Humanoid Species
Sept 6, 2014 12:53:32 GMT -6
Post by Radilu on Sept 6, 2014 12:53:32 GMT -6
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Creation of the Altmer is not controlled.
Creation of the Argonian is not controlled.
Argonians are a race of reptilian people native to the large and marshy province known as Black Marsh, a region of Tamriel. They can be found in smaller numbers throughout the continent. Argonians are one of the few races completely unrelated to men and mer, being descended directly from the Hist. Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians make proficient thieves, due to their superb lockpicking and sneaking skills. They are also very capable warriors and archers due to their constant use of guerrilla warfare against Warring Tribes or Dunmer slavers.
The Argonians have a very unique type of biology that is different than that of the other beastfolk race, the Khajiits. While a Khajiit's physical appearance is determined by the phase of the two moons, an Argonian's is said to be determined by a sap. When an Argonian hatchling is born, they ingest a special, sacred sap that comes from the hist tree. This sap will determine the overall appearance of that hatchling throughout his life. The Argonians are also known to be proficient sailors and fisherman as two Argonians can use a large net in the water to catch schools of fish.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be used as an effective weapon. If an Argonian becomes a vampire, it appears to age tenfold and its eyes turn light red and nearly blank, though their pupils are still clearly visible. When swimming they use their tails to propel themselves as they glide through the water. An Argonian's tail is also used for balance which gives them an extra advantage in certain situations. This is one of the many reasons Argonians are effective as thieves and assassins.
Natural Skills
► Can Breath Underwater
► Immunity to Diseases
► Increased ability for Lockpicking and Sneaking
► Histskin: Invoke the power of the Hist to recover health ten times faster for 60 seconds, once a day.
Creation of the Bosmer is not controlled.
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.
The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.
Natural Skills
► Higher Archery skills than other Mer
► Command Animal: Make an animal an ally for 60 seconds, can be used once per day
Creation of the Dunmer is not controlled.
The Dunmer, also known as Dark Elves are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.
Natural Skills
► High Destructive skill
► High Archery skill
► 50% of fire damage is resisted
► Ancestor's Wrath - For 60 seconds, opponents that get too close take 8 points per second of fire damage, can be used once per day
►Sparks Spell Naturally known
Creation of the Imperials are not controlled.
Known as Cyrodiils, Cyrodilics 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, and their respect for the rule of law. 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 erect 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 ends of which each mark a new epoch in Tamrielic history.
Natural Skills
► Voice of the Emperor: Calms nearby people for 60 seconds, can be used once per day
► Imperial Luck: Finds slightly more gold
Creation of the Khajiit is not controlled.
They are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. They are known for their natural agility, stealth, and their production of Moon Sugar, which can be refined into skooma. They travel around selling their wares but are not usually trusted, due to the racial prejudice of many of the races in Tamriel, resulting possibly from the belief that most Khajiit are thieves. They usually talk about themselves in third person, such as with J'zargo, and Kharjo: "J'zargo is leaving now, J'zargo bids you farewell", or "Kharjo is ready to fight now".
Many Khajiit names have a prefix attached to the given name, though some do not, and can be connected with an apostrophe. Some of the common prefixes are:
► Dar = Thief, clever
► Do = Warrior
► Dro = Grandfather/Grandmother
► J/Ja/Ji = Bachelor, Young Adult
► Jo = Wizard, Scholar
► M/Ma = Child, Apprentice, also used to imply virginity
► Q = Unknown
► Ra = Shows Status
► Ri = Status, often tribal leader
► S = Adult
Natural Skills
► Claws
► Eye of Night: Improved night vision for 60 seconds, multiple times per day.
► Rather skillful at sneaking and speechcraft
Creation of the Nords are not controlled.
Nords are a race of men and women from the province of Skyrim. The Nords have a natural resistance to the frost, evolved in the northern, colder reaches of Nirn. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of traditional warfare. Nord culture centers on the quest for honor and glory, with emphasis also on the family and community.
The Nords are a race of Men who typically are regarded as light-skinned, fair-haired and imposing in size and build. They are the direct descendants of the Atmorans, who in ancient days sailed to Tamriel from the frozen continent of Atmora, and to a lesser extent of the Nedic peoples, who were natives of Tamriel that interbred with these Atmorans. The Nords, along with the Redguards and Orcs, are on average more muscular and larger of size than the other races of Nirn. They have developed an innate resistance to cold as well as a fierce and uncompromising mindset in the face of adversity, traits that are likely the result of generations of having lived on the tundra and enduring Skyrim's harsh, overcast climate.
Natural Skills
► 50% resistance to Frost
► Battle Cry: Targets flee for 30 seconds, can be used once per day
► Combat Orientated
Creation of the Orcs are not controlled.
The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. Despite historical misconceptions, they are in fact a variant of elves or mer, hence the name Orsimer, meaning "Pariah Folk". Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.
Most orcs are found in strongholds throughout Skyrim, though some are seen in major cities such as Morthal and Markarth. The Dragonborn may enter, but cannot have conversation with the Orcs inside. Once you near an Orc Stronghold, a guard will tell you to stay away. Thus making conversation impossible until help them with something that the guard says.
Natural Skills
► Berserker Rage - Take half damage and do double damage for 60 seconds, once a day. This does not apply to damage dealt by spells; however, it does stack with other physical damage buffs. While Berserker Rage is active, the Orc will see red and his/her vision will be slightly blurry while sound dulls a bit.
► High Skills for Warrior-type perks
► Rather good at Enchanting Items
Creation of the Redguard is not controlled.
Redguards are a race of humans who hail from the lost continent of Yokuda and now reside primarily in the province of Hammerfell. Their name is derived from the corruption of the native Yokudan term "Ra Gada", which (translated loosely) means, "warrior wave". Due to their swift and decisive conquering of the province of Hammerfell, the Redguards are renowned as arguably the most fierce, versatile and naturally gifted warriors in all of Tamriel. Their ferocity and versatility is also manifested in their personality, which lends itself to why they are most effective as scouts and in small units as opposed to being deployed as rank and file soldiers.
In addition to their cultural affinities for many armor styles and weapons (particularly swords), 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 known connection with the ancestral Nordic homeland of Atmora.
Natural Skills
► Fierce Warriors
► Resists Poison
► Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds, once per day
Humanoid Species
Altmer (High Elf)
Creation of the Altmer is not controlled.
As a race, the Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and much taller than other mer. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Bretons but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow. On average, Altmer are of smaller build than humans, and thus generally not as strong. Their tall stature also makes them less agile than their Bosmeri cousins. However, Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. Altmer are received poorly amongst the Nords, the Stormcloaks especially, ever since the Thalmor, the ruling political group of the Altmer, outlawed the worship of Talos in Skyrim. High Elves are well known for their noble countenance and are arrogant or disdainful more often than not when addressing humans.
Natural Skills
► Good Mages with Arcane Abilities
► Highborn: Regenerate magicka faster for 60 seconds, once a day.
► Fortify Magicka: Passive increase in magicka by 50 points. If the player is a vampire and the Necromage perk is taken from the Restoration perk tree, this will increase by 25% to 62 points.
Natural Skills
► Good Mages with Arcane Abilities
► Highborn: Regenerate magicka faster for 60 seconds, once a day.
► Fortify Magicka: Passive increase in magicka by 50 points. If the player is a vampire and the Necromage perk is taken from the Restoration perk tree, this will increase by 25% to 62 points.
Argonian
Creation of the Argonian is not controlled.
Argonians are a race of reptilian people native to the large and marshy province known as Black Marsh, a region of Tamriel. They can be found in smaller numbers throughout the continent. Argonians are one of the few races completely unrelated to men and mer, being descended directly from the Hist. Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians make proficient thieves, due to their superb lockpicking and sneaking skills. They are also very capable warriors and archers due to their constant use of guerrilla warfare against Warring Tribes or Dunmer slavers.
The Argonians have a very unique type of biology that is different than that of the other beastfolk race, the Khajiits. While a Khajiit's physical appearance is determined by the phase of the two moons, an Argonian's is said to be determined by a sap. When an Argonian hatchling is born, they ingest a special, sacred sap that comes from the hist tree. This sap will determine the overall appearance of that hatchling throughout his life. The Argonians are also known to be proficient sailors and fisherman as two Argonians can use a large net in the water to catch schools of fish.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be used as an effective weapon. If an Argonian becomes a vampire, it appears to age tenfold and its eyes turn light red and nearly blank, though their pupils are still clearly visible. When swimming they use their tails to propel themselves as they glide through the water. An Argonian's tail is also used for balance which gives them an extra advantage in certain situations. This is one of the many reasons Argonians are effective as thieves and assassins.
Natural Skills
► Can Breath Underwater
► Immunity to Diseases
► Increased ability for Lockpicking and Sneaking
► Histskin: Invoke the power of the Hist to recover health ten times faster for 60 seconds, once a day.
Bosmer (Wood Elf)
Creation of the Bosmer is not controlled.
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.
The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.
Natural Skills
► Higher Archery skills than other Mer
► Command Animal: Make an animal an ally for 60 seconds, can be used once per day
Dunmer (Dark Elf)
Creation of the Dunmer is not controlled.
The Dunmer, also known as Dark Elves are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.
Natural Skills
► High Destructive skill
► High Archery skill
► 50% of fire damage is resisted
► Ancestor's Wrath - For 60 seconds, opponents that get too close take 8 points per second of fire damage, can be used once per day
►Sparks Spell Naturally known
Imperial
Creation of the Imperials are not controlled.
Known as Cyrodiils, Cyrodilics 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, and their respect for the rule of law. 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 erect 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 ends of which each mark a new epoch in Tamrielic history.
Natural Skills
► Voice of the Emperor: Calms nearby people for 60 seconds, can be used once per day
► Imperial Luck: Finds slightly more gold
Khajiit
Creation of the Khajiit is not controlled.
They are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. They are known for their natural agility, stealth, and their production of Moon Sugar, which can be refined into skooma. They travel around selling their wares but are not usually trusted, due to the racial prejudice of many of the races in Tamriel, resulting possibly from the belief that most Khajiit are thieves. They usually talk about themselves in third person, such as with J'zargo, and Kharjo: "J'zargo is leaving now, J'zargo bids you farewell", or "Kharjo is ready to fight now".
Many Khajiit names have a prefix attached to the given name, though some do not, and can be connected with an apostrophe. Some of the common prefixes are:
► Dar = Thief, clever
► Do = Warrior
► Dro = Grandfather/Grandmother
► J/Ja/Ji = Bachelor, Young Adult
► Jo = Wizard, Scholar
► M/Ma = Child, Apprentice, also used to imply virginity
► Q = Unknown
► Ra = Shows Status
► Ri = Status, often tribal leader
► S = Adult
Natural Skills
► Claws
► Eye of Night: Improved night vision for 60 seconds, multiple times per day.
► Rather skillful at sneaking and speechcraft
Nord
Creation of the Nords are not controlled.
Nords are a race of men and women from the province of Skyrim. The Nords have a natural resistance to the frost, evolved in the northern, colder reaches of Nirn. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of traditional warfare. Nord culture centers on the quest for honor and glory, with emphasis also on the family and community.
The Nords are a race of Men who typically are regarded as light-skinned, fair-haired and imposing in size and build. They are the direct descendants of the Atmorans, who in ancient days sailed to Tamriel from the frozen continent of Atmora, and to a lesser extent of the Nedic peoples, who were natives of Tamriel that interbred with these Atmorans. The Nords, along with the Redguards and Orcs, are on average more muscular and larger of size than the other races of Nirn. They have developed an innate resistance to cold as well as a fierce and uncompromising mindset in the face of adversity, traits that are likely the result of generations of having lived on the tundra and enduring Skyrim's harsh, overcast climate.
Natural Skills
► 50% resistance to Frost
► Battle Cry: Targets flee for 30 seconds, can be used once per day
► Combat Orientated
Orc
Creation of the Orcs are not controlled.
The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. Despite historical misconceptions, they are in fact a variant of elves or mer, hence the name Orsimer, meaning "Pariah Folk". Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.
Most orcs are found in strongholds throughout Skyrim, though some are seen in major cities such as Morthal and Markarth. The Dragonborn may enter, but cannot have conversation with the Orcs inside. Once you near an Orc Stronghold, a guard will tell you to stay away. Thus making conversation impossible until help them with something that the guard says.
Natural Skills
► Berserker Rage - Take half damage and do double damage for 60 seconds, once a day. This does not apply to damage dealt by spells; however, it does stack with other physical damage buffs. While Berserker Rage is active, the Orc will see red and his/her vision will be slightly blurry while sound dulls a bit.
► High Skills for Warrior-type perks
► Rather good at Enchanting Items
Redguard
Creation of the Redguard is not controlled.
Redguards are a race of humans who hail from the lost continent of Yokuda and now reside primarily in the province of Hammerfell. Their name is derived from the corruption of the native Yokudan term "Ra Gada", which (translated loosely) means, "warrior wave". Due to their swift and decisive conquering of the province of Hammerfell, the Redguards are renowned as arguably the most fierce, versatile and naturally gifted warriors in all of Tamriel. Their ferocity and versatility is also manifested in their personality, which lends itself to why they are most effective as scouts and in small units as opposed to being deployed as rank and file soldiers.
In addition to their cultural affinities for many armor styles and weapons (particularly swords), 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 known connection with the ancestral Nordic homeland of Atmora.
Natural Skills
► Fierce Warriors
► Resists Poison
► Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds, once per day