainly not a large plot hole, though it would have gone a long way to making these specific regions more immersive. Which, if you think immersion is essential to a good plot, then I suppose this could have addressed a plot hole. Huzzah, back on track!

8 A Chance At A New Life

via: nexusmod.com

There was supposed to be a little wood mill just to the west of Solitude called Irontree Mill. This mill would have been run by two brothers who were veterans of the Great War.

The brothers would have had diverse personalities. One who would have been standoffish, while the other would have been more open. They also would have been accompanied by an entire village of NPCs. However, this mill would be replaced with the boring old Solitude sawmill.

This would have been another valuable addition to the Thalmor conflict. Perhaps one brother could have had PTSD from the war, and the other sent you on a quest for reconciliation with their Thalmor enemies. It could have provided a more visceral and personal glimpse into the war rather than having to glean information from in-game books.

7 You Don’t Have To Leave, But You Can’t Stay Here

via: nexusmod.com

This would have fixed the plot hole of the Jarl of Whiterun awarding you with a home, which you have to then buy…?

You recall when you became the Thane of Whiterun and Jarl Balgruuf gifts you a house, which you then have to buy from his steward! It seems there was a bit of cut content which fixes this odd paradox.

Evidently the house—Breezehome—would have had a squatter named Terek. He claims the home was empty and he just moved in, the only problem is that he would refuse to leave. Here the player would have likely been offered a few options: pay him off, convince him to leave if you have the high enough speech skill, or just outright kill him.

This would explain the aforementioned paradox. Seems that Bethesda cut the content and just tacked on the Jarl awarding you the home, without removing the original method of purchasing it from the Jarl’s steward.

The whole process always felt a bit shady.

6 Ghosts Were Going To Be A BIG Deal

via: nexusmod.com

Skyrim is full of tombs and graveyards. So it makes sense that the Dragonborn encounters ghosts on multiple occasions. You fight them in dungeons, they give you quests, there is even a spectral headless horseman that roams the countryside. However, these ghosts were originally meant to be a whole lot more.

There was supposed to be a haunting system. This would have allowed certain NPCs who were killed to return and interact with the player. They would haunt the area they died in and even haunt relatives. In addition to this, family members would have been given mourning dialogue as well.

It is unfortunate this content was cut, a few dangling plot elements could have been addressed. Sybille the Court Mage of Solitude can be killed, but her vampiric past and intentions are left ambiguous. Imagine her giving a quest to continue her meddling in court intrigue beyond the grave.

5 Orcish Dating Game

Orc character in Skyrim stood by the standing stones
via: reddit.com

The Orcs got a raw deal in Skyrim, even more so than the Khajiit or the Argonians. They are not featured in the main storyline, are often relegated to random enemy status, and only have a few settlements on the periphery of the map.

The cut quest “A Wife for Mauhulakh,” goes some way in addressing the lack of content. Mauhulakh is the chieftain of the Orc stronghold of Narzulbur. In the release version, he just sits around, lauding his poor luck with women, as he directs you to his harem of dead and buried wives… Yeesh.

However, the removed quest has you acting as sort of a matchmaker. Here you would interview potential suitors for the handsome chief. While at the same time gleaning information about Orcish courting practices.

This could have gone a long way in developing an Orcish presence in Skyrim. As well as breaking the monotony of endless fetch and kill quests.

4 Blood, Sacrifice, And Betrayal

via: nexusmod.com

Solitude has a reputation throughout the province of Skyrim as a hotbed of court intrigue. However, within the court itself, there is little intrigue to be found. Aside from the ambiguous machinations of the vampire Court Wizard, Sybille, there is little else.

This piece of cut content would have been very appropriate, as it featured the Dedric Prince of Conspiracy, Deceit, and Treachery, Boethiah. How fitting.

Boethiah would demand the assassination of the widowed Jarl, Elisif the Fair, by becoming her bodyguard. Her thane Erikur would then become Jarl. Erikur would immediately clear the Dragonborn of any wrongdoing.

This makes perfect sense as he constantly claims he already runs the city already. Perhaps he could have been a follower of Boethiah as well. An intriguing possibility that never came to pass.

3 And The Plot (Could Have) Thickened

via: nexusmod.com

The opening to Skyrim was a memorable one. You are a prisoner being sent to your death with a cadre of rebels. Only to be “rescued” by a dragon attack. However, there was a more logical version of this exciting introduction.

There was to be a dialogue between the Imperial general and a Thalmor emissary. The emissary would demand that the prisoners be relinquished to his control. This would have served to introduce the idea and lasting effects of the Great War between the Thalmor and the Empire early in the game, rather than popping up out of nowhere later in the game.

Though the biggest change would have been your escape with Ulfric Stormcloak, rather than leaving him at the entrance of some random tower.

The content was all but complete; with the voice acting, scripting, and level design finished. It seems Bethesda cut this content as it may have been too much to open the game with.

2 Hey Man, Cut That Out!

via: nexusmod.com

Falion is a mysterious character. He is the Court Mage of Morthal and is the only person in all of Skyrim that can cure vampirism. He has been accused of consuming the hearts of children and causing nightmares. Bethesda never really explains Falion’s background, which has lead to much fan theorizing. However, things could have been different.

The final version of the game has the Jarl, who wants to get to the bottom of Falion’s odd behaviour, initiating the quest “Falion’s Secret.” Unfortunately, you follow Falion to a ritual circle and do one of two things: Ask him nicely to stop being a creep show, or just leave him be. You then report back to the Jarl, and that’s it. No resolution.

This is because, even though your journal registers the quest as complete, it doesn’t in the games files. This suggests that the developers meant for the quest to continue on. What mysteries were cut—perhaps even forgotten?

1 A Civil War Of Epic Proportions

via: nexusmod.com

The Civil War arc in Skyrim has been long derided by fans for being too content sparse and ultimately inconsequential. Bethesda intended for the Civil War to be much longer, have more content and mechanics, and really make the player feel like their decisions mattered. For each side, the player would decide when and where to attack, recruit soldiers, and perform raids on the opposing sides supplies.

Each hold would have 12 radiant questlines, instead of the 2 in the final version of the game; each of which would end would end in a siege of its capital, unlike the 3 in the final version.

To top that off, the player could win or lose individual battles which would determine the later outcome of the entire war. I can see why they would cut this, it’s almost a game in itself. But man, would it have been fun!