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| Tweet Topic Started: Jun 29 2010, 08:41 PM (566 Views) | |
| Knows-Many-Secrets | Jun 29 2010, 08:41 PM Post #1 |
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Argonians Description Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends. Argonians, like Khajiit, were oppressed and enslaved by rich families and primary industries in the Morrowind province of Tamriel, the last of the provinces to have legalized slavery. Though slavery is now illegal in Morrowind, House Dres still practices it. Racism is also strong against Argonians, as with all of the beast-races. Biology While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water. Unfortunately for the Argonians, the very traits that enabled them to survive so well in the swamps of their homelands also made them ideal slaves for hard labor in regions of Morrowind that would prove uninhabitable to the other races. History The first known inhabitants of Black Marsh were the Hist trees. The Black Marsh was once part of a much larger land mass until it was flooded by the wanderings of the humanoid Mer races. By early Merethic Era, the Argonians were slowly taking over the land. It is known that in 1E 2811, Argonian armies fought Cyrodiilian forces, but lost. Black Marsh is however as of the Third Era part of the Empire by pact, rather than by force. The novellas 2920, The Last Year of the First Era and The Wolf Queen respectively state that the major Black Marsh city of Soulrest had an Argonian battlechief by 1E 2920, and that Lilmoth had an Argonian priest-king by the first century of the Third Era. Imperial domination changed little of the tribal organization of Black Marsh's society, but wrought disastrous changes to its economy, as the small farms of Argonian peasants were replaced with massive cash-crop farms, and traditional forms of transportation were usurped by foreign methods unsuited to the native terrain. These changes were eventually remedied as the land's administration chose to return to previous methods of business. There have been some small attempts to convert the residents of Black Marsh to the Cyrodiilic pantheon of the Nine Divines, but most have been unsuccessful. The Third Era saw Black Marsh come into conflict with the Dunmer of Morrowind in what is known as the Arnesian War. Also of note is that the Knahaten Flu ravaged the province in the Second Era. The Argonian-Dunmer conflict continues as the Dunmer raid Argonia (the Black Marsh) taking the Argonians as slaves by House Dreth who continue slavery even as it's been abolished in Morrowind. Culture Traditionally, the Argonians live in small hut-villages, usually as sustenance farmers or fishers. When they need to transport themselves or goods, they use razor-thin rafts propelled by an Argonian's tail, or using an "underground railroad", either a system of trails or a literal tunnel system through the hillier parts of the marsh. Attempts to 'civilize' or otherwise bring the Imperial system into Black Marsh have failed, ultimately causing more problems than were solved. Aside from books stolen from abandoned schools, the Argonians seem to function best left alone, with roads and bridges built by the Empire quickly eaten by the swamp, traditional farming negating the slave trade, and robbery disappearing with a lack of caravans to raid. The Argonian pantheon is widely unknown but seems to contain references to Sithis (any Argonian hatched under the sign of the Shadow is given to The Dark Brotherhood and referred to as a "shadowscale"). The Argonians worship the Hist, a type of ancient, sentient tree considered sacred by the Argonians, and that the tree secretes a type of sap-like resin that hardens and, when molded, can make ideal armor. In addition, Hist sap can be violently hallucinogenic when ingested by other races. Skill Bonuses One Handed +5 Alchemy +5 Alteration +5 Illusion +5 Restoration +5 Lock Picking +5 Sneak +5 Special Abilities Resist Disease magnitude 75. Immune to Poison magnitude 100. Water Breathing - Can permanently breathe underwater. Histskin - Can rapidly regenerate from damage once per thread. Argonians heal naturally quicker than other races. Argonians swim faster than other races. Edited by Knows-Many-Secrets, Nov 23 2011, 06:43 PM.
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| Knows-Many-Secrets | Jul 1 2010, 01:24 AM Post #2 |
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Altmer Description In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isles are called High Elves. In the Empire, "High" is often understood to mean "proud" or "snobbish," and as the Altmer generally personify these characteristics, the "lesser races" harbor little warmth for them. Altmer confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the arcane arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races." However, they are also somewhat vulnerable to fire, frost, and shock. Biology The High Elves are among the longest living and most intelligent races of Tamriel. Because of this they often become powerful magic users having centuries in which to practice their art. Due to their incredibly strong minds, some Altmer are naturally immune to paralysis, both natural and magical. History The Altmer primarily live in the province of Summerset Isles, a large island off the southeast coast of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri ancestors arrived on Summerset Isle after fleeing the catastrophic sinking of their original home continent, Aldmeris. From here, splinter groups of Aldmer spread throughout Tamriel, but the Altmer remained on the Isles, acting as the nominal head of the empire of meri nations on Tamriel. For most of the Mythic Era, the other races of elves on Tamriel acknowledged the Altmeri king as their own ruler, a practice which persisted until the founding of the Camoran Dynasty in Valenwood marked the start of the First Era, and the beginning of the decline of Altmer-dominated Tamriel. Their influence is still felt across the continent, however, as their culture forms the basis for the religion, language, and even architecture of the Cyrodiilic Empire. Culture The Altmeri religion forms the basis for most of the other religious practices on the continent, primarily due to its widespread acceptance prior to the advent of human civilization. It is generally assumed that the Altmer pantheon derives directly from the original gods of the Aldmer, and was nearly identical to that of the Ayleid that ruled central Tamriel before the Alessian revolt. The Altmer pantheon consists of nine of the Aedra that originally cooperated to form Nirn, the mortal plane. They primarily worship those Aedra which removed themselves from the creation process in time to save their divinity, with a few notable exceptions. As with nearly all Tamrielic religions, they revere Akatosh, whom they call Auri-El, as their chief deity, at least in principle. However, Akatosh, along with the Altmer deities Stendarr and Mara, were part of the creation process until its end, and so were severely weakened from their original form. In practice, the Altmer followed the teachings of Trinimac, the champion deity of the elves, who was still able to physically walk the face of Tamriel during the Mythic Era. Other key divines in their pantheon include Magnus, the source of magic on Tamriel, and Phynaster, the patron god of Summerset Isles, whom the Altmer claim taught them to live much longer lives (by taking shorter strides). Although they do not revere him as a god, in fact quite the opposite, the Altmer do acknowledge the divinity of Lorkhan, the patron god of man. Much of the early Altmer history involves conflicts between Trinimac and his elves, and Lorkhan and his humans. The Altmer cast Lorkhan as a treacherous, shifty character who tricked the other Aedra into carrying out his plan for creation. As the elves believe themselves to be direct descendants from Akatosh, they blame Lorkhan for the loss of their divinity. (This is the key difference between human and mer theology: humans consider themselves creations of the gods, not descendants of the gods.) Unfortunately for the Altmer, Trinimac disappeared near the end of the Mythic Era; according to legend, he was eaten by the Daedric Prince Boethia and reformed into Malacath. The start of the First Era marked the beginning of a sharp decline in Altmer cultural and religious dominance across Tamriel; in modern times, Altmer outside of Summerset are as likely to worship the Nine Divines as their own traditional gods. Skills +10 Alteration +5 Destruction +5 Enchanting +5 Alchemy +5 Conjuration +5 Illusion Traits Birthright - High Elves have greater reserves of magicka than most races, allowing them to cast more spells without fatiguing quickly. Highborn: Once per day, increases Magicka regeneration tenfold for 60 seconds. High Elf Disease Resistance 75% on Self, constant High Elf Elemental Weakness (Fire, frost, lightning) 25% on Self, constant Edited by Knows-Many-Secrets, Nov 26 2011, 10:02 PM.
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| Knows-Many-Secrets | Jul 1 2010, 01:59 AM Post #3 |
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Bosmer Description The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves, but "Bosmer", or "the Tree-Sap People", is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others. History Valenwood, as a jungle, was home to quite some interesting creatures. A Pocket Guide to the Empire gives us a list of these; "Before man or mer came to Valenwood, it was home to a salmagundi of creatures and strange civilizations. Centaurs, hippogriffs, satyrs, minotaurs, giants, basilisks, fairy folk, hydra, and intelligent apes all flourished there before the first Aldmeri stepped onto its shores. Like all Elves, the Aldmer had to adapt to their environment, and they became the present day Bosmer. For the support of Y‘ffre, in helping them adapt, the Bosmer promised not to harm the forest, or any of its creatures. The first king of Valenwood, who started the Camoran Dynasty, was King Eplear. He succeeded in uniting the wild Bosmer. He also welcomed other races, especially the Ayleids, who fled from Alessia's slave rebellion. In 1E340, he also welcomed the Empire, agreeing to a trade treaty with the now Ayleid-free men. However, the prophet Maruhk's controversial teachings would bring tension between the Camoran Dynasty and the Empire. As a war was brewing, Valenwood killed Skyrim's king, Borgas, in a Wild Hunt, putting the Nords in turmoil for 50 years. The reign of Empress Herta only intensified the conflict between Valenwood and Cyrodiil, as she improved Cyrodilic relations with the Colovian West. In 1E2714, Valenwood fell to Cyrodiil, due to being weakened by warfare and a plague from the Sloads of Thras. The Empire then gave independence to each city of Valenwood, so they would not unite against Cyrodiil. The Bosmer were loyal to Cyrodiil, until the last Akaviri Potentate died in 2E 430. The Camoran Dynasty tried to reestablish power, but failed, due to the cultural differences of each city. Without any main power, the Bosmer warred those around them, such as the Khajiits of Elsweyr, the Colovians of Cyrodiil, and in some cases, each other. Too busy in their quarrels, they were easily defeated by the Maormer of Pyandonean. Their only hope was Summerset Isles. Together they created the Aldmeri Dominion, which was a stable power, unlike many others, until the coming of Tiber Septim. Now stable, Valenwood adopted a new government they called Thalmor, which kept Valenwood stable until its dismantling by Tiber Septim's armies. Tiber Septim allowed them to keep the city-state government, and a Camoran king. For 50 years the Bosmer were stable until they began to feel annoyed at the Imperial government they were under. The Camoran Usurper rose up during this time, and recruited those who supported him, and killed those that opposed him. He attacked Cyrodiil, and the Bosmer were under his rule for 20 years until they gained the courage to leave his power. Valenwood no longer trusted other races, and isolated itself from the Empire. The Bosmer also started to return to traditional types of living, by surviving in the forest, they could keep away from the hectic political world, and many did. They still were attacked during the Imperial Simulacrum, by both Elsweyr, and Summerset Isles, the latter whom they once called ally. Culture The Green Pact; A strict code upheld by the Bosmer of Valenwood, which prohibits the use of any wood or vegetable matter of Valenwood as building materials, and requires that Bosmer be strict carnivores. The Bosmer allegedly made the Green Pact with Y’ffre the Forest Deity in return for Y'ffre's patronage and perhaps protection. As a result, the Bosmer use bone, animal, and insect products widely; imported wood is used when necessary. There are also almost no cities or towns built by the Bosmer themselves. Skills +10 Marksmanship +10 Sneak +5 Alchemy +5 Light Armor +5 Alteration Traits Beast Tongue greater power (Command Creature) control creature for 60 seconds on Target, once per day Wood Elf Disease Resistance 75% on Self, constant Wood Elf Poison Resistance 50% on self, constant Wild Hunt - A ritualistic ability all Bosmer have access too, but has a dire cost. What it is and what it does is something only the bosmer know. Edited by Knows-Many-Secrets, Nov 23 2011, 06:41 PM.
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| Knows-Many-Secrets | Jul 1 2010, 08:21 PM Post #4 |
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Breton Description Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. History The Bretons' origin can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry, seen in their higher magical affinity. Culture Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs. Skills +10 Conjuration +5 Speech +5 Restoration +5 Alchemy +5 Alteration +5 Illusion Traits Breton Enhanced Magicka - Bretons have greater reserves of magicka, allowing them to cast more spells without becoming drained and fatigued. Breton Magic Resistance 25% on self, constant Dragon Skin greater power: Shield 50% for 60 seconds on self, once per day Edited by Knows-Many-Secrets, Nov 23 2011, 03:25 AM.
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| Knows-Many-Secrets | Jul 1 2010, 08:49 PM Post #5 |
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Dunmer Description Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skilled and balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races. Dunmer distrust and are treated distrustfully by other races. They are often proud, ruthless, and cruel, and young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill reputation prevent them from gaining more influence. Dunmer born outside of Morrowind, or who grew up in the Imperial tradition are however usually much friendlier than their native-born counterparts. History The Dunmer themselves, previously known as the Chimer (changed folk) due to their worship of the Daedra, rather than the Aedra worshipped by the other Aldmer in Summerset Isles, gained their dark skin as a result of the Battle of Red Mountain which involved the murder of an ancient and respected hero known as Nerevar. Nerevar was suggested to have been murdered by his own Tribunal, which included Vivec, the warrior-poet, Sotha Sil, the clockwork sorcerer, and Almalexia, his wife. These three supposedly killed Nerevar in an attempt to attain immortal life and become the "living gods" seen in Morrowind. Another version, endorsed by the Tribunal Temple, states that Nerevar died from wounds he received during battle - possibly with the Dwemer King, with Dagoth Ur, the larger Battle at Red Mountain, or a combination of the three. Orthodox history holds that the Daedra Azura (the Goddess of Dusk and Dawn and an ally of Nerevar), became angry and punished the entire Chimer race for letting such a disgrace happen and turned their skin as black as the Ashlands and their eyes as red as their hearts. However, some scholars suggest that this is merely a fable. Three of the favored expletives used by the Dunmer are "fetcher", "n'wah", and "s'wit". Culture Native-born Dunmer tend to look down on "outlanders", which are other races or Dunmer born outside of Morrowind, though the intensity of this ethnocentricity varies from place to place. The land from which the Dunmer hail is to the far east of the Empire and is commonly known as Morrowind (which contains the island of Vvardenfell). Slavery used to be extremely common in Morrowind, and slaves were most either of Khajiit or Argonians descent, although many men and mer were also enslaved there. The Empire of Tamriel has a ban on slavery but, as part of the terms of Morrowind's entrance into the Empire, Dunmer were allowed to keep their own sacred and traditional laws. However, it is revealed that slavery has been abolished and the slaves freed by House Dres and House Hlaalu. Though many Dunmer have become assimilated into Imperial and foreign culture, almost all retain many of their traditions and values, and some Dunmer even prefer living the traditional life of the Ashlanders - in small, primal tribes in the deserts and scorched plains of the Ashlands and on the plains of the Grazelands. In the Ashlands, native tribes rule without laws or care for government and live strictly by codes, rituals and ancient traditions usually dictated by a wise woman or seer, while others created or joined the Great Houses and established such cities as Balmora or Vivec, but the land is so harsh and dangerously infested with creatures such as Alits and Cliff Racers that the Imperials dare not venture out. The Dunmer can be said to be defined by their environment. An example of this is their connection to Red Mountain, which looms large in their collective thought as it does on the horizon. Its ash and lava sculpt the attitudes of Vvardenfell residents just as it does the landscape. Skills +10 Destruction +5 Sneak +5 One Handed +5 Alteration +5 Light Armor +5 Marksman Traits Ancestor Guardian greater power summons an ancestor guardian for 60 seconds on self, once per day Ancestor's Wrath - Once per day, ignite oneself in a shrowd of fire. Mildly burning all enemies within melee rance for 60 seconds. Dark Elf Fire Resistance 75% on Self, constant Edited by Knows-Many-Secrets, Nov 22 2011, 06:11 AM.
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| Knows-Many-Secrets | Jul 1 2010, 09:38 PM Post #6 |
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Imperial Description Known as Cyrodils, or Cyro-Nordics, before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires. The repeated rise and fall of Cyrodiil has never failed to reorder the continent, and each Empire has marked a new epoch in Tamrielic history. History When the Aldmeri landed in the Summerset Isles, they did not move far inland, but told of ancient beasts before men or mer. Unfortunately, oral tradition only gives unclear glimpses of what they may have looked like. The only definite information of Cyrodiil's history is after the beginning of recorded history, which is when the Ayleids came to call Cyrodiil their home. Described in A Pocket Guide to the Empire "The Ayleids were ancient Aldmer, cousins of all the elven races that exist to this day. Over time, they became a distinct people, crafting a civilization whose ruins still puzzle and fascinate modern archaeologists and adventurers." The Nedic peoples of the region became the slave labor for their ambitions once man-mer tensions in Skyrim reached a boiling point. One of the most important events of Cyrodilic history is the slave rebellion of 1E 242. The men and mer had been fighting in Skyrim for quite a while, however, this revolt, led by Alessia handed the entire region to the insurgent humans. "The heart of Tamriel was going to belong to these former slaves, present day Cyrodilics or Imperials, forever more." In an alliance with Skyrim, the Alessian Empire pushed to the west towards High Rock, which, at the time, was under the control of the Direnni. Another big change was present at this time, as described in A Pocket Guide to the Empire, "The prophet Maruhk’s teachings brought both identity to Cyrodiil, codifying the pantheon most civilized Tamriellians worship to this day, as well as conflict, due to the more severe strictures he espoused." Another big event in the history of Cyrodiil occurred in the year1E 2703, the Akaviri invasion. This event not only affected Cyrodiil, but brought all of Tamriel together to fight the new threat. The Akaviri were fought off, and the people of Tamriel subsequently became more cooperative with one another. Under the rule of Emperor Reman I, Cyrodiil became cosmopolitan, and incorporated aspects of High Rock, Colovian, Nibinese, and even Akaviri culture. The Second Empire of Cyrodiil continued to expand, engulfing almost all of Tamriel. All was normal until the assassination of Emperor Reman III and his son Juilek marked the end of the First Era, and the Second Empire. The government was under the control of Akaviri Potentates, and it continued to evolve until the last Potentate died in the 2E 430. Throughout the rest of the Second Era, Tamriel was in chaos. Nibenay and Colovia split apart, and farms, villages, and even highways were in ruin. Many tried to claim the Imperial throne, and this chaos lasted for centuries. The only hope for Tamriel was Tiber Septim. He started the Third Empire and helped Cyrodiil and the rest of Tamriel thrive. The empire has thrived since then, only weakened during the War of the Red Diamond and the Imperial Simulacrum. Culture Common Cyrodilic names, certain aspects of Nibenean architecture and Colovian martial tradition (military organization and equipment) should seem familiar, as they are inspired by the real world Roman Empire. In Tamriel, many of these parallels are in fact the result of Akaviri influence, dating back to the First Era cooperation between Reman I and the defeated invaders. Skills +10 Speechcraft +10 Heavy Armor +5 Restoration +5 One Handed +5 Block Traits Star of the West greater power: Absorb Fatigue 100 points on Touch, once per day Voice of the Emperor greater power: Charm 50 points for 30 seconds on Target, once per day Lucky Bstard - You tend to find more gold than usual. Edited by Knows-Many-Secrets, Nov 16 2011, 06:09 PM.
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| Knows-Many-Secrets | Jul 1 2010, 10:11 PM Post #7 |
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Khajiit Description The Khajiit are a race of feline creatures hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Biology Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and digitigrade -toe walking- stance) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. Along with these feline characteristics, the Khajiit share an additional distinctive trait to a male lion. Khajiit en have small barbs on their genitalia, just like real world lions. It is currently unclear whether a successful union between Khajiit and other races may occur, for, while reports of children born of such unions have been noted in the past, no well-documented cases exist. Khajiit are each subtly bound to the Lunar Lattice, a mysterious force entitled the ja'Kha'jay in their native tongue. The Lunar Lattice determines the form a Khajiit assumes in life, according to the phases of Masser and Secunda at the time of their birth; while Khajiiti newborns appear incredibly similar to one another at birth, their future form becomes clear in a matter of weeks. This is due in part to the fact that, although born smaller than the children of either man or mer, the Khajiiti mature at a significantly faster rate. It is imperative to note that while the Khajiit derive their natural form from the moons of Nirn, their peculiar tie to such is in no way related to lycanthropy, for, unlike that disease, it is neither contagious nor temporal. A Khajiit will retain its form of birth throughout their life and the moons, although they affect in what form the Khajiit will be born, do not affect it after that. Furthermore, there are no known shapeshifting Khajiit. The Imperial-commissioned Pocket Guide to the Empire states that there are "more than twenty" forms of Khajiit, however, to date, only those that follow are known to exist. History Elsweyr, originally comprised of more than twenty distinct kingdoms, was fashioned into its modern state in 2E 309 when Keirgo of Anequina and Eshita of Pellitine combined their long-feuding kingdoms, sparking a class struggle that briefly threatened to draw outside intervention. The former two kingdoms, each with their own government and nobility, found themselves drawn together, and thus, felt themselves betrayed by their leaders. After a time of civil unrest and war, peace was restored amongst the Khajiiti by the generally non-partisan Mane, Rid-T'har-ri'Datta, who "bestowed to the classes equality under the bi-lunar shadow, dividing their power in accordance with two-moons-dance". What this established, in a more understandable sense, was a rotational power base in which both sides of Khajiiti society, the southern city-dwellers under the nobility and the northern nomadic tribes under their chieftains, shared alternate control of the region based on the phases of Masser and Secunda; the terms of this measure, the Riddle'thar, were overseen by the thinly-veiled dictatorship of the Mane himself. Culture The Mane, while the unofficial head-of-state, is no more a "breed" of Khajiit than any other is, he is simply unique. Khajiit tradition holds that only one Mane may be alive at any one time; indeed, it is believed among the Khajiit that there exists only one Mane, who is simply reborn in different bodies with the passage of time. Whether this is true or not, there has been no recorded instance of multiple Manes contending for power; if this in turn supports the Khajiiti belief, or is merely the result of the ruling Mane eliminating any potential rivals before they can mature, cannot be determined. Thus, the Khajiit stand divided amongst two disparate ways of life, those of the southern Elsweyr jungles and river basins being settled city-dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on the exportation of saltrice and Moon Sugar; whilst the nomadic tribe or pride-centric Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial raiders periodically united under a single chieftain. In a society such as this, where the source of power is lost amidst so many convolutions, it is widely held that the greatest force amongst the Khajiit is that of the Clan Mothers, who are said to be both a "shifty and elusive bunch". It is they, ultimately, who control both the harvest and refining of Moon Sugar, and thus, they who are seen as the most influential. Moon Sugar is believed to be "crystallized moonlight" by the Khajiit, trapped in the glimmering waters of the Topal Sea and washed to the sugarcane groves of the Tenmar by the tides, under the guidance of Hermorah. By partaking of the sugar, the Khajiit believe they are consuming, in part, a small portion of the twin gods' - Jone and Jode - eternal souls. This knowledge, along with the natural narcotic effects of Moon Sugar, drives the Khajiit into fits of ecstasy and abandon, leaving the streets of Elsweyr's major cities full of catmen shivering in the grip of sugar-fits. A particularly potent derivative of Moon Sugar, known as skooma, is often smoked through a water-pipe, inducing upon the Khajiit wild bursts of passion greater than that experienced from raw Moon Sugar; however, the use of skooma leaves its victims addicted for life, and in constant, alternating states of euphoria and lethargy. Nevertheless, Moon Sugar is a daily part of Khajiit life, as well as comprising the chief export of Elsweyr, smuggled out in vast quantities of both raw and refined forms. The natural propensity towards Moon Sugar has lent a certain "sweet-tooth" to the Khajiiti, the food of Elsweyr invariably being sweet; candies, cakes, puddings, and sugar-meats are the staples of the Khajiit diet, each generously sprinkled or taken in part with Moon Sugar. While the majority of Khajiit prefer to use their razor-sharp and retractable claws as weapons - most being practitioners of one of the numerous forms of Khajiiti martial arts, among which Goutfang, Whispering Claw and Rawlith Khaj are the most popular - many have mastered the use of the sabre, scimitar, dagger, and longbow. Such mastery, among other things, may be seen among the male Khajiits' names, through which they display their status in life with the prefix; though care is always taken, for the use of two titles is perceived as the result of either great pride or ignorance. Skills +10 Sneak +10 One Handed +5 Light Armor +5 Lock Picking +5 Pick Pocketing Traits Eye of Fear greater power: Demoralize for 30 seconds on Target, once per day Eye of Night lesser power for 30 seconds on Self Clawed Hands - Khajiit are known for having retractible claws on their hands and feet. The claws are very sharp, and work as a weapon that deals 3 damage and can cause lacerations. Very good for hand to hand. Khajiit can naturally run faster than the other races. Edited by Knows-Many-Secrets, Nov 23 2011, 06:40 PM.
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| Knows-Many-Secrets | Jul 1 2010, 11:18 PM Post #8 |
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Nord Description The Nords are a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel’s coasts. History Nords, as their name implies, come from the north. As a people, they originated in the northern-most place in the known world, a continent only known as Atmora. What little is known comes from old Elvish records which are not open to Imperial scholars, but which are known to refer to the continent as 'Altmora', meaning "Elder Wood". It is likely Atmora is a human corruption of this word. Even in ancient times, Atmora must have been extremely cold, at least as much so as modern day Skyrim, because the men who lived there are very well suited to live in cold climates. It is said that during the time of the migration, a protracted and bloody civil war had gripped Atmora, and, as the story goes, a man named Ysgramor rallied those people from all sides who desired to live in peace, and set sail to the south, eventually arriving in Skyrim; the extreme northern tip of the continent of Tamriel, at a place known as Hsaarik Head. They named the new land "Mereth" in tribute to the Aldmeri elves who populated the continent (having settled most of Tamriel millennia earlier). As it goes, elves and men lived in relative peace and prosperity for a great deal of time. Racial tensions between the two species gradually rose however and it wasn't long before conflict erupted. Contrary to most stories, which erroneously credit Ysgramor with the first human settlement of Tamriel, he and his colonists were simply the latest of a long line of emigrants from Atmora. Indeed, the central continent was already populated by Atmorans and indigenous humans throughout. It is not clear what started the conflict but it is known that the Aldmer razed the Nordic capital city of Saarthal to the ground (supposedly in response to "blasphemies and provocations"), killing the defenders and everyone unable to flee, in what was to become known as the Night of Tears. Only the Nordic King Ysgramor and his two sons managed to survive the carnage and fled back to Atmora. It wasn't long before Ysgramor returned to Skyrim to exact his vengeance, bringing with him his famous Five Hundred Companions. Upon their return to Tamriel, they expediently slaughtered the Elves living there and began the process by which the elven population of Skyrim would be completely eliminated. In 1E241 King Vrage the Gifted began the process of expansion what is now known as the Skyrim Conquests. These conquest culminated in the First Empire of the Nords. Within a span of fifty years, Skyrim ruled all of northern Tamriel, including most of present-day High Rock and the whole of Morrowind. Some ambitious Nord leaders considered attacking northern Cyrodiil, however the Jerall Mountains proved to be too big a barrier, and northern Cyrodiil too poor a prize. In the centuries that followed, Skyrim expanded and contracted as battles were won and lost. The Empire came to an end in 1E415 with the death of King Borgas, the last of the Ysgramor line. When the ruling council or Moot was unable to choose the capable Jarl Hanse of Winterhold as the new king of Skyrim, the ensuing civil war tore the Empire apart. The Empire lost all of its holdings in High Rock and Morrowind, and Skyrim was divided into several independent kingdoms. It wasn't until the second era and the Second Empire of Man under the Reman Dynasty that one man effectively ruled the whole of Skyrim. Skyrim was absorbed comparatively peacefully in the empire of Tiber Septim, the Battle of Sancre Tor and other clashes notwithstanding. Many Nords found employment in the Imperial Legion, as Talos generally nurtured relations with the north. In the centuries after the Empire's founding Skyrim was drawn in several major conflicts. One of these was the War of the Red Diamond wherein Skyrim sided with Queen Potema against the Empire. The civil war tore the Empire apart and it would take seventeen long years before Potema was finally defeated. As a result of this war there is a strong underground movement called the Horme that believes Potema and her deposed son of Uriel III to be the last of Tiber Septim's true blood and under that principle lead raids against Imperial interests in the province Currently the kingdoms of Skyrim have started several wars to expand their territory. The War of Bend’r-Mahk increased the territory that is considered Skyrim considerably, allowing the Nordic counts to swallow up many miles of eastern High Rock and Hammerfell. There are also ongoing rumors that Skyrim is besieging the Dunmer of House Redoran. Culture The spiritual relationship between the Nords and breath, which is associated with the Sky Goddess Kyne, is also important. As Children of the Sky puts it: “Nords consider themselves to be the children of the sky. They call Skyrim the Throat of the World, because it is where the sky exhaled on the land and formed them. They see themselves as eternal outsiders and invaders, and even when they conquer and rule another people; they feel no kinship with them. The breath and the voice are the vital essence of a Nord. When they defeat great enemies they take their tongues as trophies. These are woven into ropes and can hold speech like an enchantment. The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman. The strongest of their warriors are called "Tongues." When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city. Shouts can be used to sharpen blades or to strike enemies. A common effect is the shout that knocks an enemy back, or the power of command. A strong Nord can instill bravery in men with his battle-cry, or stop a charging warrior with a roar. The greatest of the Nords can call to specific people over hundreds of miles, and can move by casting a shout, appearing where it lands.” The art of Thu-um as a weapon is now lost and forbidden. Apart from the students of the discredited School of Thu'um in the Imperial City, Tiber Septim was reputedly the last man to wield this power. However, the ancient Greybeards still sit atop the many steps leading to the peak of High Hrothgar, where the Nordic race was born. Like all Tamrielic races (Dunmer excluded), the religion of Skyrim is focused on the Aedra and their old ally, Lorkhan. The Nordic Akatosh is Alduin, a terrible, ravenous dragon who presides over the cycle of existence and devours the universe at intervals. His coming is feared by all pious Nords, and he is the object of (through Nordic eyes) perverse worship by the Altmer, who venerated Auri-El. In more recent days, it has been shown that the traditional Alduin can co-exist with the less adversarial Cyrodiilic interpretation of Akatosh the Time Dragon. Kyne is notably more assertive and warlike than the nature-loving Kynareth. Although Mara is present in her role as a mother goddess, it was Kyne who is the mother of the Nords. She is also credited with sending her son Morihaus (and perhaps Pelinal) to the aid of the Cyro-Nordic slaves in their uprising. The chief of the pantheon of Skyrim is Lorkhan, and he merits the most mention. The Nords know Shor as the king of the gods, a champion of men in their struggles against the elves. He was treacherously slain by elven devils, yet continues to bestow favor on his people by aiding them with immortal champions such as Ysmir, another member of the Nordic pantheon. Today, Ysmir is the name by which Nords recognize the divinity of Talos. Also of note is that fact that certain Daedra, such as Hermaeus Mora, can be found in the Nordic pantheon. Skills +10 Two Handed +5 One Handed +5 Heavy Armor +5 Smithing +5 Block +5 Restoration Traits Nordic Frost greater power: Frost Damage 50 points on Touch, once per day Woad greater power: Shield 30% for 60 seconds on Self, once per day Nord Frost Immunity 50% on Self, constant Battlecry - Demoralizes a single enemy around the caster, sending the target fleeing for 30 seconds. Edited by Knows-Many-Secrets, Nov 16 2011, 06:14 PM.
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| Knows-Many-Secrets | Jul 2 2010, 12:04 AM Post #9 |
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Orcs Description Orcs, also called Orsimer, "Corrupt Elves," or "Pariah Folk" in ancient times, are sophisticated barbarian beast peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the "City of the Pariah." They 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 the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the 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. History The Hero of Daggerfall reported Gortwog gro-Nagorm united his people by establishing an autonomous enclave, and forced the Emperor Uriel Septim VII to recognize Orsinium as an equal of the other lesser kingdoms (such as Daggerfall or Sentinel). Culture Their religion centers around the worship of the Daedric Prince who governs outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah destroyed the Aldmeri God Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah "ate" Trinimac. Skills +10 Smithing +10 Heavy Armor +5 One Handed +5 Two Handed +5 Block Traits Berserk greater power: Going into a blind rage the orc gains tremendous physical strength and stamina, able to take untold amounts of damage for 60 seconds. Orc Magic Resistance 25% on Self, constant Edited by Knows-Many-Secrets, Nov 22 2011, 06:07 AM.
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| Knows-Many-Secrets | Jul 2 2010, 12:50 AM Post #10 |
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Redguard Description The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards 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, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral human homeland of Atmora. Biology As a race, the Redguards are of approximately average human intelligence. They are of average human height, above average human strength and agility, and show a remarkable capacity for surviving in hot, dry climates. They generally possess dark skin, ranging from light brown in hue, to nearly black, and often with a significant red tint. They possess very curly hair and rarely more than a wispy mustache and beard, and degree of body hair varies. History Redguards (in their own language 'Yokudans', taken simply from the name of their homeland) hail from the western continent of Yokuda, which sank into the sea in ancient times. The cause of Yokuda's sinking is attributed either to natural factors (such as earthquakes, tsunamis, and volcanic eruptions) or to the sword-magic revenge of a defeated band of Ansei called the Hiradirge. Upon the sinking of their homeland, the Yokudan fleet set sail to the east, eventually landing in Hammerfell. At the time, Hammerfell was populated largely with Orsimer (Orcs) and savage beasts. The Yokudans, desperate to survive as a people, launched the so-called Warrior Wave, made up of the Ra'gada, a caste whose descendants are now known as Forebears. They attacked the towns and cities of Nede, Mer, and Orsimer, leaving no survivors and building on top of the ruins. After only a few brutal months, the Ra Gada had established a strong presence along the western shores of Hammerfell. From this foothold they continued to launch assault after assault, eventually succeeding in driving off the Orsimer and making way for the High King and the Yokudan royalty, known as Na-Totambu, to safely arrive in Hammerfell. The modern-day Redguards take name after these Ra Gada and solidified their place in history as magnificent warriors in defeating the strong and hardy Orcs. Culture Currently Redguard society is divided into two main socio-political classes known as the Crowns and the Forebears. The Crowns are descended from the High King and the Na-Totambu who ruled in Yokuda. The Crowns hold Yokudan tradition in high reverence and greatly dislike the Empire's control over Hammerfell. The Forebears are descended from the Ra Gada warrior class which conquered the province. The Forebears are more cosmopolitan than their Crown counterparts and are more welcoming to the Empire and its cultural traditions. Redguard society is extremely martial, and nearly everyone is expected to have a grasp of basic weaponry and combat, although only the rulers are generally expected to have any knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military, and they are expected to prove themselves worthy or face death. The practice of eastern magic, or Nudri-hi, is greatly frowned upon by Crown and Forebear alike. Redguards are a highly disciplined and enterprising people, having centuries of experience with warfare in their homeland. Their warriors are acknowledged to be among the best warriors in the world. The Redguards are likewise known for their naval prowess, and their fleets have proved a match for the Empire's best armadas, as seen at Stros M'kai. Skills +10 One Handed +5 Smithing +5 Archery +5 Block +5 Two Handed +5 Heavy Armor Traits Adrenaline Rush greater power. Once per day a Redguard may gain a burst of energy, renewing their will to fight and giving them more stamina to keep fighting. Redguard Disease Resistance 75% on Self, constant Redguard Poison Resistance 75% on Self, constant Edited by Knows-Many-Secrets, Nov 16 2011, 06:16 PM.
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2:38 PM Jul 11