It starts, as it always does, in prison. But The Elder Scrolls Online’s take on the series’ traditional opening is a little different. You’ve been captured and sacrificed to the Daedric prince Molag Bal, harvester of souls. You wake in Coldharbour, Bal’s particular plane of Oblivion. Unlike Mehrunes Dagon’s Deadlands – which you stormed through again and again in TES IV – Coldharbour is a drab, lifeless reflection of the surface world. Your escape from this place and back to reality constitutes The Elder Scrolls Online’s tutorial. My time with the game began immediately after this point.
Where you end up after Coldharbour depends on which of the three factions you belong to. The Aldmeri Dominion, composed of High Elves, Wood Elves, and the catlike Khajiit, are imperious conquerors from the south. The Ebonheart Pact are an alliance of convenience between Skyrim’s Nord, Morrowind’s Dark Elves and the stealthy Argonians – they’re keen to hold on to their independence, but need each other in order to do it. I played the first six levels of the game as a member of the Daggerfall Covenant: the Bretons, Redguard and Orcs who form The Elder Scrolls Online’s final faction.