Races of the First Era
UESTRPG
Altmer
Altmer are proud and graceful people who consider themselves to be the highest echelon of society. Their cities celebrate an enlightened culture filled with a love for art, magic, music, and beauty. They are known as High Elves to the human races, which Altmer consider an adage to their culture, while humans understand it to mean proud or snobbish.
ability score increase:
Your Intelligence score increases by 2 and Willpower scores increase by 1.
age:
The average Altmer can live for over 400 years, although they are known to be able to live for thousands of years. It is rumored that some Altmer on the Summerset Isles who are over 4000 years old. They reach puberty at 18 years old and are considered an adult at 30. They mature similar to humans, but their advanced age means that they are still considered young until the age of 60.
alignment:
Altmer set themselves on a higher standard and tend to be lawful neutral. They are very orderly and follow the traditions of their ancestors, while having a less generous attitude towards other races.
Size:
Medium
speed:
30ft
Languages:
You can speak, read, and write Tamrielic and two other standard languages of your choice.
race features:
Size. High Elves are the tallest of the races of Tamriel, sometimes as tall as 7 feet, but they have slender, thin builds. Your size is Medium.
Altmer Blood. You have advantage on saving throws to resist diseases. Highborn. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. Additionally, you know one cantrip and one 1st level spell from the mage spell list. You gain an additional magicka point when you reach 3rd level (3), 6th level (4), and 10th level (5). Additionally, when you reach 3rd level, you learn a 2nd level spell of your choice from the mage spell list. Intelligence is your spellcasting ability for these spells, you must expend magicka to cast them, and you can only cast them at their base level. You regain all expended magicka when you finish a long rest. Studious Nature. You gain proficiency with two skills of your choice from arcana, history, nature, or religion. Tool Proficiency. You gain proficiency with one artisan's tools of your choice from alchemist's supplies, calligrapher's supplies, or the jeweler's tools.
Size. High Elves are the tallest of the races of Tamriel, sometimes as tall as 7 feet, but they have slender, thin builds. Your size is Medium.
Altmer Blood. You have advantage on saving throws to resist diseases. Highborn. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. Additionally, you know one cantrip and one 1st level spell from the mage spell list. You gain an additional magicka point when you reach 3rd level (3), 6th level (4), and 10th level (5). Additionally, when you reach 3rd level, you learn a 2nd level spell of your choice from the mage spell list. Intelligence is your spellcasting ability for these spells, you must expend magicka to cast them, and you can only cast them at their base level. You regain all expended magicka when you finish a long rest. Studious Nature. You gain proficiency with two skills of your choice from arcana, history, nature, or religion. Tool Proficiency. You gain proficiency with one artisan's tools of your choice from alchemist's supplies, calligrapher's supplies, or the jeweler's tools.
SLENDER AND GRACEFUL
With their elegant stature and beauty, high elves typically have healthy gaunt features. They are the tallest of all the races, usually well over 6 feet tall and sometimes above 7 feet. They are more slender than humans, weighing between 140 and 180 pounds. Males and females are about the same height, and males are only marginally heavier than females. Altmer have physical colorations that are very homogeneous in their nature. Their golden skin ranges from pale yellow tones to bronze, while their hair and eyes comes in similar shades, which sometimes makes it difficult to distinguish from long distances. Their hair colour ranges from nearly white to blonde, to golden brown, while their almond shaped eyes are like pools of liquid gold. Altmer rarely have facial hair, either from genetics or from their favored cultured aesthetic. They favor elegant clothing and jewelry, usually in fabrics and materials that compliment their natural appearance. A TIMELESS PERSPECTIVE
Altmer, much like the other elves, can live for exceptional lengths of time, usually of spans two to three times as long as humans. An elf is considered old at 300 years of age, and typically reaches 400 years. Their natural resistance to disease allows them to live longer than the other races. It is even rumored that there are elves well over 4,000 year old, extending their lifespans by avoiding violence or mastering powerful restorative magic. Their extended lifespan allows Altmer to consider time as a luxury, mastering skills over long periods of research that their human counterparts would never be able to fathom. Societies of Altmer have been known to avoid war and violence, choosing to study their enemies, confident that they can easily wait for the most opportune time to strike quickly, or simply just outlive their nuisance. DIVINE DESCENDANTS
Altmer consider themselves to be the most direct descendants of the original Aldmer elves, the first elves of the Merethic Era. The Altmer believe that they resemble their Aldmer ancestors and take great pride in keeping a pure lineage, striving to emulate their ways with great reverence. Most Altmer live in beautifully appointed cities and towns that are populated mostly with other Altmer. Their architecture is strong and graceful, with pointed steeples to emphasize height, proudly reaching upwards towards the heavens. Truly, an visual echo to the High Elves themselves. Altmer are talented artisans, utilizing their long lifespans and mythic ancestry to hone their sophisticated crafts. Their societies are strongly regimented with deep discipline and are separated by a rigid hierarchy of classes. Teachers and priests are regarded as the highest rank, followed by artists, princes, warriors, landowners, merchants, workers, and finally their slaves. Outside of the Summerset Isles, the homeland of the Altmer, they are commonly scholars, artists, or sages. Human nobles compete for the services of Altmer to become court wizards, or as instructors of magic. EXPLORATION AND ADVENTURE
Altmer that take up a life of adventure usually do so for the sake of discovery and exploration. Always curious and passionate for a deeper understanding of their interests, Altmer will commonly seek out careers that allow them to travel and study at their own pace. Naturally the most magically-inclined races of Tamriel, they enjoy gaining greater power, which adventuring allows them to do. Some might join with rebels fighting for social reform, while others might join militant groups that champion their moral cause. ALTMER NAMES
The Altmer have only a single given name. They choose names that have the same elegance and nobility they see fit for their kind. Male Names: Aesmer, Arondil, Calanor, Cinnar, Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon, Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, Tholbor, Valtir, Yancol. Female Names: Alwaen, Areldur, Astorne, Cariel, Curwe, Earrona, Elanwe, Erille, Falen, Fistalle, Gathewen, Hildara, Inare, Karinnarre, Kirstar, Lamoline, Linwin, Malanie, Minique, Naire, Quen, Ruma, Sorcalin, Telandil, Valla, Vilva.
With their elegant stature and beauty, high elves typically have healthy gaunt features. They are the tallest of all the races, usually well over 6 feet tall and sometimes above 7 feet. They are more slender than humans, weighing between 140 and 180 pounds. Males and females are about the same height, and males are only marginally heavier than females. Altmer have physical colorations that are very homogeneous in their nature. Their golden skin ranges from pale yellow tones to bronze, while their hair and eyes comes in similar shades, which sometimes makes it difficult to distinguish from long distances. Their hair colour ranges from nearly white to blonde, to golden brown, while their almond shaped eyes are like pools of liquid gold. Altmer rarely have facial hair, either from genetics or from their favored cultured aesthetic. They favor elegant clothing and jewelry, usually in fabrics and materials that compliment their natural appearance. A TIMELESS PERSPECTIVE
Altmer, much like the other elves, can live for exceptional lengths of time, usually of spans two to three times as long as humans. An elf is considered old at 300 years of age, and typically reaches 400 years. Their natural resistance to disease allows them to live longer than the other races. It is even rumored that there are elves well over 4,000 year old, extending their lifespans by avoiding violence or mastering powerful restorative magic. Their extended lifespan allows Altmer to consider time as a luxury, mastering skills over long periods of research that their human counterparts would never be able to fathom. Societies of Altmer have been known to avoid war and violence, choosing to study their enemies, confident that they can easily wait for the most opportune time to strike quickly, or simply just outlive their nuisance. DIVINE DESCENDANTS
Altmer consider themselves to be the most direct descendants of the original Aldmer elves, the first elves of the Merethic Era. The Altmer believe that they resemble their Aldmer ancestors and take great pride in keeping a pure lineage, striving to emulate their ways with great reverence. Most Altmer live in beautifully appointed cities and towns that are populated mostly with other Altmer. Their architecture is strong and graceful, with pointed steeples to emphasize height, proudly reaching upwards towards the heavens. Truly, an visual echo to the High Elves themselves. Altmer are talented artisans, utilizing their long lifespans and mythic ancestry to hone their sophisticated crafts. Their societies are strongly regimented with deep discipline and are separated by a rigid hierarchy of classes. Teachers and priests are regarded as the highest rank, followed by artists, princes, warriors, landowners, merchants, workers, and finally their slaves. Outside of the Summerset Isles, the homeland of the Altmer, they are commonly scholars, artists, or sages. Human nobles compete for the services of Altmer to become court wizards, or as instructors of magic. EXPLORATION AND ADVENTURE
Altmer that take up a life of adventure usually do so for the sake of discovery and exploration. Always curious and passionate for a deeper understanding of their interests, Altmer will commonly seek out careers that allow them to travel and study at their own pace. Naturally the most magically-inclined races of Tamriel, they enjoy gaining greater power, which adventuring allows them to do. Some might join with rebels fighting for social reform, while others might join militant groups that champion their moral cause. ALTMER NAMES
The Altmer have only a single given name. They choose names that have the same elegance and nobility they see fit for their kind. Male Names: Aesmer, Arondil, Calanor, Cinnar, Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon, Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, Tholbor, Valtir, Yancol. Female Names: Alwaen, Areldur, Astorne, Cariel, Curwe, Earrona, Elanwe, Erille, Falen, Fistalle, Gathewen, Hildara, Inare, Karinnarre, Kirstar, Lamoline, Linwin, Malanie, Minique, Naire, Quen, Ruma, Sorcalin, Telandil, Valla, Vilva.
Detailed Altmer background
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UESTRPG
Argonian
Argonians, also known as People of the Root, or Saxhleel in their native tongue of Jel, are the reptilian natives of the swampland known as the Black Marsh. The other races of Tamriel sometimes refer to them as 'lizards' or the 'Lizard Folk', which can be considered derogative. Argonians possess the most alien personalities in all of Tamriel, perceived by other races as to have no personality nor emotions.
Outside of Argonia, little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars. They have been perhaps the most misunderstood of all the intelligent races.
Despite their alien outlook, some Argonians make an effort to understand and, in their own manner, befriend people of other races. Such Argonians make faithful and skilled allies.
ability score increase:
Your Agility score increases by 2, and your Intelligence score increases by 1.
age:
An Argonian's life is usually met with hardship and because of this, their lifespan is typically shorter than it should be. On average they live to 75 years, but living to 200 isn't unattainable.
alignment:
Most Argonians are neutral good. They often see themselves as protectors and guardians.
Size:
Medium
speed:
Your base walking speed is 30 feet. As an Argonian, you are a naturally gifted swimmer which grants you a swimming speed of 40 feet.
Languages:
You can speak, read, and write Tamrielic and Jel.
race features:
Size. Argonians are about the same size as humans, averaging around 6 feet tall, but their frills and feathers make them appear larger. Your size is medium.
Argonian Combat Proficiency. You have proficiency with Short Blades and spears.
Argonian Resilience. Your Argonian bloodline grants you advantage against saving throws to resist disease.
Bite. Argonians have very sharp reptilian teeth lining their mouths which you can use to make unarmed strikes. If you hit with this attack, you deal piercing damage equal to 1d6 + your Strength modifier.
Histskin. You can invoke the power of the Hist to quickly recover your injuries. When your current hit points are less than half your hit point maximum, you can use an action to immediately expend any number of your Hit Dice and regain hit points equal to the result. Once you use this trait, you must complete a long rest before you are able to use it again.
Protective Scales. Your thick hide provides a natural armor. When you are unarmored, your AC is equal to 12 + your Agility modifier.
Water-breathing. Argonians are able to breath underwater indefinitely.
Tool Proficiency. You gain proficiency with artisan's tools (alchemist's supplies).
Size. Argonians are about the same size as humans, averaging around 6 feet tall, but their frills and feathers make them appear larger. Your size is medium.
Argonian Combat Proficiency. You have proficiency with Short Blades and spears.
Argonian Resilience. Your Argonian bloodline grants you advantage against saving throws to resist disease.
Bite. Argonians have very sharp reptilian teeth lining their mouths which you can use to make unarmed strikes. If you hit with this attack, you deal piercing damage equal to 1d6 + your Strength modifier.
Histskin. You can invoke the power of the Hist to quickly recover your injuries. When your current hit points are less than half your hit point maximum, you can use an action to immediately expend any number of your Hit Dice and regain hit points equal to the result. Once you use this trait, you must complete a long rest before you are able to use it again.
Protective Scales. Your thick hide provides a natural armor. When you are unarmored, your AC is equal to 12 + your Agility modifier.
Water-breathing. Argonians are able to breath underwater indefinitely.
Tool Proficiency. You gain proficiency with artisan's tools (alchemist's supplies).
ALIEN ANCESTRY
The Argonian's reptilian nature comes through not only in their appearance, but also in how they think and act. The other races mistake them to be cold and calculating, but that is mostly because their physiology lacks the ability to express emotions in a noticeable way to non-Argonians. They are, however, capable of displaying aggression and fear in an obvious manner by narrowing their eyes or showing their teeth.
Argonians have a wide variety of cranial features such as fins, feathers, ridges, spines, spikes, or horns. Females have been known to pierce their cranial features. Although their physical appearance is reptilian, they are much more amphibious in reality. They have small gills behind their ears, instinctively swim in a similar style as an eel, and are capable of growing feathers. Their females have mammalian breasts, although they lay eggs. Even their genders are confusing to humans and elves. It is rumored that an Argonian can change its sex in a time of need.
They owe their strange lifestyles to their connection to the Hist, a sentient tree that is believed to be one of the original lifeforms of Tamriel. Most Argonians are born with a connection to the hist, able to feel their presence in their minds at all time. It is said that an Argonian that is connected to the Hist have unique souls that set them apart from men and mer. Argonians born without this connection are looked at as disadvantaged by other Argonians.
CAUTIOUS AND LOYAL
Because they are hard to understand, humans and elves treat Argonians as cold-blooded in nature. Although this is physically true, Argonians create deep and long lasting bonds with their own people and allies. Part of this misunderstanding is in part attributed to their emotionless demeanor, which makes them nearly impossible to get to know. They are also notoriously slow to trust outsiders.
At their core, Argonians are fiercely loyal allies, making the difficulty of learning their ways and getting to know their tribes well worth the effort. Allied Argonians will fight to the death to protect anyone they deem to be family or friend.
A remarkable trait of the Argonians is their ability as a culture to forgive and forget quickly. The many tribes of the Black Marsh believe that hating each other in to hate themselves, as they are all People of the Root. They believe that it is better to forget and move on, not dwelling on the past or the future, and simply focus on the present.
DISTRUSTFUL AND ISOLATIONIST
History has not always been kind to the Argonian people. The Chimer of Resdayn first utilized the Lizard Folk as slaves centuries before their Dunmer descendants would do the same. Imperial/Nedic forces have made several attempts to break through the thick swamps and jungles of the Black Marsh and had set up bases around the coastlines, essentially annexing their culture from the rest of Tamriel. Over time, the Argonians fought back, largely through the use of guerrilla warfare, defending their borders across countless centuries.
ARGONIAN SPEECH
Argonian can master Common/Tamrielic, but their mindset results in a speech pattern distinct from other humanoids. Argonians rarely use inflection in their speech, which can make their meaning difficult to interpret. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.
Argonians use active verbs to describe the world. An Argonian in cold weather might say, “This wind brings cold” rather than “I feel cold.” Argonians tend to define things in terms of actions, rather than effects.
ARGONIAN PERSONALITY
You can use the Argonian Quirks table to determine a personality quirk for an Argonian character or to inspire a unique mannerism.
ARGONIAN NAMES
Argonians take their names either from Jel, their native tongue, or from the common human language. They use simple descriptive names, usually based on an individual's notable deeds, actions, or appearance. For example, an Argonian traveler may be called Nhakik, which translates as “wander”, or an Argonian who is a notable swimmer may be called Swims-With-Haste, in Tamrielic. Both their Jel names and their common names are frequently hyphenated, but not always.
Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei, Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen, Wanum-Neeus, Xal-Geh, Yelus
Female Jel Names: Am-Eepa, Asska, Beek-Ja, Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka, Kal-Mei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa, Sisar, Tulut, Wih-Jat, Xula
Tamrielic Names (gender neutral): Black-Scale, Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyes-like-Night, Follows-the-Sun, Juggles-Scorpions, Keen-Eyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash
The Argonian's reptilian nature comes through not only in their appearance, but also in how they think and act. The other races mistake them to be cold and calculating, but that is mostly because their physiology lacks the ability to express emotions in a noticeable way to non-Argonians. They are, however, capable of displaying aggression and fear in an obvious manner by narrowing their eyes or showing their teeth.
Argonians have a wide variety of cranial features such as fins, feathers, ridges, spines, spikes, or horns. Females have been known to pierce their cranial features. Although their physical appearance is reptilian, they are much more amphibious in reality. They have small gills behind their ears, instinctively swim in a similar style as an eel, and are capable of growing feathers. Their females have mammalian breasts, although they lay eggs. Even their genders are confusing to humans and elves. It is rumored that an Argonian can change its sex in a time of need.
They owe their strange lifestyles to their connection to the Hist, a sentient tree that is believed to be one of the original lifeforms of Tamriel. Most Argonians are born with a connection to the hist, able to feel their presence in their minds at all time. It is said that an Argonian that is connected to the Hist have unique souls that set them apart from men and mer. Argonians born without this connection are looked at as disadvantaged by other Argonians.
CAUTIOUS AND LOYAL
Because they are hard to understand, humans and elves treat Argonians as cold-blooded in nature. Although this is physically true, Argonians create deep and long lasting bonds with their own people and allies. Part of this misunderstanding is in part attributed to their emotionless demeanor, which makes them nearly impossible to get to know. They are also notoriously slow to trust outsiders.
At their core, Argonians are fiercely loyal allies, making the difficulty of learning their ways and getting to know their tribes well worth the effort. Allied Argonians will fight to the death to protect anyone they deem to be family or friend.
A remarkable trait of the Argonians is their ability as a culture to forgive and forget quickly. The many tribes of the Black Marsh believe that hating each other in to hate themselves, as they are all People of the Root. They believe that it is better to forget and move on, not dwelling on the past or the future, and simply focus on the present.
DISTRUSTFUL AND ISOLATIONIST
History has not always been kind to the Argonian people. The Chimer of Resdayn first utilized the Lizard Folk as slaves centuries before their Dunmer descendants would do the same. Imperial/Nedic forces have made several attempts to break through the thick swamps and jungles of the Black Marsh and had set up bases around the coastlines, essentially annexing their culture from the rest of Tamriel. Over time, the Argonians fought back, largely through the use of guerrilla warfare, defending their borders across countless centuries.
ARGONIAN SPEECH
Argonian can master Common/Tamrielic, but their mindset results in a speech pattern distinct from other humanoids. Argonians rarely use inflection in their speech, which can make their meaning difficult to interpret. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.
Argonians use active verbs to describe the world. An Argonian in cold weather might say, “This wind brings cold” rather than “I feel cold.” Argonians tend to define things in terms of actions, rather than effects.
ARGONIAN PERSONALITY
You can use the Argonian Quirks table to determine a personality quirk for an Argonian character or to inspire a unique mannerism.
ARGONIAN NAMES
Argonians take their names either from Jel, their native tongue, or from the common human language. They use simple descriptive names, usually based on an individual's notable deeds, actions, or appearance. For example, an Argonian traveler may be called Nhakik, which translates as “wander”, or an Argonian who is a notable swimmer may be called Swims-With-Haste, in Tamrielic. Both their Jel names and their common names are frequently hyphenated, but not always.
Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei, Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen, Wanum-Neeus, Xal-Geh, Yelus
Female Jel Names: Am-Eepa, Asska, Beek-Ja, Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka, Kal-Mei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa, Sisar, Tulut, Wih-Jat, Xula
Tamrielic Names (gender neutral): Black-Scale, Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyes-like-Night, Follows-the-Sun, Juggles-Scorpions, Keen-Eyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash
Detailed Argonian background
Top
UESTRPG
Ayleid
Ayleids were once the rulers of Cyrod, being the first race to form an empire in Tamriel, the Ayleid Empire was known to be brutal and cruel, enslaving countless Nedic and "beastfolk" tribes and performing horrible rituals for the Daedric princes. Their empire collapsed in the early 1st Era as a result of the Alessian Rebellion.
ability score increase:
Your Intelligence score increases by 2 and Strength scores increase by 1.
age:
Like their Altmer cousins, Ayleid can live for over 300 years, although they are known to be able to live for thousands of years. They reach puberty at 18 years old and are considered an adult at 30. They mature similar to humans, but their advanced age means that they are still considered young until the age of 60
alignment:
Ayleids are cruel and power hungry, going as far as worshiping the Daedric princes for power, they tend to be any evil alignment, however, some Ayleids opposed the practices of their brethren
Size:
Medium
speed:
30ft
Languages:
You can speak, read, and write Tamrielic, Ayleidoon and Ehlnofex.
race features:
Starlight Magic. You know the light cantrip. Once you reach 3rd level, you can cast the guiding bolt spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the moonbeam spell once with this trait, and you regain the ability to do so when you finish a long rest. Your spellcasting attribute for these spells is your choice of Intelligence, Willpower, or Personality.
Highborn. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. You gain an additional magicka point when you reach 3rd level (3), 6th level (4), and 10th level (5). You regain all expended magicka when you finish a long rest.
Ayleid Lore. You have proficiency in one of the following skills of your choice: Arcana or Religion.
Ayleid Combat Training. You are proficient in Short Blade, Hand-to-Hand Weapons and Light armor.
Starlight Magic. You know the light cantrip. Once you reach 3rd level, you can cast the guiding bolt spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the moonbeam spell once with this trait, and you regain the ability to do so when you finish a long rest. Your spellcasting attribute for these spells is your choice of Intelligence, Willpower, or Personality.
Highborn. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. You gain an additional magicka point when you reach 3rd level (3), 6th level (4), and 10th level (5). You regain all expended magicka when you finish a long rest.
Ayleid Lore. You have proficiency in one of the following skills of your choice: Arcana or Religion.
Ayleid Combat Training. You are proficient in Short Blade, Hand-to-Hand Weapons and Light armor.
THE HEARTLAND ELVES
Ayleids descend from the Aldmer that settled on the center of Tamriel. With time they became a slightly different race than the Altmer; their skin was darker than their cousins from Summerset, but they had a similar build to them. They tend to adorn themselves with feathers and beads, preferring golden clothes and armor, similar to their Altmer cousins.
One of the most well known elements of their culture is their architecture, recognizable by its use of a marble-like rock. They are credited with constructing the White-Gold Tower, now used as the capital of the Empire, which they originally called the Temple of the Ancestors. They also created the Chim-el Adabal, now known as the Amulet of Kings, from the crystalized blood of Lorkhan, which they used as the stone for the White-Gold Tower.
DISPARATE CITY-STATES
While the Ayleids are remembered as Daedra-worshiping slavers from the Heartlands, that isn’t completely true. The Ayleids didn’t have a central government but rather had independent city-states. While the most well-known city-states worshiped the Daedric Princes and had slaves, many did not, and instead fought against them. Some are said to have aided the Alessian Revelion overthrow these rival city-states. Additionally, not all Ayleids settled in Cyrodiil, as the Barsaebic Ayleids settled in Black Marsh and enslaved the local tribes.
FROM LIGHT, MAGIC
Ayleids were extremely proficient with magic, their magical knowledge and technological advancement being equal to or even greater than that of the Altmer. They preserve the knowledge of runes and Dawn Era magic, knowledge understood to have been forgotten by other races of mer. They developed what would be later known as alteration magic, and used it for things like levitation and shapeshifting.
Light was a central part of their religion and magical knowledge, they believed the four main elements were earth, water, air, and light (instead of the modern four elements, earth, water, air, and fire). The Ayleids are also known to have built Ayleid Wells, which absorbed magicka from the light from Aetherius. They believed that the most sublime form of light was star light, which connected Mundus with Aetherius.
One of the main gods they worshiped was Meridia, who they called Merid-Nunda, as they saw her as a representation of the element of light.
FALLEN EMPIRE
The Ayleid civilization was dismantled in the early 1st Era, at the hands of the Alessian Rebellion. The Rebellion, led by Slave Queen Alessia alongside Pelinal Whitestrake and the demigod Morihaus. They, with the help of early Nordic peoples from the North, established the First Empire of Men upon the rubble of the Ayleid civilization.. While some Ayleids were allowed to remain in Cyrodiil for a time, such as the Aedric-worshiping city-states, which remained as client kingdoms for the Empire, they were eventually driven out by the Alessian Order. Most of the survivors fled to High Rock or Valenwood and were integrated into the elven populations of those provinces.
While their civilization collapsed, some Ayleids, now known as Wild Elves, may have survived to modern times. Sightings of Ayleids living in tribes in the wilderness have been reported through the years, and some groups in elven provinces may still have pure Ayleid heritage, and some particularly fanatic Altmer may want to recreate their empire, going as far as transmuting themselves to become Ayleid.
AYLEID NAMES
Ayleids have similar names to Altmer, having melodic and elegant names, they tend to only use their first name, as their full name is extremely long and reserved for formal occasions.
Male Names: Hirhurdan, Geril, Ferdem, Nysin, Hemudind, Vomusdar, Nuaghur, Djanrom, Onaladun.
Female Names: Vemmelda, Sennyseni, Yhume, Hulydhe, Dullishi, Lemaath, Enalruth, Nyllu, Lillilrin.
Ayleids descend from the Aldmer that settled on the center of Tamriel. With time they became a slightly different race than the Altmer; their skin was darker than their cousins from Summerset, but they had a similar build to them. They tend to adorn themselves with feathers and beads, preferring golden clothes and armor, similar to their Altmer cousins.
One of the most well known elements of their culture is their architecture, recognizable by its use of a marble-like rock. They are credited with constructing the White-Gold Tower, now used as the capital of the Empire, which they originally called the Temple of the Ancestors. They also created the Chim-el Adabal, now known as the Amulet of Kings, from the crystalized blood of Lorkhan, which they used as the stone for the White-Gold Tower.
DISPARATE CITY-STATES
While the Ayleids are remembered as Daedra-worshiping slavers from the Heartlands, that isn’t completely true. The Ayleids didn’t have a central government but rather had independent city-states. While the most well-known city-states worshiped the Daedric Princes and had slaves, many did not, and instead fought against them. Some are said to have aided the Alessian Revelion overthrow these rival city-states. Additionally, not all Ayleids settled in Cyrodiil, as the Barsaebic Ayleids settled in Black Marsh and enslaved the local tribes.
FROM LIGHT, MAGIC
Ayleids were extremely proficient with magic, their magical knowledge and technological advancement being equal to or even greater than that of the Altmer. They preserve the knowledge of runes and Dawn Era magic, knowledge understood to have been forgotten by other races of mer. They developed what would be later known as alteration magic, and used it for things like levitation and shapeshifting.
Light was a central part of their religion and magical knowledge, they believed the four main elements were earth, water, air, and light (instead of the modern four elements, earth, water, air, and fire). The Ayleids are also known to have built Ayleid Wells, which absorbed magicka from the light from Aetherius. They believed that the most sublime form of light was star light, which connected Mundus with Aetherius.
One of the main gods they worshiped was Meridia, who they called Merid-Nunda, as they saw her as a representation of the element of light.
FALLEN EMPIRE
The Ayleid civilization was dismantled in the early 1st Era, at the hands of the Alessian Rebellion. The Rebellion, led by Slave Queen Alessia alongside Pelinal Whitestrake and the demigod Morihaus. They, with the help of early Nordic peoples from the North, established the First Empire of Men upon the rubble of the Ayleid civilization.. While some Ayleids were allowed to remain in Cyrodiil for a time, such as the Aedric-worshiping city-states, which remained as client kingdoms for the Empire, they were eventually driven out by the Alessian Order. Most of the survivors fled to High Rock or Valenwood and were integrated into the elven populations of those provinces.
While their civilization collapsed, some Ayleids, now known as Wild Elves, may have survived to modern times. Sightings of Ayleids living in tribes in the wilderness have been reported through the years, and some groups in elven provinces may still have pure Ayleid heritage, and some particularly fanatic Altmer may want to recreate their empire, going as far as transmuting themselves to become Ayleid.
AYLEID NAMES
Ayleids have similar names to Altmer, having melodic and elegant names, they tend to only use their first name, as their full name is extremely long and reserved for formal occasions.
Male Names: Hirhurdan, Geril, Ferdem, Nysin, Hemudind, Vomusdar, Nuaghur, Djanrom, Onaladun.
Female Names: Vemmelda, Sennyseni, Yhume, Hulydhe, Dullishi, Lemaath, Enalruth, Nyllu, Lillilrin.
Detailed Ayleid background
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UESTRPG
Bosmer
Bosmer are the Elven clan-folk from the forests of Valenwood. Known as Wood Elves among men, the Bosmer spend their days in harmony with nature and appreciate the wild beauty of the lands and its creatures. This lifestyle lends themselves to become notable archers and scouts.
ability score increase:
Your Agility score increases by 2, and your Willpower score increases by 1.
age:
Like the Altmer, Bosmer mature the same way as humans do, but they can live up to 300 years or more.
alignment:
Wood elves love their freedom from the more structured societies, but they also come from a history of strict tradition. Bosmer are neutral good more often than not, but those who ignore the pact might favor the gentler aspects of chaos.
Size:
Medium
speed:
Your base walking speed is 35 feet.
Languages:
You can speak, read, and write Tamrielic and Bosmeri.
race features:
Size. Bosmer are smaller and more delicate than other races, they are rarely over 5 and a half feet in height. Your size is Medium.
Beast Tongue. You know the spell Speak with Animals and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest.
Bosmer Blood. Your Bosmer ancestry grants you advantage on saving throws against being poisoned or diseased, and you are resistant to poison damage.
Bosmer Combat Training. You are proficient in the Acrobatics skill and with Marksman weapons.
Y'ffre's Gift. You know one cantrip of your choice from the warden spell list. You also know the animal friendship spell and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest. Willpower is your spellcasting attribute for these spells.
Size. Bosmer are smaller and more delicate than other races, they are rarely over 5 and a half feet in height. Your size is Medium.
Beast Tongue. You know the spell Speak with Animals and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest.
Bosmer Blood. Your Bosmer ancestry grants you advantage on saving throws against being poisoned or diseased, and you are resistant to poison damage.
Bosmer Combat Training. You are proficient in the Acrobatics skill and with Marksman weapons.
Y'ffre's Gift. You know one cantrip of your choice from the warden spell list. You also know the animal friendship spell and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest. Willpower is your spellcasting attribute for these spells.
MODEST AND NIMBLE
Bosmer are one of the smallest races on Tamriel. They average around 5 feet tall and weigh between 100 and 130 pounds. This small frame grants the Bosmer a natural proclivity for moving nimbly and stealthily. As with the other elves, they live two to three times as long as humans. Combined with their increased fertility and long lives, bosmer are known to have large families, and are one of the most populous races of Tamriel.
Wood Elves, or Tree-Sap People, have skin tones in copper and bronze, and sometimes have traces of light green. Their hair tends toward browns and blacks, but occasionally red and copper colored. Their eyes are golden, brown, and sometimes solid black with no visible white.
TREATY OF FROND AND LEAF
The ancestor's of the Bosmer were some of the first to leave Old Ehlnofey, rejecting the formal traditions and high culture of the Aldmeri, instead preferring romantic ideas and a simple existence. They traveled to Valenwood to settle in the wild and untamed forests. Having to fight against lush jungles and savage creatures influenced the evolution of their society to make them who they are to this day.
It is said that the bosmer made a deal with Y'ffre, the God of Song and Forest, called the Green Pact. With this treaty, the Green would aid the Bosmer, providing them with shelter and safe passage, and in exchange, the Bosmer are forbidden from destruction of the forests. This brings great challenges that the Bosmer of Valenwood have adhered to for centuries. They are forbidden from eating any of the vegetation, so their diet is strictly meat, including some delicacies, such as beverages made from fermented pigs milk, called jagga, or fermented meat seasoned with insect organs, called rotmeth.
The Bosmer are also notable pacifists. They have never instigated any of the major wars of Tamriel and aim to keep peace between their tribes. This may have something to do with an ancient tradition from the Green Pact called the Meat Mandate, which required the Bosmer to eat the bodies of their fallen enemies within three days. Before a great battle, the wood elves would prepare themselves by fasting. This cannibalistic ritual set the Bosmer apart from the other races, but this practice diminished during the Second Era and is now only observed in remote tribal villages.
HIDDEN WOODLAND REALMS Most Wood Elves of Valenwood live in small villages hidden among the trees. Although the Green Pact prevents the Bosmer from using lumber or hollowing out trees for shelter, they have been blessed with the ability to grow their shelter. Trees, branches, and vines weave together to suit the needs of the faithful. Bridges of vines and boughs knit as one, sometimes right before your eyes, to provide passage between homes and villages.
Bone, resin, and sinew are also used in building construction, as well as for their art and weapons. Totems made from skulls and bones decorate many residences, and hides stretched across frames of bone create partitions for privacy. Bosmer bows, made from horns and sinew, are noted as the best bows in Tamriel. In fact, it is rumored that the bow was invented by the Bosmer. These superior weapons, along with hides and bone charms are the main exports to the neighboring nations.
Many of the coastal villages, especially those founded by other races, are built on the forest floor, and are typically constructed from traditional construction materials, like timber and stone. The Green Pact allows Bosmer to import timber to make their homes, and doesn't apply to the other races.
SKILLED ADVENTURERS
As some of the greatest hunters and scouts in all of Tamriel, many Bosmer leave their villages to seek out greater challenges. They are born warriors, excelling at martial combat, and they have a natural connection with beasts.
Those that have ignored the Pact and turned their back on Y'ffre are expelled from their tribe. An exiled Bosmer usually has no other option than to seek out adventure elsewhere.
BOSMER NAMES
Most Bosmer have only their given name, but it is not unheard of to have a family name, which is typically descriptive of their skills or ancestry.
Male Names: Aengvir, Athragar, Baenlin, Brenor, Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril, Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor, Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil
Female Names: Aerin, Althel, Belwen, Candel, Distel, Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras, Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion, Sednel, Thralin, Uunril, Zifri
Family Names: Arrow-Catcher, Blood-Letter, Daintyfoot, Flameheart, Greenwood, Longshot, ManyLegs, the bold, Tree-Killer, Woodwalk
Bosmer are one of the smallest races on Tamriel. They average around 5 feet tall and weigh between 100 and 130 pounds. This small frame grants the Bosmer a natural proclivity for moving nimbly and stealthily. As with the other elves, they live two to three times as long as humans. Combined with their increased fertility and long lives, bosmer are known to have large families, and are one of the most populous races of Tamriel.
Wood Elves, or Tree-Sap People, have skin tones in copper and bronze, and sometimes have traces of light green. Their hair tends toward browns and blacks, but occasionally red and copper colored. Their eyes are golden, brown, and sometimes solid black with no visible white.
TREATY OF FROND AND LEAF
The ancestor's of the Bosmer were some of the first to leave Old Ehlnofey, rejecting the formal traditions and high culture of the Aldmeri, instead preferring romantic ideas and a simple existence. They traveled to Valenwood to settle in the wild and untamed forests. Having to fight against lush jungles and savage creatures influenced the evolution of their society to make them who they are to this day.
It is said that the bosmer made a deal with Y'ffre, the God of Song and Forest, called the Green Pact. With this treaty, the Green would aid the Bosmer, providing them with shelter and safe passage, and in exchange, the Bosmer are forbidden from destruction of the forests. This brings great challenges that the Bosmer of Valenwood have adhered to for centuries. They are forbidden from eating any of the vegetation, so their diet is strictly meat, including some delicacies, such as beverages made from fermented pigs milk, called jagga, or fermented meat seasoned with insect organs, called rotmeth.
The Bosmer are also notable pacifists. They have never instigated any of the major wars of Tamriel and aim to keep peace between their tribes. This may have something to do with an ancient tradition from the Green Pact called the Meat Mandate, which required the Bosmer to eat the bodies of their fallen enemies within three days. Before a great battle, the wood elves would prepare themselves by fasting. This cannibalistic ritual set the Bosmer apart from the other races, but this practice diminished during the Second Era and is now only observed in remote tribal villages.
HIDDEN WOODLAND REALMS Most Wood Elves of Valenwood live in small villages hidden among the trees. Although the Green Pact prevents the Bosmer from using lumber or hollowing out trees for shelter, they have been blessed with the ability to grow their shelter. Trees, branches, and vines weave together to suit the needs of the faithful. Bridges of vines and boughs knit as one, sometimes right before your eyes, to provide passage between homes and villages.
Bone, resin, and sinew are also used in building construction, as well as for their art and weapons. Totems made from skulls and bones decorate many residences, and hides stretched across frames of bone create partitions for privacy. Bosmer bows, made from horns and sinew, are noted as the best bows in Tamriel. In fact, it is rumored that the bow was invented by the Bosmer. These superior weapons, along with hides and bone charms are the main exports to the neighboring nations.
Many of the coastal villages, especially those founded by other races, are built on the forest floor, and are typically constructed from traditional construction materials, like timber and stone. The Green Pact allows Bosmer to import timber to make their homes, and doesn't apply to the other races.
SKILLED ADVENTURERS
As some of the greatest hunters and scouts in all of Tamriel, many Bosmer leave their villages to seek out greater challenges. They are born warriors, excelling at martial combat, and they have a natural connection with beasts.
Those that have ignored the Pact and turned their back on Y'ffre are expelled from their tribe. An exiled Bosmer usually has no other option than to seek out adventure elsewhere.
BOSMER NAMES
Most Bosmer have only their given name, but it is not unheard of to have a family name, which is typically descriptive of their skills or ancestry.
Male Names: Aengvir, Athragar, Baenlin, Brenor, Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril, Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor, Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil
Female Names: Aerin, Althel, Belwen, Candel, Distel, Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras, Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion, Sednel, Thralin, Uunril, Zifri
Family Names: Arrow-Catcher, Blood-Letter, Daintyfoot, Flameheart, Greenwood, Longshot, ManyLegs, the bold, Tree-Killer, Woodwalk
Detailed Bosmer background
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UESTRPG
Breton
The manmer, or half elves, of High Rock are known as Bretons. They are the descendants of Aldmeri rulers and Nedic slaves, who eventually came to rule over the feudal society.
ability score increase:
Your Intelligence score increases by 2, and your Personality score increases by 1.
age:
Your elven lineage allows you to live slightly longer than your human counterparts. Your average lifespan is 150 years.
alignment:
Bretons tend towards neutral good. Their feudal governments lend them a mix of freedoms and laws, depending on their station in life.
Size:
Medium
speed:
Your base walking speed is 25 feet.
Languages:
You can speak, read, and write Tamrielic and one other standard language of your choice.
race features:
Size. Bretons take after their elven bloodlines and are typically more slender than your average human. They range from 5 to 6 feet tall. Your size is medium.
Breton Ancestry. You gain proficiency in Willpower saving throws and the Arcana skill. You also know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting attribute for it.
Conjure Familiar. You know the spell find familiar spell and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest.
Dragon Skin. Your skin thickens to become that of a dragon when harmed. When you are hit by an attack or targeted by the magic missile spell, you can use your reaction to cast the shield spell. Once you use this trait, you must finish a short or long rest before you can use it again.
Magic Resistance. You have a natural ability to ward off the hazardous effects of magic. Whenever you are affected by a spell that deals damage, the total damage is reduced by an amount equal to your proficiency modifier.
Tool Proficiency. You have proficiency with artisan's tools (alchemist supplies).
Size. Bretons take after their elven bloodlines and are typically more slender than your average human. They range from 5 to 6 feet tall. Your size is medium.
Breton Ancestry. You gain proficiency in Willpower saving throws and the Arcana skill. You also know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting attribute for it.
Conjure Familiar. You know the spell find familiar spell and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest.
Dragon Skin. Your skin thickens to become that of a dragon when harmed. When you are hit by an attack or targeted by the magic missile spell, you can use your reaction to cast the shield spell. Once you use this trait, you must finish a short or long rest before you can use it again.
Magic Resistance. You have a natural ability to ward off the hazardous effects of magic. Whenever you are affected by a spell that deals damage, the total damage is reduced by an amount equal to your proficiency modifier.
Tool Proficiency. You have proficiency with artisan's tools (alchemist supplies).
COUPLED LINEAGE
Bretons are sometimes referred to as the mongrel race of Tamriel, being neither elven, nor truly human. Sometimes, although usually only in a derogative manner, the Bretons are called Manmeri, literally 'man-elf', due to their history of crossbreeding.
Their physical appearance is similar to their Nedic ancestors, giving them pale skin tones comparable to their Nord and Imperial cousins, along with the same range of hair color. Similar to the high elves, they maintain a slender form. This elven bloodline ensures that they are never quite as muscular as the other human races. A keen observer can also notice subtle elven lineaments, especially from their eyebrows, slightly pointed ears, and high cheekbones. Some Bretons even seem to adopt their elven arrogance, but paired with their human emotions, it usually comes off more graceful.
CURIOUS AND INQUISITIVE
Although their Aldmeri ancestry is diluted, which shows in their physical appearance, they remain as capable mages with a strong resistance to magic. They are intellectual purists, known for their aptitude in abstract thinking, and are naturally drawn towards careers that favor logic and ordered complexity.
Bretons are known to be skilled in many fields. Their friendly spirits and humorous demeanor lend themselves to writing, acting, and artistry. Their love of commerce leads them into banking, manufacturing, and trading, while their desire for order makes them well suited for the military and sailing.
A STRUGGLE FOR SOVEREIGNTY
Breton society is divided into the the many different regions of High Rock. The feudal kingdoms compete for power and enforce the strict hierarchy that splits its people from peasants and the elite. Despite this obvious rivalry, the Bretons are united in their culture, accents, customs and language. Their villages are quaint, and although the architecture may change between the districts, they are usually functional in style and free of ornamentation.
Bretons compete with the orsimer, with their great city of orsinium and the many small orcish strongholds, as well as the barbaric reachmen.
BORN FOR ADVENTURE
Performing quests and services is a common way for Bretons to rise in the ranks of their society, which has created a unique form of enthusiasm. The younger bretons are raised with a desire to find fortune and glory all over Tamriel.
EXCELLENT AMBASSADORS
Many Bretons learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens.
BRETON NAMES Bretons have both given names and family names.
Males Names: Andre, Barnard, Blaise, Brandon, Clinton, Colin, Davide, Delacourt, Emmanual, Francois, Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip, Roland, Samuel, Timothy, Vincent
Female Names: Adeline, Alexia, Aren, Belle, Carena, Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester, Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly, Sara, Taern, Veronica, Ysabeth, Zeli
Family Names: Ashton, Beaufort, Celata, Dufont, Edette, Franc, Galien, LaRouche, Merchad, Panoit, Ronise, Serene, Talbot, Varin, Zurric
Bretons are sometimes referred to as the mongrel race of Tamriel, being neither elven, nor truly human. Sometimes, although usually only in a derogative manner, the Bretons are called Manmeri, literally 'man-elf', due to their history of crossbreeding.
Their physical appearance is similar to their Nedic ancestors, giving them pale skin tones comparable to their Nord and Imperial cousins, along with the same range of hair color. Similar to the high elves, they maintain a slender form. This elven bloodline ensures that they are never quite as muscular as the other human races. A keen observer can also notice subtle elven lineaments, especially from their eyebrows, slightly pointed ears, and high cheekbones. Some Bretons even seem to adopt their elven arrogance, but paired with their human emotions, it usually comes off more graceful.
CURIOUS AND INQUISITIVE
Although their Aldmeri ancestry is diluted, which shows in their physical appearance, they remain as capable mages with a strong resistance to magic. They are intellectual purists, known for their aptitude in abstract thinking, and are naturally drawn towards careers that favor logic and ordered complexity.
Bretons are known to be skilled in many fields. Their friendly spirits and humorous demeanor lend themselves to writing, acting, and artistry. Their love of commerce leads them into banking, manufacturing, and trading, while their desire for order makes them well suited for the military and sailing.
A STRUGGLE FOR SOVEREIGNTY
Breton society is divided into the the many different regions of High Rock. The feudal kingdoms compete for power and enforce the strict hierarchy that splits its people from peasants and the elite. Despite this obvious rivalry, the Bretons are united in their culture, accents, customs and language. Their villages are quaint, and although the architecture may change between the districts, they are usually functional in style and free of ornamentation.
Bretons compete with the orsimer, with their great city of orsinium and the many small orcish strongholds, as well as the barbaric reachmen.
BORN FOR ADVENTURE
Performing quests and services is a common way for Bretons to rise in the ranks of their society, which has created a unique form of enthusiasm. The younger bretons are raised with a desire to find fortune and glory all over Tamriel.
EXCELLENT AMBASSADORS
Many Bretons learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens.
BRETON NAMES Bretons have both given names and family names.
Males Names: Andre, Barnard, Blaise, Brandon, Clinton, Colin, Davide, Delacourt, Emmanual, Francois, Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip, Roland, Samuel, Timothy, Vincent
Female Names: Adeline, Alexia, Aren, Belle, Carena, Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester, Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly, Sara, Taern, Veronica, Ysabeth, Zeli
Family Names: Ashton, Beaufort, Celata, Dufont, Edette, Franc, Galien, LaRouche, Merchad, Panoit, Ronise, Serene, Talbot, Varin, Zurric
Detailed Breton background
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UESTRPG
Dunmer
Dunmer, or Dark Elves, are the daedric worshiping elves from the alien land of Resdayn. “Dark” is a term used not only for their darkened skin tone, but also from their ill-fated history and general cultural philosophies.
ability score increase:
Your Agility, Intelligence, and Strength scores increase by 1.
age:
As all elves, Dunmer are long lived, maturing at the same rate as humans, but possibly living longer than 300 years.
alignment:
Dunmer tend to be neutral with a propensity for chaos. They have rejected many of the traditions that were set before them, while adopting their new customs of their own.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Tamrielic and Dunmeri.
race features:
Size. Dark Elves have average builds, and their height is between 5 and 6 feet tall. Your size is Medium.
Ancestor Guardian. As a reaction, you gain advantage on saving throws against spells that deal damage until the start of your next turn. You can use this trait a number of times equal to your Endurance modifier (minimum of 1). You regain all expended uses at the end of a long rest.
Ashlander. You have a natural resistance to fire damage.
Dunmer Combat Training. You are proficient in Long Blade, Marksman, and Short Blade.
Skill Proficiency. You gain proficiency in the Athletics skill.
Size. Dark Elves have average builds, and their height is between 5 and 6 feet tall. Your size is Medium.
Ancestor Guardian. As a reaction, you gain advantage on saving throws against spells that deal damage until the start of your next turn. You can use this trait a number of times equal to your Endurance modifier (minimum of 1). You regain all expended uses at the end of a long rest.
Ashlander. You have a natural resistance to fire damage.
Dunmer Combat Training. You are proficient in Long Blade, Marksman, and Short Blade.
Skill Proficiency. You gain proficiency in the Athletics skill.
SKIN OF TWILIGHT, EYES OF SUNLIGHT
The ashen skinned elves are typically the same size and shape as the human races, which makes them shorter than their Altmer cousins, but taller than the Bosmer. Their skin tone ranges from green, to varying shades of grey, to light blue, and their red glowing eyes make their appearance exceptionally unique. More often than not, their hair is jet black, but it can range in color from white, to grey, shades of dark brown, and on rare occasions, dark red.
A CURSE AS A REMINDER
Before the dark elves were known as they are today, they were called the Chimer, or People of the North. They were a dissident tribe of Aldmeri who followed their prophet Veloth and worshiped the three 'good' daedra. They traveled to modern day Resdayn, where they warred with the Dwemer and Orcs. After the Battle of Red Mountain, their skin was turned black as ash, and eyes red with fire, for reasons yet to be revealed. The term Dunmer is the most commonly used at this point.
The Dunmer have always had a grim outlook, which may either be due to their unfortunate past, or perhaps a cause for it. They are generally disdainful, and distrusting of other races and those born outside of Resdayn, which they refer to as outlanders. Nationalistic and proud, the Dunmer are also ruthless and cruel, but they are also exceptionally loyal and have strong family values maintained by ancestral worship. They are not quick to trust anyone who claims to be a friend, but once a Dunmer gives someone their loyalty, the Dunmer is a firm friend or ally for life.
Another dark side of Dunmer history is their extensive use of slavery. Mostly Argonian and Khajiit slaves were used, but so were men and mer in rare cases. Their vengeful nature and long history of ill repute prevents them from gaining significant influence with the other nations.
BALANCED WARRIORS
Dunmer are exceptionally well rounded warriors. Notable for their powerful intellect, agile physique, and natural strength, Dunmer are exceptional militants, mercenaries, and warriors.
DUNMER NAMES
Dunmer typically have given names and family names. Those that are the traditional inhabitants of Vvardenfell, known as Ashlanders, also have unique tribe names.
Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo, Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor, Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
Female Names: Almsi, Amili, Arara, Badala, Balynu, Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa, Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya, Urila, Valdrana, Wren
Family Names: Andrano, Arvel, Belas, Dralas, Darethi, Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel, Moren, Nelas, Omoril, Ralas, Romori, Rothandus, Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
Ashlander Names: Addarari, Asserbassalit, Assunudadnud, Daririnaddunumm, Esatliballit, Gilu, Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli, Serimilk, Timmiririan, Yassabisun, Zabamat
The ashen skinned elves are typically the same size and shape as the human races, which makes them shorter than their Altmer cousins, but taller than the Bosmer. Their skin tone ranges from green, to varying shades of grey, to light blue, and their red glowing eyes make their appearance exceptionally unique. More often than not, their hair is jet black, but it can range in color from white, to grey, shades of dark brown, and on rare occasions, dark red.
A CURSE AS A REMINDER
Before the dark elves were known as they are today, they were called the Chimer, or People of the North. They were a dissident tribe of Aldmeri who followed their prophet Veloth and worshiped the three 'good' daedra. They traveled to modern day Resdayn, where they warred with the Dwemer and Orcs. After the Battle of Red Mountain, their skin was turned black as ash, and eyes red with fire, for reasons yet to be revealed. The term Dunmer is the most commonly used at this point.
The Dunmer have always had a grim outlook, which may either be due to their unfortunate past, or perhaps a cause for it. They are generally disdainful, and distrusting of other races and those born outside of Resdayn, which they refer to as outlanders. Nationalistic and proud, the Dunmer are also ruthless and cruel, but they are also exceptionally loyal and have strong family values maintained by ancestral worship. They are not quick to trust anyone who claims to be a friend, but once a Dunmer gives someone their loyalty, the Dunmer is a firm friend or ally for life.
Another dark side of Dunmer history is their extensive use of slavery. Mostly Argonian and Khajiit slaves were used, but so were men and mer in rare cases. Their vengeful nature and long history of ill repute prevents them from gaining significant influence with the other nations.
BALANCED WARRIORS
Dunmer are exceptionally well rounded warriors. Notable for their powerful intellect, agile physique, and natural strength, Dunmer are exceptional militants, mercenaries, and warriors.
DUNMER NAMES
Dunmer typically have given names and family names. Those that are the traditional inhabitants of Vvardenfell, known as Ashlanders, also have unique tribe names.
Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo, Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor, Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
Female Names: Almsi, Amili, Arara, Badala, Balynu, Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa, Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya, Urila, Valdrana, Wren
Family Names: Andrano, Arvel, Belas, Dralas, Darethi, Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel, Moren, Nelas, Omoril, Ralas, Romori, Rothandus, Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
Ashlander Names: Addarari, Asserbassalit, Assunudadnud, Daririnaddunumm, Esatliballit, Gilu, Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli, Serimilk, Timmiririan, Yassabisun, Zabamat
Detailed Chimer/Dunmer background
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UESTRPG
Imperial
Imperials are the well educated and civilized men of the more cosmopolitan region known as The Heartland, or Cyrod. Although not as physically impressive as some of the other races, the Imperials have a confident authority about them that they have been able to use to their advantage with the surrounding nations.
ability score increase:
Your Personality score increases by 2.
age:
As a human race, Imperials live to an average age of 100.
alignment:
The militant Imperials are often lawful good, but sometimes lean towards neutral, given their stringent laws and institutions.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Tamrielic and two standard languages of your choice. Imperials typically learn the languages of other peoples they deal with.
sub races:
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UESTRPG
Colovian (Imperial subrace)
The Cyro-Nords that settled in the west created the Colovian Estates, and in turn call themselves Colovians. They are typically more rugged and hardy than their Nibenese counterparts. They are uncomplicated, self-sufficient, and extremely loyal to other Colovians.
ability score increase:
Your Strength score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Star of the West. Your hardy upbringing lets you push past the normal boundaries of exhaustion. When you are exhausted, you suffer the effects of one level less than your current level of exhaustion. For example, at 1st level, you suffer no adverse effects.
Star of the West. Your hardy upbringing lets you push past the normal boundaries of exhaustion. When you are exhausted, you suffer the effects of one level less than your current level of exhaustion. For example, at 1st level, you suffer no adverse effects.
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UESTRPG
Nibenese (Imperial subrace)
The Imperials that settled in the East, by the Nibenay, became the Nibenese. This area was brought together by the Alessian Order and maintains strong merchant guilds. Nibenese are proud cosmopolitan people who maintain strong relationships with the other provinces through merchant guilds. They are more given to the studies of magic, philosophy, and the evolution of ancient tradition. Many outfit themselves in garish clothing, tattoos, and brandings.
ability score increase:
Your Intelligence score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Voice of the Emperor. You know the friends cantrip. Additionally, once between long rests, you are able to use this cantrip without your target knowing it was cast on them.
Voice of the Emperor. You know the friends cantrip. Additionally, once between long rests, you are able to use this cantrip without your target knowing it was cast on them.
race features:
Size. Imperials range from 5 to 6 feet tall, and vary in build. Your size is medium.
Diplomat. You gain proficiency in the Persuasion skill.
Imperial Cunning. When you make an Intelligence, Personality, or Wisdom saving throw, you can use your reaction to gain advantage on the roll. Once you use this trait, you must complete a long rest before you are able to use it again.
Imperial Luck. You gain two Luck Dice, which is a d6. You can expend one Luck Dice to add it to an ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Luck Dice, but must decide before the DM determines whether the roll succeeds or fails. You regain your expended Luck Dice when you finish a long rest. You can never have more than two Luck Dice from this trait at a time.
Legion Combat Training. You are proficient in Blunt, Hand-to-Hand, and Long Blade.
Subrace. Two subraces are found within Cyrod: Colovians and Nibenese. Choose one of these subraces.
Size. Imperials range from 5 to 6 feet tall, and vary in build. Your size is medium.
Diplomat. You gain proficiency in the Persuasion skill.
Imperial Cunning. When you make an Intelligence, Personality, or Wisdom saving throw, you can use your reaction to gain advantage on the roll. Once you use this trait, you must complete a long rest before you are able to use it again.
Imperial Luck. You gain two Luck Dice, which is a d6. You can expend one Luck Dice to add it to an ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Luck Dice, but must decide before the DM determines whether the roll succeeds or fails. You regain your expended Luck Dice when you finish a long rest. You can never have more than two Luck Dice from this trait at a time.
Legion Combat Training. You are proficient in Blunt, Hand-to-Hand, and Long Blade.
Subrace. Two subraces are found within Cyrod: Colovians and Nibenese. Choose one of these subraces.
FROM SLAVE TO MASTER
When the Imperial race emerged from the original Nibenese tribesman and the Nedic immigrants, they were subjugated by the Ayleids, or Wild Elves of Cyrod. They remained as slaves for decades before creating a rebellion that overthrew their elven masters, creating the first human empire. Although short lived, this empire has been disrupted through civil war, splitting Cyrod into two distinct cultures: the Eastern Nibenese and the Western Colovians.
DIPLOMATS AND SOLDIERS
Known for their impressive citizen armies, the Imperials are exceptionally disciplined and treat the law with the utmost respect. Banners of the Imperial Empire can be found in nearly every province of Tamriel, although recent years have proven to be a struggle to maintain their power.
As shrewd diplomats and remarkable negotiators, the Imperials have had great success subduing other nations, bringing peace and prosperity to many societies. When their authority is questioned, their martial prowess and extraordinary organization of their military usually makes quick work of any dissenters.
IMPERIAL NAMES
Imperials have both given names and family names.
Male Name: Aventus, Baro, Caius, Decentius, Ennodius, Floretius, Gaius, Helvius, Iniel, Janus, Kastav, Luther, Mallus, Nermus, Octavius, Pelagius, Rallus, Sergio, Titus, Valgus, Xander, Zedrick
Female Names: Alexia, Astria, Britta, Cania, Dynari, Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta, Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia, Una, Viera, Vitrroia, Ysabel
Family Names: Aerius, Amatius, Berne, Caro, Deltian, Felannus, Gratius, Herennius, Jannus, Loran, Mallius, Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick
When the Imperial race emerged from the original Nibenese tribesman and the Nedic immigrants, they were subjugated by the Ayleids, or Wild Elves of Cyrod. They remained as slaves for decades before creating a rebellion that overthrew their elven masters, creating the first human empire. Although short lived, this empire has been disrupted through civil war, splitting Cyrod into two distinct cultures: the Eastern Nibenese and the Western Colovians.
DIPLOMATS AND SOLDIERS
Known for their impressive citizen armies, the Imperials are exceptionally disciplined and treat the law with the utmost respect. Banners of the Imperial Empire can be found in nearly every province of Tamriel, although recent years have proven to be a struggle to maintain their power.
As shrewd diplomats and remarkable negotiators, the Imperials have had great success subduing other nations, bringing peace and prosperity to many societies. When their authority is questioned, their martial prowess and extraordinary organization of their military usually makes quick work of any dissenters.
IMPERIAL NAMES
Imperials have both given names and family names.
Male Name: Aventus, Baro, Caius, Decentius, Ennodius, Floretius, Gaius, Helvius, Iniel, Janus, Kastav, Luther, Mallus, Nermus, Octavius, Pelagius, Rallus, Sergio, Titus, Valgus, Xander, Zedrick
Female Names: Alexia, Astria, Britta, Cania, Dynari, Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta, Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia, Una, Viera, Vitrroia, Ysabel
Family Names: Aerius, Amatius, Berne, Caro, Deltian, Felannus, Gratius, Herennius, Jannus, Loran, Mallius, Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick
Detailed Cyrod/Nedic (Imperial) background
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UESTRPG
Khajiit
Hailing from the tropical province of Elsweyr, Khajiit are feline humanoids, known for their grace and intellect. Nomadic and inquisitive, the Khajiit rarely stay in one place for long.
ability score increase:
Your Agility score increases by 2.
age:
Different Khajiit born under different cycles have significantly different life spans. They can range from 150 to 400 years, if not more
alignment:
Khajiit tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, except for those driven by greed or other dark impulses.
Size:
Medium
speed:
Your base walking speed is 35 feet.
Languages:
You can speak, read, and write Tamrielic and Ta'agra. Ta'agra script combines unique and fluid motions. Artistic interpretation is praised and varies greatly between authors.
sub races:
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UESTRPG
Ohmes & Ohmes Raht
The Ohmes generally look more similar to the Bosmer, although slightly smaller in stature, than they do to their feline brothers. Many Ohmes will paint or tattoo their faces to resemble their feline heritage. Unlike other Khajiit, they have no fur, no tail, or any other distinguishable Khajiit feature.
Ohmes-raht have slightly larger builds than their ohmes cousins, usually similar in size and appearance of men, other than their short light fur and tails. Also similar to men, the Ohmes-raht walk on their heels as opposed to the balls of their feet like many other species of Khajiit.
Ohmes-raht have slightly larger builds than their ohmes cousins, usually similar in size and appearance of men, other than their short light fur and tails. Also similar to men, the Ohmes-raht walk on their heels as opposed to the balls of their feet like many other species of Khajiit.
ability score increase:
Your Personality score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Size. Ohmes Khajiit are similar in size to the Bosmer, rarely taller than 5 feet tall, whereas Ohmes-raht range from 5 to 6 feet tall. Your size is medium.
Ambassador. Your elven-like form makes you a natural ambassador to the other races. You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Ohmes Combat Training. The Ohmes do not have natural claws, like their Khajiit brethren, and do not benefit from the Quick Claws trait. Instead, they are proficient in Hand-to-Hand and Short Blade weapons to make up for their natural handicap.
Size. Ohmes Khajiit are similar in size to the Bosmer, rarely taller than 5 feet tall, whereas Ohmes-raht range from 5 to 6 feet tall. Your size is medium.
Ambassador. Your elven-like form makes you a natural ambassador to the other races. You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Ohmes Combat Training. The Ohmes do not have natural claws, like their Khajiit brethren, and do not benefit from the Quick Claws trait. Instead, they are proficient in Hand-to-Hand and Short Blade weapons to make up for their natural handicap.
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UESTRPG
Suthay & Suthay-Raht
While they are similar in height to the Ohmes, that is mostly where the similarities end. The Suthay are much more cat like in appearance with their high set ears and feline facial features, along with a long tail and digitigrade legs.
Suthay-raht are nearly the same as the Suthay in all their features except their stature closer resembles the height of men. The Suthay-raht are the most common breed of Khajiit outside of Elsweyr.
Suthay-raht are nearly the same as the Suthay in all their features except their stature closer resembles the height of men. The Suthay-raht are the most common breed of Khajiit outside of Elsweyr.
ability score increase:
Your Endurance score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Size. Suthay Khajiit are similar in size to the Ohmes, rarely taller than 5 feet tall. Suthay-raht range from 5 feet to 6 feet tall. Your size is medium.
Natural Bandit. You are able to use your claws as thieves' tools. You can add your proficiency modifier to any check using your claws in this way, even if you are not proficient in thieves' tools.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Size. Suthay Khajiit are similar in size to the Ohmes, rarely taller than 5 feet tall. Suthay-raht range from 5 feet to 6 feet tall. Your size is medium.
Natural Bandit. You are able to use your claws as thieves' tools. You can add your proficiency modifier to any check using your claws in this way, even if you are not proficient in thieves' tools.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
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Cathay & Cathay-Raht
Similar to the Suthay-raht in appearance and bipedalism, however they possess greater stature and strength.
Cathay-raht are larger and more powerful and are often described as "jaguar-men".
Cathay-raht are larger and more powerful and are often described as "jaguar-men".
ability score increase:
Your Strength score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Size. Cathay Khajiit are similar in size to most men and range from 5 feet to 6 ½ feet. Your size is medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Size. Cathay Khajiit are similar in size to most men and range from 5 feet to 6 ½ feet. Your size is medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
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Dagi & Dagi-Raht
Dagi live in the trees of the Tenmar forest. Due to their smaller size and light weight, they are able to dwell in the higher branches which even the Bosmer cannot
reach. The Dagi have a natural affinity for magic, and are known spellcasters, a characteristic often taken advantage of in Khajiiti battle-tactics.
The Dagi-raht are similar in all respects, while their size is somewhat larger.
The Dagi-raht are similar in all respects, while their size is somewhat larger.
ability score increase:
Your Intelligence score increases by 1.
age:
Size:
Small
speed:
Languages:
parent race:
]
race features:
Size. Dagi and Dagi-raht average about 3 to 4 feet tall and weigh around 40 pounds. Your Size is small.
Natural Magic. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Witch Bolt spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Size. Dagi and Dagi-raht average about 3 to 4 feet tall and weigh around 40 pounds. Your Size is small.
Natural Magic. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Witch Bolt spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
race features:
Eye of Fear. You know how to use your cat-like eyes to demoralize others. You gain proficiency in the Intimidation skill.
Eye of Night. Your Khajiit ancestry grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Quick Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Subrace. There are many subraces of the Khajiit. Many of the subraces are humanoid in shape, but there are others, such as the Alfiq, that more resemble a house cat, or the Senche, which are tiger-like battle cats.
Eye of Fear. You know how to use your cat-like eyes to demoralize others. You gain proficiency in the Intimidation skill.
Eye of Night. Your Khajiit ancestry grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Quick Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Subrace. There are many subraces of the Khajiit. Many of the subraces are humanoid in shape, but there are others, such as the Alfiq, that more resemble a house cat, or the Senche, which are tiger-like battle cats.
CHILDREN OF THE MOON
Bound to the lunar lattice, a mysterious force understood by the Khajiit, the phases of the two moons at the time of their birth determines the form, or 'breed', a Khajiit will assume. All newborns look alike, much smaller than the other races of Tamriel, but the early days of their life begin to give way to their future form. There are rumored to be more than twenty forms of khajiit, but most common are Alfiq, Cathay, Dagi, Ohmes, Pahmar, Senche, Suthay, and Tojay. The humanoid forms are described in further detail in the subrace section.
Khajiit differ greatly from all other races, most obviously with their catlike form, tail, fur, and digitigrade stance. Although typical of most humanoid khajiit, some sub-species, such as the Ohmes, appear more similar to the bosmer than to their own brothers and sisters. Their physical appearance isn't their only physiological differences. Even the digestive systems and metabolisms are different from most other races, allowing them to have a stronger resilience to substances like moon sugar.
Bright textiles and shiny objects are desired by Khajiit. They dress in cloth shawls of brilliant colors, known as a budi, which helps defend themselves from the sun. They adorn themselves with sparkling jewelry and trinkets, and are known to wear flowers and herbs in their braided fur. The breeds that do not grow fur typically tattoo themselves with cultural or religious symbols to resemble their cousins.
THE HOLY MOONS
A large part of the Khajiit religion is worship of the two moons of Tamriel. This is an obvious path, given how much the moons affect the lives of every Khajiit. Another significant part of the Khajiit lifestyle is the harvest and ingestion of a powerful and addictive substance called moon sugar. This substance is known to be crystallized moonlight, which they believe by ingesting, they are absorbing a part of the eternal souls of the moon gods, Jone and Jode.
When moon sugar is ingested, it causes fits of ecstasy and abandon. Paired with the highly addictive nature, it is common for Khajiit settlements to be littered with cat-men shivering in the grips of sugar fits.
Nevertheless, moon-sugar is a daily part of Khajiit life, and serves as their chief export. Their affection for moon-sugar has developed a sweet tooth, and the Khajiit diet is invariably sweet. Candies, cakes, puddings, and sugared meats are staples in Khajiit cuisine. This fare is usually laced with powdered moon-sugar, and the other races would be wise to never accept a sweet roll from a cat.
SOCIETAL DUALITY
The societies of Khajiit are lead by a unique breed of Khajiit known as the Mane, born under the aligned moons. Tradition states that only one mane can be alive at a time and it is believed that each mane is a reincarnation of the previous.
Khajiit civilizations are divided into two specific cultures. The jungles of Elsweyr are civil and are formed around an agrarian aristocracy, whereas the northern wastes and grasslands tend to be nomadic, pride-centric groups that contest for territory.
GUARDIANS AND CHARLATANS
Khajiit, who are commonly targeted for racial discrimination, have had to deal with being kidnapped and sold into slavery. This harsh reality has made them take self defense very seriously. The majority of Khajiit use their claws as weapons, and many have formed groups that utilize their natural gifts in various forms of martial arts.
Other Khajiit welcome the black market with open paws, taking to a life of piracy, smuggling moon sugar, and the more potent skooma, to the many different lands. Khajiit's natural abilities make them superb thieves and acrobats, as well as fearsome warriors.
KHAJIIT NAMES
Each Khajiit has a single name in their language, Ta'agra, but it is also common for a Khajiit to go by their Tamrielic name, usually given to them by men or mer. These common names are typically descriptive of the their personality or quirks.
Male Names: Akrah, Azbishan, Balag, Dazur, Eilun, Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur, Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino
Female Names: Abizah, Azum, Bakkhara, Bindu, Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka
Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, FourToes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, SugarClaws, Tender-Paws, Wet-Whiskers
KHAJIIT HONORIFICS
Khajiit often, but not always, have either a prefix or a suffix, or sometimes both, as part of their name, usually separated by an apostrophe. The titles are typically meant to represent a part of their personality or traits. Some Khajiit believe having both a prefix and a suffix is a sign of arrogance and pride.
KHAJIIT PERSONALITY
A Khajiit might have motivations and quirks much different from an elf or a human with a similar background. You can use the following table to customize your character in addition to the trait, ideal, bond, and flaw from your background.
Bound to the lunar lattice, a mysterious force understood by the Khajiit, the phases of the two moons at the time of their birth determines the form, or 'breed', a Khajiit will assume. All newborns look alike, much smaller than the other races of Tamriel, but the early days of their life begin to give way to their future form. There are rumored to be more than twenty forms of khajiit, but most common are Alfiq, Cathay, Dagi, Ohmes, Pahmar, Senche, Suthay, and Tojay. The humanoid forms are described in further detail in the subrace section.
Khajiit differ greatly from all other races, most obviously with their catlike form, tail, fur, and digitigrade stance. Although typical of most humanoid khajiit, some sub-species, such as the Ohmes, appear more similar to the bosmer than to their own brothers and sisters. Their physical appearance isn't their only physiological differences. Even the digestive systems and metabolisms are different from most other races, allowing them to have a stronger resilience to substances like moon sugar.
Bright textiles and shiny objects are desired by Khajiit. They dress in cloth shawls of brilliant colors, known as a budi, which helps defend themselves from the sun. They adorn themselves with sparkling jewelry and trinkets, and are known to wear flowers and herbs in their braided fur. The breeds that do not grow fur typically tattoo themselves with cultural or religious symbols to resemble their cousins.
THE HOLY MOONS
A large part of the Khajiit religion is worship of the two moons of Tamriel. This is an obvious path, given how much the moons affect the lives of every Khajiit. Another significant part of the Khajiit lifestyle is the harvest and ingestion of a powerful and addictive substance called moon sugar. This substance is known to be crystallized moonlight, which they believe by ingesting, they are absorbing a part of the eternal souls of the moon gods, Jone and Jode.
When moon sugar is ingested, it causes fits of ecstasy and abandon. Paired with the highly addictive nature, it is common for Khajiit settlements to be littered with cat-men shivering in the grips of sugar fits.
Nevertheless, moon-sugar is a daily part of Khajiit life, and serves as their chief export. Their affection for moon-sugar has developed a sweet tooth, and the Khajiit diet is invariably sweet. Candies, cakes, puddings, and sugared meats are staples in Khajiit cuisine. This fare is usually laced with powdered moon-sugar, and the other races would be wise to never accept a sweet roll from a cat.
SOCIETAL DUALITY
The societies of Khajiit are lead by a unique breed of Khajiit known as the Mane, born under the aligned moons. Tradition states that only one mane can be alive at a time and it is believed that each mane is a reincarnation of the previous.
Khajiit civilizations are divided into two specific cultures. The jungles of Elsweyr are civil and are formed around an agrarian aristocracy, whereas the northern wastes and grasslands tend to be nomadic, pride-centric groups that contest for territory.
GUARDIANS AND CHARLATANS
Khajiit, who are commonly targeted for racial discrimination, have had to deal with being kidnapped and sold into slavery. This harsh reality has made them take self defense very seriously. The majority of Khajiit use their claws as weapons, and many have formed groups that utilize their natural gifts in various forms of martial arts.
Other Khajiit welcome the black market with open paws, taking to a life of piracy, smuggling moon sugar, and the more potent skooma, to the many different lands. Khajiit's natural abilities make them superb thieves and acrobats, as well as fearsome warriors.
KHAJIIT NAMES
Each Khajiit has a single name in their language, Ta'agra, but it is also common for a Khajiit to go by their Tamrielic name, usually given to them by men or mer. These common names are typically descriptive of the their personality or quirks.
Male Names: Akrah, Azbishan, Balag, Dazur, Eilun, Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur, Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino
Female Names: Abizah, Azum, Bakkhara, Bindu, Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka
Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, FourToes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, SugarClaws, Tender-Paws, Wet-Whiskers
KHAJIIT HONORIFICS
Khajiit often, but not always, have either a prefix or a suffix, or sometimes both, as part of their name, usually separated by an apostrophe. The titles are typically meant to represent a part of their personality or traits. Some Khajiit believe having both a prefix and a suffix is a sign of arrogance and pride.
KHAJIIT PERSONALITY
A Khajiit might have motivations and quirks much different from an elf or a human with a similar background. You can use the following table to customize your character in addition to the trait, ideal, bond, and flaw from your background.
Detailed Khajiit background
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UESTRPG
Nord
Children of the Sky, Nords are the tall and hardy humans from the northern province of Skyrim. The harsh environments of Skyrim have hardened Nords. Even those who have been born in easier civilizations have this ingrained toughness. You will most likely find Nords working in fields that prove their robustness. A good Nord knows the value of hard work. The second most likely place to find a Nord is inside the local watering hole. Mead and music go hand in hand with Nordic culture.
ability score increase:
Your Endurance score increases by 2 and your Strength scores increase by 1.
age:
Nords, like most men are not particularly long lived, and they mature at a normal rate, and almost never live longer than a century.
alignment:
Most nords are hardworking and goodhearted. They take comfort in their traditions and are distrusting of outsiders. They tend toward the good alingments.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Tamrielic.
race features:
Size. Nords are the largest of men, ranging from 6 to 6 ½ feet tall.
Atmoran Ancestry. Your ancestral history of living in harsh, northern climates has given you resistance to cold damage.
Battlecry. As an action, you shout a battle cry that strikes fear into an enemy. Choose one creature that is within 60 feet of you than can see and hear you. That target must succeed on a Willpower saving throw or become frightened of you. The difficulty check of this save is equal to 8 + your Endurance modifier + your proficiency modifier. The frightened target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. Once you use this trait, you can't use it again until you finish a short or long rest.
Equipment Proficiency. You are proficient with Axes and Spears.
Toughness. Your hit point maximum is increased by 1, and it increases by 1 every time you level.
Size. Nords are the largest of men, ranging from 6 to 6 ½ feet tall.
Atmoran Ancestry. Your ancestral history of living in harsh, northern climates has given you resistance to cold damage.
Battlecry. As an action, you shout a battle cry that strikes fear into an enemy. Choose one creature that is within 60 feet of you than can see and hear you. That target must succeed on a Willpower saving throw or become frightened of you. The difficulty check of this save is equal to 8 + your Endurance modifier + your proficiency modifier. The frightened target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. Once you use this trait, you can't use it again until you finish a short or long rest.
Equipment Proficiency. You are proficient with Axes and Spears.
Toughness. Your hit point maximum is increased by 1, and it increases by 1 every time you level.
STRONG WILLED AND STRONG ARMED
Nords are the tallest of the human races and have fair skin and fair colored hair. They are known for their powerful physique and modest intellect.
Nords are fierce competitors and strongly believe in fighting for status and for sport. Favoring brute strength over wit, the Nords are suspicious of mages and don't believe in using social status or wealth to garner favor. It is very common for Nords to have scars and bruises, or be seen walking out of a tavern with a bloody nose and a flagon of ale.
BORN FOR BATTLE
Fierce warriors, and enthusiastic soldiers, Nords can be found throughout Tamriel offering their talents as mercenaries and sellswords. Proving oneself in battle is a way for any nord to increase their status. Raised from birth, they are always searching for new ways to increase their martial skills.
Nords are also talented sailors. They are known to have dominated warring nations with their natural talent at sea, and have been vanguards of nautical trade.
NORD NAMES
Every Nord has a given name, but only some Nords have clan names. Sometimes, a Nord will be given a title, which can be used before or after their given name. A title is usually a description of a great feat or a personality trait. Such as Heinrich the Ugly or Lyra Wolf-Child.
Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik, Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar, Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar, Valdemar, Wilmuth, Yngvar
Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa, Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura, Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda
Clan Names: Blackthorn, Ebonhand, Firebeard, Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone, Stonearm, Twice-Killed, War-Bear, Windcaller
Nords are the tallest of the human races and have fair skin and fair colored hair. They are known for their powerful physique and modest intellect.
Nords are fierce competitors and strongly believe in fighting for status and for sport. Favoring brute strength over wit, the Nords are suspicious of mages and don't believe in using social status or wealth to garner favor. It is very common for Nords to have scars and bruises, or be seen walking out of a tavern with a bloody nose and a flagon of ale.
BORN FOR BATTLE
Fierce warriors, and enthusiastic soldiers, Nords can be found throughout Tamriel offering their talents as mercenaries and sellswords. Proving oneself in battle is a way for any nord to increase their status. Raised from birth, they are always searching for new ways to increase their martial skills.
Nords are also talented sailors. They are known to have dominated warring nations with their natural talent at sea, and have been vanguards of nautical trade.
NORD NAMES
Every Nord has a given name, but only some Nords have clan names. Sometimes, a Nord will be given a title, which can be used before or after their given name. A title is usually a description of a great feat or a personality trait. Such as Heinrich the Ugly or Lyra Wolf-Child.
Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik, Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar, Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar, Valdemar, Wilmuth, Yngvar
Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa, Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura, Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda
Clan Names: Blackthorn, Ebonhand, Firebeard, Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone, Stonearm, Twice-Killed, War-Bear, Windcaller
Detailed Nord background
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UESTRPG
Orsimer
It is said that the Orcs came to be when the Aldmeri god, Trinimac, was devoured by the Daedric Prince Boethiah. As the myth goes, Boethiah excreted Trinimac's remains, and those Aldmer who followed Trinimac rubbed that excrement on themselves to become Orcs. Perhaps it's just a myth, but the imagery is appropriate: repugnant, ridiculous, and a little comical, like the Orcs themselves.
-Coristir, Sage Sojourner, Civility and Etiquette
Orcs, also called Orsimer, or "Pariah Folk" in ancient times, are considered sophisticated barbarian beast peoples, despite being a type of Mer. They are from the Wrothgarian and Dragontail Mountains and are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in particular for their distinguished service in the Legions.
-Coristir, Sage Sojourner, Civility and Etiquette
Orcs, also called Orsimer, or "Pariah Folk" in ancient times, are considered sophisticated barbarian beast peoples, despite being a type of Mer. They are from the Wrothgarian and Dragontail Mountains and are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in particular for their distinguished service in the Legions.
ability score increase:
Your Endurance and Willpower scores increase by 1.
age:
While they are Mer, Orcs do not live as long as their distant cousins. They could live up to 80 years old, but the Code of Malacath demands that an old Orc should end his life before he becomes weak and a burden to his clan. They rarely live longer than 50 years. They reach adulthood at age 16.
alignment:
The Orsimer are mostly lawful neutral. Orcs follow a code and are often extremely beholden to their traditions. They are dedicated to the strength of their clan over individuals.
Size:
Medium
speed:
Your base walking speed is 25 feet.
Languages:
You can speak, read, and write Tamrielic and Orcish. Orcish is a harsh, grating language with had consonants.
sub races:
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City Orc
Not all orcs choose to live in the strongholds. Those that choose to live in the cities live a much more cosmopolitan life, but they are derided by other orcs for doing so.
ability score increase:
Your Intelligence score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Orcish Resilience. Your tough mind and body grants you resistance to force damage.
Orcish Resilience. Your tough mind and body grants you resistance to force damage.
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Wild Orc
Traditional orc society is centered around living in stronghold settlements. These independent villages follow the Code of Malacath, and the strength of each tribe depends on their strongest warrior.
ability score increase:
Your Strength score increases by 1.
age:
Size:
Tiny
speed:
Languages:
parent race:
]
race features:
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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Wood Orc
Valenwood is typically home to the Bosmer, but many tribes of orcs have made this forested province their home. Like other orcs, they prize strength and honor, but to the wood orcs this means having agility and mobility as much as it does muscular power and endurance.
ability score increase:
Your Agility score increases by 1.
age:
Size:
Medium
speed:
Languages:
parent race:
]
race features:
Keen Hearing and Smell. You have advantage on Willpower (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell. You have advantage on Willpower (Perception) checks that rely on hearing or smell.
race features:
Size. Orcs are broad and hardy, they are usually around 6 feet tall and weigh around 200 pounds. Your size in medium.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Berserk. As an action, for the next minute you gain temporary hit points equal to twice your character level. Additionally, you gain advantage on one attack on each of your turns. Once you use this trait, you can't use it again until you finish a long rest.
Blood-Kin. You share kindred blood with all of your orc brothers and sisters. Using Honor or Strength, you may be able to avoid conflict with other orcs.
Menacing. You have proficiency in the Intimidation skill.
Tool Proficiency. You gain proficiency with artisan's tools (smith's tools).
Subraces. Three main subraces of orcs populate the continent of Tamriel: City Orcs, Wild Orcs, and Wood Orcs.
Size. Orcs are broad and hardy, they are usually around 6 feet tall and weigh around 200 pounds. Your size in medium.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Berserk. As an action, for the next minute you gain temporary hit points equal to twice your character level. Additionally, you gain advantage on one attack on each of your turns. Once you use this trait, you can't use it again until you finish a long rest.
Blood-Kin. You share kindred blood with all of your orc brothers and sisters. Using Honor or Strength, you may be able to avoid conflict with other orcs.
Menacing. You have proficiency in the Intimidation skill.
Tool Proficiency. You gain proficiency with artisan's tools (smith's tools).
Subraces. Three main subraces of orcs populate the continent of Tamriel: City Orcs, Wild Orcs, and Wood Orcs.
ORIGINS OF THE PARIAH FOLK
Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Aldmeri ancestor spirits. When Trinimac was eaten by the Daedric Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. This is the most common belief, of course. The ancient name for the 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, better known as Malacath, the remains of Trinimac.
STRENGTH AND STEEL
Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
THE MOVING CITY
Orsinium, which literally translates to "Orc-Town" in Aldmeris, is the city of the Orsimer and the provincial seat of what was called Wrothgar. It has a history of being sacked and rebuilt, as Orcs are often at odds with their neighbors.
A CULTURE OF CONFLICT
Most people consider their society as rough and cruel, but it's been a lifestyle of necessity. With their cities and strongholds being under constant attack throughout their history, every tribe member is trained at birth for battle and war.
The strongest of warriors becomes chief of their stronghold. The women are either wives of the chief, or his daughters, with the only exception of the shaman, who takes care of spiritual matters. Only the strongest males are allowed to mate to keep the tribe strong.
The Orcs do not follow the laws of man, but they follow the code of Malacath, which states: Do not steal, do not kill your kin, do not attack without cause. Those who break these rules must pay the Blood Price.
ORSIMER NAMES
An orc has a given name and a family name. Orc family names are always prefixed depending on gender. “Gro-” for males and “Gra-” for females. A child will take the fathers name if male, or the mothers name if female. Some orcs take the family name of their stronghold where they are born.
Male Names: Agronak, Bazur, Bogrum, Dubok, Dul, Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak, Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok, Rugdumph, Shagol, Ulmug, Urbul, Ushna
Female Names: Batul, Borba, Bumph, Homraz, Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh, Snak, Ugak, Umar, Umog
Family Names: Agamph, Barak, Buglump, Bura, Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag, Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg, Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug
Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Aldmeri ancestor spirits. When Trinimac was eaten by the Daedric Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. This is the most common belief, of course. The ancient name for the 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, better known as Malacath, the remains of Trinimac.
STRENGTH AND STEEL
Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
THE MOVING CITY
Orsinium, which literally translates to "Orc-Town" in Aldmeris, is the city of the Orsimer and the provincial seat of what was called Wrothgar. It has a history of being sacked and rebuilt, as Orcs are often at odds with their neighbors.
A CULTURE OF CONFLICT
Most people consider their society as rough and cruel, but it's been a lifestyle of necessity. With their cities and strongholds being under constant attack throughout their history, every tribe member is trained at birth for battle and war.
The strongest of warriors becomes chief of their stronghold. The women are either wives of the chief, or his daughters, with the only exception of the shaman, who takes care of spiritual matters. Only the strongest males are allowed to mate to keep the tribe strong.
The Orcs do not follow the laws of man, but they follow the code of Malacath, which states: Do not steal, do not kill your kin, do not attack without cause. Those who break these rules must pay the Blood Price.
ORSIMER NAMES
An orc has a given name and a family name. Orc family names are always prefixed depending on gender. “Gro-” for males and “Gra-” for females. A child will take the fathers name if male, or the mothers name if female. Some orcs take the family name of their stronghold where they are born.
Male Names: Agronak, Bazur, Bogrum, Dubok, Dul, Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak, Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok, Rugdumph, Shagol, Ulmug, Urbul, Ushna
Female Names: Batul, Borba, Bumph, Homraz, Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh, Snak, Ugak, Umar, Umog
Family Names: Agamph, Barak, Buglump, Bura, Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag, Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg, Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug
Detailed Orsimer background
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Yokudan
Standing broad-shouldered and tall, with dark skin and wiry hair, they are seemingly born with a sword in their hand. I spoke with a few of them and found them formal, obsessed with personal honor, and quite aloof. The redguards were people from another continent, and it seemed they'd brought as much of Yokuda to Tamriel as they could manage.
-Flaccus Terentius, The Improved Emperor's Guide to Tamriel
-Flaccus Terentius, The Improved Emperor's Guide to Tamriel
ability score increase:
Your Agility, Endurance, and Strength scores increase by 1.
age:
Redguards age as the rest of the the human races, rarely living over a century.
alignment:
Redguards mostly follow the good alignments. Many of the people of Hammerfell strictly follow their laws, while nearly an equal amount disregard them entirely.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Tamrielic and Yoku. Yoku is a direct language which is incredibly reliant on context. Similar to Redguards themselves, their language is straightforward and doesn't concern itself with unnecessary things.
race features:
Size. Redguards are strong and tall, often over 6 feet tall. Your size is Medium.
Adrenaline Rush. When you use this trait, your combat awareness increases for the next minute. You gain a +10 bonus to your initiative, your speed is increased by 10 feet, and you can add a d4 to all of your attack and damage rolls. Additionally, at the start of combat, when you roll initiative, you can use your reaction to immediately use this trait. You can't use this trait again until you finish a long rest.
Redguard Combat Training. You are proficient in Long Blade and Short Blade.
Skill Proficiency. You gain proficiency in the Athletics skill.
Yokudan Lineage. Thanks to your Yokudan heritage, you have advantage on saving throws against being diseased.
Size. Redguards are strong and tall, often over 6 feet tall. Your size is Medium.
Adrenaline Rush. When you use this trait, your combat awareness increases for the next minute. You gain a +10 bonus to your initiative, your speed is increased by 10 feet, and you can add a d4 to all of your attack and damage rolls. Additionally, at the start of combat, when you roll initiative, you can use your reaction to immediately use this trait. You can't use this trait again until you finish a long rest.
Redguard Combat Training. You are proficient in Long Blade and Short Blade.
Skill Proficiency. You gain proficiency in the Athletics skill.
Yokudan Lineage. Thanks to your Yokudan heritage, you have advantage on saving throws against being diseased.
PARAGONS OF WAR
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Yokudans recently of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Yokudans are also physically blessed with hardy constitutions and quickness of foot.
Custom and dress differ; some are similar to Colovian in fashion and taste, while some less-inhibited go naked in the streets. In demeanor, they are haughty and easily provoked, and, obsessed with personal honor.
Ancient tradition has predisposed the Yokudans to knightly order, customarily in the service of royal families. Initiates of these orders must prove themselves in dangerous, even deadly, tests of skill.
THE LOST CONTINENT
Recently, a large group of the Yokudans, called the Ra Gada, forged forward in a bloody wave, quickly slaughtering the beastfolk and Nedic villagers, paving safe travel for the Yokudans that stayed behind. The fierce Ra Gada became, phonetically, the Redguards, a name that has since spread to designate the Tamrielic- Yokudan race in general.
They have begun to displace the Nedic peoples, as their agriculture and society quickly adapted to Hammerfell's harsh environment. They took much from Nedic customs, religion, and language for themselves and their contact with the surrounding Bretons and Colovians hastened their assimilation into Tamrielic culture.
YOKUDAN NAMES
Yokudans have only their given name. Through marriage, they sometimes will take the family name.
Male Names: Amir, Azzada, Baurus, Cyrus, Daron, Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley, Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn
Female Names: Anora, Braith, Caminda, Dahlia, Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara, Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia, Umana, Zaria
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Yokudans recently of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Yokudans are also physically blessed with hardy constitutions and quickness of foot.
Custom and dress differ; some are similar to Colovian in fashion and taste, while some less-inhibited go naked in the streets. In demeanor, they are haughty and easily provoked, and, obsessed with personal honor.
Ancient tradition has predisposed the Yokudans to knightly order, customarily in the service of royal families. Initiates of these orders must prove themselves in dangerous, even deadly, tests of skill.
THE LOST CONTINENT
Recently, a large group of the Yokudans, called the Ra Gada, forged forward in a bloody wave, quickly slaughtering the beastfolk and Nedic villagers, paving safe travel for the Yokudans that stayed behind. The fierce Ra Gada became, phonetically, the Redguards, a name that has since spread to designate the Tamrielic- Yokudan race in general.
They have begun to displace the Nedic peoples, as their agriculture and society quickly adapted to Hammerfell's harsh environment. They took much from Nedic customs, religion, and language for themselves and their contact with the surrounding Bretons and Colovians hastened their assimilation into Tamrielic culture.
YOKUDAN NAMES
Yokudans have only their given name. Through marriage, they sometimes will take the family name.
Male Names: Amir, Azzada, Baurus, Cyrus, Daron, Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley, Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn
Female Names: Anora, Braith, Caminda, Dahlia, Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara, Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia, Umana, Zaria
Detailed Yokudan background
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