The Elder Scrolls series of role-playing video games are populated with a number of fantasy races, ten of which are playable. Generally, these races fall into one of three distinct archetypes, namely, humans, elvenkind, and beastfolk.
Within the lore of the Elder Scrolls universe, men and elves alike were descended from an ancestral race known as the Ehlnofey, and are capable of interbreeding. It is uncertain if beastfolk share the same lineage, as much of the existing lore presents conflicting information.
The Altmer, or High Elves, are a race of elves that inhabit parts of Tamriel. They are one of the ten default playable races, primarily known for their enhanced magical abilities.
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 even most other meri races. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Imperials, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes.
Altmer in Skyrim.
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. This strong tie to Magnus, the god of magic, has the unfortunate side effect of opening Altmer up to magical attacks more than most other races. To their benefit, however, their years of selective breeding have also provided them with a strong resistance to diseases, nearly matching that of the Argonians.
Skill Bonuses
- +10 Illusion
- +5 Alteration
- +5 Conjuration
- +5 Destruction
- +5 Enchanting
- +5 Restoration
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. Argonians are creatures that can come and walk around on land but they are mainly made to be a water creature which can easily be told by their water breathing ability.
Skill Bonuses
- +10 Lockpicking
- +5 Alteration
- +5 Light Armor
- +5 Pickpocket
- +5 Restoration
- +5 Sneak
Bosmer (or Wood Elves) reject the stiff, formal traditions of Aldmeri high culture, instead preferring a romantic, simple existence in harmony with nature and its 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, they excel in Stealth roles.
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as Wood Elves, but Bosmer or Tree Sap People is what they call themselves. Tree Sap suggests the wild vitality and youthful energy of the
Bosmers in Skyrim. Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal tradtion 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, Wood Elves are especially suitable as scouts, agents, and thieves. Their ability to command a simple creature is well known.
Skill Bonuses
- 10 Archery
- +5 Alchemy
- +5 Light Armor
- +5 Pickpocket
- +5 Restoration
- +5 Sneak
Bretons are half-elves who populate the province of High Rock. They are capable mages with high magicka resistance but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts.
They are pure spell weavers and are advanced in all the Arcane arts. While lacking in physical skill, they make up for it in their ability to resist and cast spells that overwhelm most people. They are united in culture and language, but are divided politically. Their origins can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with the Nedic people. This mostly happened during the period in the first Era when Mer held Men as slaves, which lead to masters impregnating their female captives. Bretons are tall, dark haired, people. They are highly intelligent, willful, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. Intermingling with Elven blood has given Bretons an affinity for magic, though hardiness is also part of their heritage. Breton culture operates under the Feudal system, and their society is agrarian and hierarchical.
Passionate, eccentric, poetic, 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 and least prominent Breton can boast a high resistance to destructive and dominating magical energies within their universe.
Skill Bonuses
- +10 Conjuration
- +5 Alchemy
- +5 Alteration
- +5 Illusion
- +5 Restoration
- +5 Speech
The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind. They have red, glowing eyes and their skin tones vary from green to grey, and even light blue. They are known to be extremely strong, intelligent, and very quick, but are said to be ill favoured by fate. Their combination of powerful knowledge learned from centuries past and strong, agile physique make them superior warriors and sorcerers of great and powerful magic. On the battlefield, Dunmer are known for their skill with a balanced use of the sword, the bow and destruction magic. Offensive Spells seem to prove worthy alongside a spellcasting Dunmer in battle.
In character, they are grim, aloof, and reserved, keeping to themselves as much as possible. They are just as distrusting and disdainful of other races as they are to other Dark Elves. The Dunmer and their national character embrace these various connotations with enthusiastic behaviors. In the Empire, 'Dark Elf' is the common used term used by any humanic race, but in their homeland; Morrowind, and among their Aldmeri brethren, they are known as Dunmer. In Morrowind the main religion is the worship of the Tribunal Temple but a large number of Dunmer also worship Daedric deities. They see Malacath and Boethia as primary Daedric deities, and their lack of proper social behaviors links them to their dark worshipping of the gods. The commoners ban their behaviors with harshful distrust. The lack of proper etiquette among these dark-skinned elves make them far inferior in the eyes of an Imperial.
Skill Bonuses
- +10 Destruction
- +5 Alchemy
- +5 Alteration
- +5 Illusion
- +5 Light Armor
- +5 Sneak
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. With this they were able to fight off the Redguard and control most of Tamriel. 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. Imperials have a grudge on the Khajiit. The Imperials control most ports in Tamriel and are similar in appearance to Bretons despite their darker skin color.
The Imperials forcibly took control of Tamriel under the leadership of Tiber Septim, all provinces of Tamriel were brought under Imperial rule by force except for Morrowind, they were brought in by treaty, so they are allowed most of their privileges they had before hand.
Skill Bonuses
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-Handed
Khajiit are one of the humanoid races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit, along with the Argonians are referred to as the beast-races of Tamriel. They are one of the ten default playable races, and are known for their natural agility and stealth.
The Khajiiti race is made up of several subtypes with very distinct appearances. All Khajiit are feline in appearance, placing them among the group known as "beast races" by the human and mer inhabitants of Tamriel. The exact appearance of a particular Khajiit is determined primarily by the phases of the moon at the time he or she was born. According to recent studies in Elsweyr, it appears that the phases of the moon Massar determine the primary form, ranging from humanoid to resembling a domesticated cat; the phases of the moon Secunda determine the relative size. Some scholars have claimed as many as twenty different subtypes, but only about a dozen have been identified and named to date.
Skill Bonuses
- +10 Sneak
- +5 Alchemy
- +5 Archery
- +5 Lockpicking
- +5 Pickpocket
- +5 One-Handed
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 neighbours. 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.
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 known to refer to the continent as Altmora, meaning Elder Wood. It is likely Atmora is a human corruption of this word.
Skill Bonuses
- +10 Two-Handed
- +5 Block
- +5 Light Armor
- +5 One-Handed
- +5 Smithing
- +5 Speech
The Orsimer (more commonly known as Orcs), are the sophisticated barbarian peoples of the Wrothgarian and Dragontail Mountains. Though they are common in the walking city of Bosmer kings, Falinesti, and in other great cities throughout Tamriel. They are in-fact elves or mer, hence the name Orsimer, meaning 'Corrupt Elves'. They are noted for their unshakeable 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 Imperial Legion.
Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire and fearsome when using their Berserker Rage. Most Imperial citizens 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. In the middle of the Merethic Era, the Orsimer and their leader Trinimac tried to halt the movement of Prophet Velothi and the Dark Elves. The Daedric Prince Boethiah ate Trinimac, corrupting his body and spirit and he emerged as Daedric Prince Malacath. All of the Orsimer people were also changed into what they are now known as, the Orcs.
Most Orsimer appear with light to dark green skin, but a few have brown skin. Fans of the Warcraft universe will note the similarities of the Orsimer to the Orcs in Warcraft, the Warcraft Orcs had brown skin, were corrupted by drinking the blood of demons and their skin turned green, the Orsimer were eaten by demons (Daedra), were corrupted when they emerged and became the Orcs.
Skill Bonuses
- +10 Heavy Armor
- +5 Block
- +5 Enchanting
- +5 One-Handed
- +5 Smithing
- +5 Two-Handed
Redguards hail from the province of Hammerfell. They are a stocky, powerful race that are known to be extremely quick and hardy. Legend has it that Redguards are innately more proficient at weapons than any other race. They are excellent in all arts concerning blade and shield. They have descended from a long line of warriors and mystic seers.
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 blessed with hardy constitutions and quickness of foot.
The main religion of Hammerfell is a type of religion mixed between ancestor worship and a nine divines type religion.
Skill Bonuses
- +10 One-Handed
- +5 Block
- +5 Alteration
- +5 Archery
- +5 Smithing
- +5 Destruction
Race abilities
Perks
Of voor meer informatie over races, zie hier.
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