Fabricants are the part organic, part inorganic constructs created by Sotha Sil and are designed to emulate the form and behavior of their Tamrielic counterparts. They are constructed from an amalgam of grown flesh and metallic grafts and are powered by a soul gem, in factories known as Incarnatoriums. They are then stored in fabrication tanks from which they will eventually emerge. They usually dwell in the Clockwork City, and can resemble the creatures of the land, air, and sea. The majority of Fabricants were created to emulate predatory animals since the synthetic realm was inhospitable to most forms of organic plant life prior to introduction of the Mechanical Heart. Sometimes they might not resemble anything known to Nirn, such as the Verminous Fabricant and the Hulking Fabricant, which are rumored to be unique to the Clockwork City.
Fabricants are rumored to have existed since before the disappearance of the Dwemer and survived past the demise of Sotha Sil. To the Clockwork Apostles, they are also known as the Fabri'siraynosim ("the merged-ones") and are rumored to be the first step towards the convergence of nature and engineering, and the creation of the perfect lifeform.
At an unknown time, fabricants that resemble birds were created. Their creation was likely sometime after the Vestige's journey in the Clockwork city in the 2E 582. During this journey, crow daedra accompanied Nocturnal's invasion of the Clockwork City. The crows surprised the people of the Brass Fortress, as the winged creatures seemed foreign to them. No living birds up to that point are believed to have set foot in Clockwork City.
Similar to fabricants are the constructs Sotha Sil created known as factotums, but they differ in that they are completely synthetic and are usually more humanoid in appearance.
It is unknown if Clockwork Dreugh are fabricants, but they follow a similar naming pattern to other fabricants. They were constructs created by Sotha Sil before the disappearance of the Dwemer. It is said that Vivec asked Sotha Sil to come up with some plan to help stop the Dwemer's Automatons from slaughtering the Chimer during the Battle of Red Mountain. Out of necessity, Sotha Sil created an army of Clockwork Dreugh that were inspired by Dwemeri war machines, to be used against the Dwemer. They were said to have risen up from the seas and took their counterparts to the water beneath to be swallowed by the sea.
Factotums are mechanical constructs created by Sotha Sil. An invention of need, they were created to maintain his great creation, the Clockwork City. As such they have become an integral part of daily life for the inhabitants of the city, and are vital to running its everyday processes.
Believed to be a fusion of brass and soul, factotums have a shared appearance, voice, and sense of purpose. They hold a structured intelligence, often centered on their singular function. Their dialogue and actions are all based on this function, with only the commonality of a devotion to the Clockwork God. Attempts to deviate from this purpose is simply incomprehensible to them. The Factotum's very nature and materials informed the creation of the mechanical enhancements granted to Clockwork Apostles, resulting in a synthesis of flesh and engineering.
Similar to factotums are the constructs known as fabricants, but they differ in that they are part organic, part inorganic, constructed from an amalgam of grown flesh and metallic grafts and are more bestial in appearance.
A weaker form of wraith, with a translucent appearance.
A bird of prey found at the Elsweyr-Valenwood border and in the Rift. They can be trained as hunting companions. People who train falcons are called "falconers", and trained falcons can be outfitted with harnesses. Falcon feathers make sturdy quills.
The Falmer are blind, corrupted descendants of the ancient Snow Elves that live deep beneath the surface of Skyrim. They are known to stalk and attack intruders in various underground areas, primarily Dwemer ruins. Adventurers can often quickly tell when the Falmer inhabit a place thanks to their odor, which is said to be repulsive. They have been known to come up to the surface to attack the unwary, resulting. They are roughly man-sized, but hunched over and "ugly", resembling creatures of goblin-kind more than their own Mer ancestors. They have no noses, only bat-like long slits for nostrils, attributed in some Nordic folklore to Ysgramor cutting their noses off to "tell them apart from other Elves". Their ears are distinctly pointed, their skin pallid, and their eyes lifeless and black.
Much as "High Elf" and "Wood Elf" are interchangeable terms for "Altmer" and "Bosmer" respectively, "Snow Elf" is really just another term for "Falmer". The Snow Elves were a proud and prosperous race of mer who occupied a portion of modern-day Skyrim until they were displaced by the invading Nords. Many of the ancient Snow Elves were betrayed in a deal for asylum they struck with the Dwemer. The Dwemer forced their wards to subsist only on toxic fungi which twisted them into sightless slaves. It's the descendants of these slaves who many of the people of Tamriel have come to know as the Falmer, while their grand ancestors are remembered as Snow Elves. The Falmer were able to adapt to life underground, but have lost the sophistication the Snow Elves exhibited. For garments, they wear only rags and leathers. They live in tents and huts; employ traps to guard their territory, keep chaurus as livestock, and utilize roughly-made weaponry and tools, some even demonstrate an aptitude for magic.
Few know that an unknown number of Snow Elves rejected the Dwemer's deal and went into hiding, or that some of them survived, uncorrupted, into modern times. Knight-Paladin Gelebor of the Chantry of Auri-El, the only known Snow Elf still alive today, embraced the distinction between "Falmer" and "Snow Elf" due to the negative connotations "Falmer" had taken on among travelers over the millennia, but he personally knew his fallen brethren as the Betrayed. Falmer are cited in Skaal legends of Solstheim as "servants of the Adversary" and "evil beings".
Fellrunners are flightless birds found primarily in desert regions such as Hew's Bane and Northern Elsweyr. They can also be found in the Summerset Isles. Fellrunners are harmless, and as their name implies, will run at the sight of anything suspicious; this reflex is often used against them by hunters, due to the fact they will run too fast and trip, breaking their thin bones. They are incapable of flying and swimming due to their tiny wings.
Felsaad Tern are birds with black feathers in the head and white feathers in the rest of the body. They can be found flying around Solstheim.
Fennec foxes are a breed of fox found in the desert. They can be difficult to hunt due to their large ears, which grant them an excellent sense of hearing. They like eating scorpions. A paste made of garlic and onions can be used to poison fennec foxes. They are more tender and less gamey than wolves. The dusky fennec fox (also known as the "midnight fennec fox") is native to the savannahs of Northern Elsweyr. The arctic fennec fox can be found in Skyrim along the shores of the Sea of Ghosts. Fennec foxes have been domesticated by the people of Tamriel, and make alert companions.
Fetcherflies are insects found on the island of Vvardenfell and in the Tenmar Forest of Elsweyr. Lone fetcherflies are harmless. However, when something approaches their nests, they will swarm and attack whatever they perceive as a threat. They emit a moderate amount of heat, singeing fur or hair on contact, and due to this heat, their nests often glow and have pores emitting smoke. Occasionally, their nests become Hive Golems, which can move around independently. These golems are attracted to the destruction of regular hives, and will seek out those responsible.
Fiendroths are small blue Daedra commonly found where Daedric influence persists. They resemble hulking, armored insects with very short antennae. Fiendroths possess steel mandibles and a venomous stinger, and purportedly rely upon the agonized cries of mortals for sustenance.
The Fire Atronach is a magical, fire-enchanted creature. Some are artificially constructed as a sort of golem. Others are actually daedra, akin to the Flame Atronach. It is advised to use cold based spells when attacking one, as any fire spells actually heal the creature instead of damaging it. It gives off great heat which can damage an adventurer if they get too close.
This Elemental Daedra is one of the more mundane, but dangerous, daedra from Oblivion. Slightly intelligent with some spell casting abilities, it can only be harmed by mithril or better weapons and is greatly resistant to fire based spells. See also: Flame Atronach.
These creatures are from the netherworld, often gating themselves into our plane of existence on some errand of their choosing. They are dangerous foes, highly intelligent, completely chaotic in nature, and powerful in the ways of magic. They are resistant to fire and possess the ability to see invisible entities.
Fire wyrms are ethereal dragon-like creatures that emerge from the corpses of those slain by the fire breath of a powerful Tongue, such as flame Dragons or those who are Dragonborn. Storm dragons summon similar creatures called Storm Wyrms.
Fish are aquatic animals that live underwater. They possess gills that allow them to breathe. Some fish are eaten or used as alchemy ingredients by the inhabitants of Tamriel. Notable fish include the Histcarp, Longfin, Merringar, Perch, River Betty, Salmon, Sea-Drake, Slaughterfish, and Spadetail.
A powerful Fire Elemental Daedra native to a pocket realm of Oblivion called Infernace. Believed to be the inverse of Cold-Flame Atronachs, they are often summoned by conjurers or hunted as a source of Fire Salts. It shares many similarities with the Fire Atronach, though those may be golems or Daedric in nature. See also: Fire Daedra, Fire Atronach
Flesh Atronachs are enchanted flesh golems animated by flesh magic or necromancy. They are considered undead, categorized as reanimated abominations alongside skeletons and zombies. A soul or Daedric vestige is bound to the flesh, and the husk is reanimated. Some sources claim that flesh atronachs are Daedra, and are believed to represent the element of true Flesh in a similar manner to Elemental Daedra. They appear as a sewn-together conglomeration of skin and muscle, sometimes adorned with mystical symbols or wearing an iron collar.
Fleshflies are blood-colored, sand-grain-sized insects that feed on human flesh, deforming the faces of those unlucky enough to be caught by their swarms. They can be found in the Black Marsh and southeastern Cyrodiil.
Floaters are airborne creatures native to the Western Reach region on the borders between Hammerfell, High Rock, and Skyrim. In appearance, the floater bears a passing resemblance to both an octopus and a jellyfish. From the central body mass, eight long tendrils trail far beneath the floater. These tendrils are connected by a membrane which extends approximately a third of the tendrils' length. The creature looks similar to an umbrella, especially when viewed from below. The floater's novel method of locomotion is to pulse their body to float through the air, much like an umbrella opening and closing.
- Variations: Ill Floater, Shriekfloater, Shadow Tentacle
Foxes are small, non-aggressive creatures found in the wilderness, often seen chasing rabbits and will usually run away when spotted. Some are kept as pets by Skyrim's inhabitants. Their pelts are often sold by hunters. Snow foxes can be encountered in the colder regions of Skyrim. A fox is one of the many animals carved into puzzles in the Nordic ruins. Shor is often depicted as a fox.
Frogs are small amphibians that can often be found around water.
This powerful Elemental Daedra not only causes damage with its vicious physical attacks, but also from the extreme cold aura it generates, which makes it immune to cold-based spells. Frost Atronachs can be summoned by mages, and are often hunted as a source of Frost Salts. It shares many similarities with the Ice Atronach, though those may be golems or Daedric in nature. See also: Frost Daedra.
Frost Giants are a sentient race of huge and sinewy humanoid beasts. They possess five eyes, and have two curved horns decorating their forehead. White, shaggy hair covers their bodies. They are extremely strong and have regenerative abilities, provided to them by their "icy" blue blood, which can be stunted by fire. Frost Giants are elusive and rarely seen on Tamriel. They are called "cousins" of common giants, but are much closer in physiology to Frost Trolls.
Although horselike in appearance, Frost Mares are composed of solid ice. The Mages Guild theorized that the creatures originate from the Fourth Sinus of Takubar. Frost Mares are rarely used by mortals as mounts. They are not to be confused with Frost Atronach Horses, which are just normal Frost Atronachs compelled to take the shape of a horse by powerful conjuration magic.
Trolls are large, ape-like humanoids endowed with three eyes. Their powerful arms and claws deal massive physical damage. Trolls are also very strong defensively, possessing a particularly effective ability to quickly and fully regenerate health. Their greatest vulnerability is to fire, which not only damages them, but also impairs their capacity to self-heal. Frost Trolls are stronger variants of the generic Trolls, often found in the higher elevations of Skyrim.
- A Valuable Distraction quest in ESO and Falconer's Glove item description in ESO
- Falconer's Harness item description in ESO
- Falcon Feather Stylus and Thane's Falcon Feather Quill item descriptions in ESO
- Anequina Animal Identification and Tasting — Hrodkir Mincemeat
- Dusky Fennec Fox, Arctic Fennec Fox and Fennec Fox pet descriptions in ESO
- Appearance of Fiendroths in the Imperial City and Cey-Tarn Keep's Refectory Cellar
- Fiendroth pet description in ESO
- Daggerfall User's Guide - description of Imps
- Dialogue in Background Information quest
- Fire Daemon description from Arena's manual
- Fire Wyrm spawn conditions in Skyrim
- The Storm Wyrm's appearance in ESO