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rachel Khajiit

The Khajiit are the feline beast race of The Elder Scrolls series. They’re excellent thieves and assassins due to their heightened sneak and acrobatic skills, they also make great warriors so don’t let that furry exterior fool you. Although the Khajiit is skilled in physical combat their magic skills are somewhat lacking, don’t expect a Khajiit to fill the frozen skies of Skyrim with blistering fireballs anytime soon.

Basic Stats:

Sneaking
Alchemy
One-Handed weapons (Swords, maces, etc.)
Archery
Lockpicking
Pickpocket

Racial Abilities

Night Eye- Improved night vision.
Claws- Khajiit claws are good for unarmed battle.




Orsimer

Orcs or Orsimer are a beast-like race noted for their barbarianism. Fearless and never tiring, Orcs make excellent warriors. They are notorious for their beserker rage as well as using heavy two-handed weapons such as Battle Axes, War Hammers and Claymores. Orcs also practice magic which is deeply respected among their tribal societies. Not falling to sexism Orcs see each other as equals and are loyal to each others tribesmen.

Basic Stats:

Heavy Armor (Tough skin)
Enchanting (Creating weapons that inflict spell-like damage. Ex: Steel Sword of Cold- Inflicts ice damage.)
Smithing (They can create fine armor)
Block (Easily block attacks)
Two-handed (Easy use of two-handed weapons)
One-Handed (Easy use of one-handed weapons)

Racial Abilities
Beserker- Attacks have twice as much strength




Redguards

Redguards are a dark-skinned, wirey-haired people hailing from Hammerfell. They are natural born fighters with independent spirits and an uncontrollable urge to explore. Redguards make great scouts and adventurers due to the missing need for assistance. They have no preference when it comes to weapons and armor; they enjoy them all.

Basic Stats:

One-handed
Destruction (Destruction spells do more damage)
Alteration (Alteration spells have more effect)
Smithing
Block
Archery

Racial Abilities

Adrenaline Rush: Higher Stamina
Resist Poison: 50% resistant to poison.




Bosmer

The Bosmer, or Wood Elves as they are commonly called, originated in the Tamriel province of Valenwood. The Bosmer have chosen to take a different path differing from the high-style of their Elven brothers and prefer simplicity. They are one with the land of Tamriel and the wild creatures that inhabit it. Nimble and Agile, the Bosmer people move swiftly through the forests of Tamriel relying on their agility and archery skills to defend their honor. They make great scouts and thieves as well as scholars.

Basic Stats-

Archery
Alchemy
Light Armor
Sneak
Lockpicking
Pickpocket

Racial Abilities
Resist Poison and Disease: 50% resistant to poison and disease.
Command Animals: Make an animal an ally for a short period of time.




Nords

Mainly located in Skyrim and the Northern reaches of Tamriel the Nord have developed a resistance to frost. Battle hardened by their military-like society the Nord fear no one in battle. Often times they are seen with large two-handed weapons and heavy armor while taking down their enemies. Due to the heavy reliance on melee weapons and armor Nords make excellent soldiers and blacksmiths.

Basic Stats:

Two-Handed
Smithing
Block
One-Handed
Light Armor
Speech

Racial Abilities
Battlecry: Target flees for a short period of time.
Resist Frost: 50% resistant to frost.



Imperial

The Imperial people focus more on bureaucratic society characteristics, they are also the voice of the emperor. They are well spoken and civilized individuals hailing from the province of Cryodiil. Physically the Imperial people are not nearly as imposing as other races but this does not mean they are not a threat in the field of battle. Imperials tend to train as light infantrymen using their cunning and knowledge of light armor and one-handed weapons to defeat their foes.

Basic Stats

Restoration (Heals faster)
Destruction
Enchanting
Heavy Armor
Block
One-Handed

Racial Abilities
Voice of the Emperor: Calms nearby people for a short period of time.
Imperial Luck: Imperials find more coins.




Altmer

The Altmer also known as High Elves are a magical people. They’ve focused their long lives on each of the 5 magical schools to dominate their enemies. Unfortunately because of this High Elves lack the physical strength needed to be war-hardened warriors and a resistance to very skill they have devoted their lives to; magic. They’re best suited when wearing a robe and using magic as their main form of combat, keeping a light weapon at their side just in case.

Basic Stats:

Illusion
Conjuration
Destruction
Alteration
Enchanting

Racial Abilites
Highborn: Regenerate Magicka faster
Highborn: High Elves are born with extra magicka skills.

Extra Starting Spell

- Fury: Creatures and people up will attack nearby enemies for a short period of time.




Dunmer

Born from the ashes of Battle of Red Mountain the Dunmer, also known as the Dark Elves, are a race many of the other races look down upon. They are blue skinned red eyed elves and tend to have a bit of an attitude. However, the Dunmer make very versatile warriors with the ability to use blades, bows or magicka without too much of an issue. They’re naturally resistant to fire and take the time to honor their ancestors that fell before them.

Basic Stats:

Destruction
Alchemy
Illusion
Alteration
Light Armor
Sneak

Racial Abilities
Resist Fire: 50% resistant to fire.
Ancestor’s Wrath: For 60 seconds, enemies that get too close take fire damage.

Extra Starting Spell
- Sparks: Lightning that does 8 points of shock damage to health and magicka per second.




Bretons

The Bretons inhabit the province of High Rock dividing themselves up through political factions. Bretons come in all shapes and sizes from peasants, to soldiers and powerful sorcerers. They’ve developed a resistance to magicka making them handy in the field of battle. Bretons tend to make great warriors despite their scrawny build compared to other races.

Basic Stats:

Conjuration
Alchemy
Illusion
Restoration
Alteration
Speech

Racial Abilities
Dragonskin: Absorb 50% of magicka from hostile spells for 60 seconds.
Magicka Resistance: 25% resistance to magicka.

Extra Starting Spell
- Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing.




Argonians

Argonians are scaly reptilian humanoids originating from the Black Marsh. They are swift swimmers and can breathe underwater with the small gills located behind their ears. Not much is known about the Argonian race but it is known that they change genders as they grow, being male or female is a mere phase in the life of an Argonian. Being masters of sneak, agility and magic makes them incredible thieves and sorcerers.

Basic Stats:

Lockpicking
Restoration
Alteration
Light Armor
Sneak
Pickpocket

Racial Abilities
Histskin: Recover health 10x faster for 60 seconds.
Resist Disease: 50% resistant to disease.
Underwater Breathing: Breathe underwater




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