Races
Men
Man, meaning human, refers to any of the human races of Mundus.
Bretons [36]
"Northpoint Lieutenant" from Elder Scrolls: Legends "Breton" by Big Eyed Bunny
Formerly known as the Manmeri, the Bretons are a human race with elven blood that hail from the province of High Rock. They share a common culture and language but are divided politically into various feudal kingdoms within High Rock. They are known for their abstract thinking and are adept at alchemy, enchantment, and spellcraft. Bretons possess an innate resistance to destructive and dominating magic. In appearance, they are pale-skinned and slight.
Breton society contains many knightly orders, including Daggerfall's Knights of the Dragon, the Knights of the Rose of Wayrest, the Knights of the Flame of Anticlere, Dwynnen's Order of the Raven, and many others. Most Bretons worship the Nine Divines, but some revere the gods of their Elven ancestors.
Males: normal height and weight; Females: -3", -15 lbs
IQ 11 [20]
Advantages: Magery 0 [5], Damage Resistance: Magic 2 (Destructive and Mind Control) [6], Talent - Breton Magic 1 (Thaumatology, Alchemy, Enchantment, Herb Lore, Occultism) [5]
Imperials [10]
"Mentor of the Watch" by Diego Gisbert Llorens
"Imperial Knight" by Entar0178
Also known as Cyrodiils, Cyrodillics, Cyro-Nordics, and Imperial Cyrods, the Imperials are well-educated and well-spoken and inhabit cosmopolitan Cyrodiil. They are known for the discipline of their armies and their respect for the rule of law. They make shrewd diplomats and traders, and these traits, along with their powerful legions, have enabled them to create the Empire. Imperials tend to be skilled in heavy armor and favor warrior professions.
Although every player race can be found in every province of Tamriel, usually the race native to that province is in the majority. Not so in Cyrodiil, where Imperials make up perhaps only 25% of the population. Imperials mainly worship the Nine Divines, which is led by the Imperial Cult. Another religion in Cyrodiil is hero/emperor worship.
Males: normal height, +36 lbs; Females: Normal height, -8 weight
Advantages: Charisma 1 [5]; Heavy Armor; Talent - Voice of the Emperor 1 (Diplomacy, Intimidation, Leadership, Merchant, Public Speaking, Savoir-Faire) [5]
Common skills: Shield, Melee Weapons, Bow
Nords [32]
Nord from Elder Scrolls: Legends
Nords are the children of the sky, a tall and fair-haired race of humans from cold Skyrim. They are known for their resistance to cold and magical frost. They are fierce, strong, and enthusiastic warriors, and many become renowned warriors, soldiers, and mercenaries. Most Nords love two things: music and mead. In addition, many are bitterly resentful of elves. They tend to be a superstitious people.
They are a devout people with grim beliefs. One is that the World-Eater, Alduin, will return to destroy the world. Nords who die valiantly or in battle are welcomed to Sovngard, the Hall of Valor, a place of euphoric bliss and camaraderie. Cowardice is the worst trait a Nord can exhibit. Some Nords practice the Old Ways, an ancient animal worship religion their ancestors brought from the northern continent of Atmora. Most worship the Aedra.
Males: +4", +36 lbs; females: +4", normal weight
ST 12 [20], HT 11 [10]
Advantages: Damage Resistance: Cold 3 [12], Fearless 2 [4], Talent - Nordic Fighting (Broadsword, Shortsword, 2H sword, Spear, Axe/Mace, Shield) [5]
Disadvantage: Intolerance (Elves) [-5]
Redguards [85]
"Steel Adept" by Joseph Meehan
"Niben Bay Cutthroat" from Elder Scrolls: Legends
The tall, dark-skinned Redguards come from the province of Hammerfell, and they are the most naturally talented warriors in Tamriel. They seem born to battle, though their pride and independence make them more suitable as adventurers or skirmishers rather than rank-and-file soldiers. In addition to their affinity for many different armor styles and weapons, they are blessed with hardy constitutions, quickness of foot, and resistance to poison.
Their ancestors hail from the western continent of Yokuda, which sank in ancient times. Redguards possess advanced seafaring, agricultural, military, and astronomical knowledge (T4 in some areas). Almost every Redguard is expected to know to handle themselves in combat, though strategy, tactics, and leadership are usually the realm of rulers. Their military consists of a number of knightly orders. Magic has long been frowned upon in Redguard society. However, in ancient times some Yokudans served as war-wizards in armies, and Redguard warriors called sword-singers forged swords with magic. They favor long, flowing clothing. Many males wear beards, and tattoos and body piercings are common. Redguards abhor necromancy and any sort of interaction with the undead. Their main religion is a mix of ancestor and Aedra worship.
Males: +2", +30 lbs; females: +1, +15 lbs
ST 11 [10]; Basic Speed +0.5 [10]
Advantages: Hard to Kill 1 [2], Hard to Subdue 1 [2], Resistant to Poison (+8) [8]; Resistant to Disease (+8) [8], Talent (Shield) [2]; Talent - Redguard Mastery 1 (All Melee Weapons and Shield) [15]
Disadvantages: Intolerance (Necromancy) [-2]; Taboo trait (Magic) [0].
Optional advantages: More levels of Hard to Kill, Hard to Subdue, or Redguard Mastery; or replace Redguard Mastery with Weapon Master.
Common skills: Tactics, Leadership, Strategy
Mer
Altmer [68]
"Valissara" by Ryan C
"Altmer" by Yomi-Ferus
Summerset Isle is the home of the Altmer (the Cultured People), or High Elves. They are tall, gold-skinned people with almond-shaped eyes. Altmer are extremely intelligent and willful. They have a natural affinity for magicka and make powerful wizards. They are naturally immune to paralyzation, resistant to disease, and adept at arcane arts.
They consider themselves the most civilized people in the Empire and the purest mer. Tamrielic, the Empire's common tongue, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences come from Altmer traditions. They are typically seen as smug and proud by other races. Altmer typically live two to three times as long as humans.
Their primary religion is ancestor worship. A few Altmer worship Daedra.
Males: +7", normal weight; females: +7", normal weight
IQ 12 [40]
Advantages: Magery 0 [5], Extended Lifespan 1 [2], Resistant to Disease +8 [5], Immunity to Paralysis [5], Talent - High Magic +1 (Thaumatology, Alchemy, Theology, Enchantment, Philosophy, Occultism) [10], Talent - High Art +1 (Artist (one), Connoisseur (one), Current Affairs, Musical Instrument (one), Poetry, Writing) [10]
Disadvantages: Magic Susceptibility 3 [-9].
Bosmer [77]
"Bosmer" by SirTiefling
"Bosmer" by TheMinttu
Valenwood is the home province of the Bosmer. They also call themselves the Tree Sap People, and other races term them Wood Elves. They are wild and youthful, in contrast to the more dour Altmer and Dunmer. Bosmer reject stiff, formal tradition in favor of living in harmony with the land and its creatures. Some Bosmer have small antlers.
They are a people of the forests and are extremely agile and quick. Bosmer are the greatest archers in Tamriel and some of the most infamous thieves. They make excellent scouts, and many become scholars or traders. They live two to three times as long as humans, and they outnumber all other Mer in Tamriel.
Their main worship is that of the Forest Gods and ancestor worship. Many wilder Bosmer keep the Green Pact in that they harm no green, growing thing and eat their fallen enemies. In times of great desperation, Bosmer can perform a communal ritual called the Wild Hunt, permanently shapeshifting into a horde of feral, supernatural beasts that slays all in its path.
Males: -1", -7 lbs; females: normal height, -15 lbs
IQ 11 [20], DX 11 [20]
Advantages: Extended Lifespan 1 [2]; Resistant to Disease +8 [5]; Speak with Animals [25]; Talent - Woodland Born +1 (Camouflage, Bow, Stealth, Naturalist, Tracking, Animal Handling) [5]
Optional advantages: Heroic Archer, More levels of Woodland Born.
Optional disadvantages: Distinctive Feature (Antlers) [-1]; Great Vow (Green Pact) [-10 or -15]
The Green Pact:
10-pt version: Do not harm the forests of Valenwood. Do not eat anything made from plant life. Eat only meat. Do not kill wastefully. Do not take on the shape of beasts.
15-pt version: (Add) When enemies are conquered, their meat must be eaten, not left to rot.
Dunmer [76]
"Dunmer" by LoranDeSore
"Dunmer" by Lytayvea
Dunmer are the native race of Morrowind. They are tall, dark-skinned people with red, glowing eyes. They are known to be strong, quick, and intelligent. Dunmer often combine magic and martial ability and favor the blade and shield. They are legendary sorcerers and warriors, rivaling the Redguards and Bosmer.
Dunmer are usually grim, aloof, and reserved, distrusting and disdainful of other races, but they greatly value loyalty and family. As a nation, they consider themselves ill-favored by fate. They typically live two to three times as long as humans. In Morrowind, the main religion is the worship of the Tribunal Temple, but many Dunmer worship various Daedra.
Males: normal height and weight; females: normal height, -15 lbs
ST 11 [10], IQ 11 [20], DX 11 [20]
Advantages: Magery 1 [15], Damage Resistance 3 (Fire) [9], Extended Lifespan 1 [2], Talent - +2 (Destruction School) [4], Talent - +2 (Bow) [4], Talent - +2 (Broadsword) [4]
Disadvantages: No Sense of Humor [-10]
Beast Races*
* "Beast" is not entirely accurate. Orsimer are actually Mer and Khajiit are distantly related to Men and Mer. Only Argonians are not descended from Men or Mer. However, all three races have the disadvantage "Social Stigma - Beast Race" in most parts of the Empire.
Argonians [82]
"Argonian" by LyntonLevengood
"Argonian" by Mad1984
Argonians, also known as the Lizard Folk or their own name for themselves, the Saxhleel, make their homes in the swamps of Black Marsh. A cold-blooded reptilian humanoid race, they are intelligent, quick, and agile and famed guerilla warriors. They can breathe underwater using gills. Some have feathers, others have webbed hands and feet, and still others have horns and fins.
Argonians live in more than two dozen distinctive tribes, such as the pious Gee-Rusleel, with their deep connection to the Hist; the warlike Naga-Kur, who use the bones of their fallen in weapons and armor; the winged Sarpa; and the Mehrunes Dagon worshippers, the Sul-Xan.
A few Argonians worship Daedra, but most worship their creators, the enigmatic Hist, an ancient race of sentient trees. They also revere Sithis. They excel in the arts of stealth and spellcraft.
Males: +2", +15 lbs; Females: normal height and weight
IQ 11 [20], DX 11 [20], Basic Speed +0.5 [10]
Advantages and Perks: Doesn't Breathe (Gills) [10], Speak Underwater [5], Nictitating Membrane [1], Resistant to Poison - Immunity [15], Resistant to Disease - +8 [5], Talent - Waterborn +3 (Swimming) [6], Talent - Marsh Magic +1 (Thaumatology, Alchemy, Enchantment, Occultism) [5]
Disadvantages: Cold-blooded - threshold 10 C [-5], Social Stigma - Beast Race [-10]
Optional advantage: More levels of Marsh Magic.
Khajiit (Suthay-raht furstock) [66]
ESO Elseweyr
"Khajiit" by GiuseppeDiRosso
Khajiit are a fair-skinned people from the province of Elsweyr. They are intelligent, hardy, and agile, and legend says they are descended from an intelligent feline race. Many Khajiit paint their face to resemble great cat predators. They are expert climbers and adept at thievery and slight of hand.
Khajiit are ruled by the Mane, a unique Khajiit believed to be continually reincarnated and born during the alignment of the two moons, Masser and Secunda. Khajiit are divided into numerous clans, such as the nomadic merchants, the Baandari Pedlars; and the Pride of Akatosh, those born under the eclipse but not destined to rule as the Mane.
At least seventeen Khajiit furstocks (breeds) exist and vary in appearance from nearly Elven to the Cathay-Raht, the jaguar men, and the great Senche-Tiger. A Khajiit furstock is determined by the phases of the moons at their birth, and the suffix -raht generally denotes larger furstocks. The most common Khajiit breed is the Suthay-raht. All Khajiit have a weakness for sweets, especially moon sugar and skooma. The Khajiit pantheon includes many spirits, including the Nine Divines, Daedric Princes, and native Khajiit deities.
Suthay-raht:
Suthay-raht are similar in height and build to Men but have digitigrade legs. They are completely covered in fur of different colors and patterns and have tails. They have claws on their hands and feet, and their heads are cat-like. Nearly all Khajiit on Vvardenfell are Suthay-raht, although other furstock are present in Morrowind, particularly in the Khajiit mission in Old Ebonheart.
Males: normal height and weight; females: -3", -7 lbs
DX 12 [40]
Advantages and Perks: Fur [1], Flexibility [5], Perfect Balance [15], Catfall [10], Claws - Sharp [5], Teeth - Sharp [1], Night Vision 9 [9], Talent - Catburglary +1 (Stealth, Climbing, Acrobatics, Filch, Pickpocket, Lockpicking) [5]
Disadvantages: Social Stigma - Beast Race [-10], Kleptomania [-15]
Optional Advantages: More levels of Catburglary
Optional Disadvantages: Addiction - Moon Sugar [-10], Addiction - Skooma [-20]
Other furstocks:
Alfiq are magically gifted Khajiit that resemble housecats. They rarely travel outside Elsweyr.
Traits: SM -3, Night Vision 9, Quadruped, Telecommunications (Telesend), Catfall, Cannot Speak
Little is known about the
Alfiq-raht, other than that they are larger than Alfiq.
Cathay are slightly stronger and larger than Suthay-raht and have plantigrade legs.
Traits: Night Vision 9, Claws
Cathay-raht, also called "jaguar-men", are larger and stronger and said to be more agile than a werewolf.
Dagi are less common Khajiit who live in the southern marshes of Elsweyr. Their faces resemble lynxes, and they are among the smallest of the furstocks. They are excellent climbers and are rumored to be skilled spellcasters.
The faces of
Dagi-raht also resemble lynxes, and like the smaller
Dagi are strong climbers, and they are also suspected to be talented at magic.
Ohmes are man-like, man-faced, and distinctly Elven, resembling shorter Bosmer. They are often adventurers or diplomats and are seen far less often than other furstocks.
Ohmes-Raht can also be mistaken for Mer or Men, and they also walk on their heels. Their bodies are covered by light fur, and they have tails.
Pahmar are a giant bipedal furstock and resemble Senche-Tigers.
Traits: Night Vision 9, Sharp Claws, Sharp Teeth, Quadruped, Catfall
Pahmar-raht are even larger than Pahmar and are the strongest of furstocks. They make powerful bodyguards and warriors, and like Pahmar, resemble Senche-Tigers.
Senche are often mistaken for their tiger-sized, catlike, less-sentient cousins, Senche-Cats. They are similar to Pahmar-raht in size. They stand about as tall as an Altmer and weight about 20 times as much. Some Senche permit other Khajiit to use them as steeds.
Traits: SM+1, Night Vision 9, Sharp Claws, Sharp Teeth, Quadruped, Combat Reflexes, Catfall
Senche-raht, also called "battlecats", are larger and slower than the Senche. Their bodies are shorter, and they have straighter legs. They stand as tall as two Altmer and weigh about 50 times as much. They are intelligent beings with great memories, are capable of speech, and can cast spells. Just as Senche, they can act as mounts or beasts of burden in war, but they dislike being treated as beasts. Non-Khajiit often assume they are monsters or merely animals, but some Senche-raht have become successful merchant lords. They are excellent hunters.
Traits: SM+2, Night Vision 9, Sharp Claws, Sharp Teeth, Quadruped, Combat Reflexes
Suthay are smaller than Suthay-raht, are bipdeal, and have digitigrade legs.
Not much is known of
Tojay, inhabitants of the southern marshes and jungles of Elsweyr.
Tojay-raht are bipedal and have digitigrade legs.
The Mane is only born during the eclipse when Masser and Secunda are aligned. The Mane wears a headdress that has hair from other Khajiits woven into it.
Orsimer [84]
"Orcs in Skyrim" by FafnirTargaryen "Orsimer" by Lobstermagic
The Orsimer, or the Orcs, are sophisticated barbarian beast people who hail from the Wrothgarian and Dragontail Mountains. They are known for their unshakeable courage in war and their unflinching endurance in hardship. In the past, they were widely feared and hated by other nations and races in Tamriel, but they have won begrudging acceptance in the Empire, particularly for their distinguished service in the Empire's Legions.
Orcish armor is prized for its craftsmanship, and Orsimer warriors in heavy armor are among the finest front-line soldiers in the Empire. Most Imperial citizens view Orsimer society as rough and cruel, but they are also known for their fierce loyalty and equality in rank and respect among the sexes.
Males: +3", +50 lbs; females: +3", +15 lbs
ST 12 [20], HT 11 [10], Will +2 [20], Arm ST +2 [10]
Advantages: Combat Reflexes [15], Damage Resistance 1 [5], Berserk: Extra Attack, Costs Fatigue (-5%) [24], Talent - Armorer +2 (Armoury) [4]
Disadvantage: Unattractive [-4], Social Stigma - Beast Race [-10]
Non-player races
Tamriel is home to many other races, including Goblins, Falmer, Sloads, Maormer, Giants, Druegh, Centaurs, Rieklings, and Minotaurs, though only some of these races are present on Vvardenfell. Some ancient races, including the Aldmer and the Chimer, live on in other races, such as the Altmer and Dunmer respectively. Other races are now extinct, including the Dwemer and the Ayelids, leaving behind their ruins and other detritus of their once mighty civilizations.
Class Lenses
Breton Knight [52]
The following is for a typical knightly order. Less reliable orders may grant promotions over nobility, wealth, or charisma, but in general, knightly orders require their members to be skilled warriors so as not to tarnish the order's reputation.
ST 11 [10], DX 11 [20], HT 11 [10]
Advantages: Fit [5], Status 2 [10]
Disadvantages: Code of Honor (Chivalry) [-15]
Skills: Shield DX+1 [2] and Axe/Mace or Broadsword DX [2]
or Two-Handed Sword DX+1 [4]; Bow DX [2]; Savoir-Faire IQ+1 [2]; Heraldry IQ [2]; First Aid IQ+1 [2]
or Physician IQ-1 [2]
Shadowscale [80]
The Shadowscales are a monastic order of Argonian assassins that are born under the sign of the Shadow. They are inducted into the Dark Brotherhood and worship Sithis.
DX 14 [60]**
Advantages: Claim of Hospitality (Dark Brotherhood) [5]
Disadvantages: Code of Honor (Dark Brotherhood) [-15]
Skills: Shadowing DX+2 [8] or Stealth DX+2 [8];
One of Crossbow, Garrote, Knife, or Thrown Weapon (Knife or Shuriken), all DX+2 [4]; Rapier or Smallsword DX+1 [4]; or Blowpipe or Sleight of Hand, both (H) DX [4]. Either Traps IQ+2 [8] or Poisons IQ+1 [8].
Birthsign: The Shadow [10]
**Argonian racial DX 11 +3 [60]
This message was last edited by the GM at 23:33, Tue 09 Aug 2022.