Races Currently there are ten different races living in Skyrim. Not all of these races live in peace but they do live together as the inhabitants of Skyrim. Each race has a unique inheritence which made them different than the other once. With Elves, Man and Beasts as their ancestors. Some are even a combinations of these races. All these races have a homeland as shown in the image above. Originally the Snow Elves and Aldmer had lived on Skyrim but the Atmorans, predecessors of the Nords, Imperials and Breton races, had pushed them away. In the underground of Skyrim the Dwemer had lived for a long time. With little result the Nords have tried to attack the Dwemer. The Snow Elves, who had been pushed away by the nords, have taken refuge in the underground as well. With the Dwemer suddenly disappearing, the Snow Elves were left alone in the ground. They got corrupted and became blind slaves known as teh Falmer. These Falmer are still underground in the ruins of the Dwemer. At this time the dragons had already been gone for quite some time. When the High King Logrolf was assassinated the province of Skyrim was divided. A new High King that ruled the eastern side, except for The Reach around Markarth, and a High Queen that ruled the western side of Skyrim. After the divide and Skyrim was once again reunited, the Imperial Legion had send many Orcs to Skryim because there was little Orsinium left for the Orcs to work with. Also the Dark Elves had fled to Skyrim because of natural disasters like the eruption of a volcano. In the meantime the Imperials were in battle with the High Elves known as the Great War. When the war ended with signing of the White-Gold Concordat the worshipping of Talos was banned as well as the disbanding of the Blade, who had served the Dragonborn for decades. The people of Hammerfell weren't happy since they had to give a large portion of their province to the High Elves. Resisting made the Empire renounce Hammerfell as a province which resulted in the High Elves taking over Hammerfell for 5 years until Hammerfell became independed again. Talos is a god which is widely worshipped throughout Skyrim. Since the White-Gold Concordat forbid the worshipping of Talos a rebellion came up in Skyrim. A group known as the Stormcloaks. They fought back the Thalmor who were hunting the people worshipping Talos. Thus the Thalmor had used their power in the Empire to influence the Empire to wage war against this rebellion. This concluded in the Civil War currently ongoing in the province of Skyrim.

Man With the exception of Redguards, the races of Man are decendants of the ancient race called Atmorans. The Atmorans first arrived in the land of Tamriel at the province currently known as Skyrim. After pushing away the natives they claimed the land and inhabited the provinces of Skyrim, High Rock and Cyrodiil. The original land of the Redguards is an island to the west of Hammerfall. But because there were a lot of natural disasters like tsunami's the Yokudans fled their homeland Yokuda. They fled to the east and found the land of Tamriel. They inhabited the province currently known as Hammerfell. To improve their status in the world they learned the language of man and abandoned their native language Yoku. Currently not many people know the language of Yoku as it hasn't been spoken in decades

Breton (Manmer) Bretons are the human decendants who hail from the province of High Rock. They are decended from both the races of man and mer, giving them incredible power over the arcane of the elves and the adaptibility of the race of man. They are excellent mages with magical cunning and are considered an intelligent race in Tamriel, known for a proficiency in Arcana a possible reason for their adeptness in the magical arts They are united in culture and language, but are divided politically. Breton Traits As Breton you have magical inheritance which gives you the following traits. Ability Score Increase: Your Intelligence score increases by 2, and your Charisma score increases by 1. Age: Breton age like humans but tend to live a ten to twenty years longer than humans. Alignment: Passionate, eccentric, poetic, flamboyant, intelligent and willful, Breton tend to be Neutral. Size: Being the smallest human race, Breton stand around 155-165 cm tall and averaging 58 kg. Speed: Your base walking speed is 30 feet. Aldmer Ancestory: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Magical Knowledge: You gain proficiency in the Arcana skill. Dragonskin: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Skill Versatility: You gain proficiency in one skills of your choice. Languages: You can speak, read, and write Common, Elvish, and one common language of your choice.

Imperial (Cyrodills) Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years. Imperial Traits With the ability to become great warriors but also diplomats anc clerics the Imperials get the following traits. Ability Score Increase: Your Charisma score increases by 2, and your Strength score increases by 1. Age: As most human races Imperials reach the age of around 80 years. Alignment: Imperials are the race that have ruled for over 2,000 years. Therefore their alignment is typically Lawful Good. Size: The size of the imperials are similar to humans with heights around 170 cm and an average weight of 75 kg. Speed: Your base walking speed is 30 feet. Voice of the Emperor: You can cast Charm Person as a 1st level spell once per long rest. Charisma is your spellcasting ability for this spell. Restoration: You gain proficiency in the Medicine skill. Imperial Luck: When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Healing Hands: As an action, you can touch a creatureand cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Languages: You can speak, read, and write Common, and one common language of your choice.

Nord (Atmorans) The original inhabitants of Skyrim, Nords. The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, 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, and are known as a militant people by their neighbors. Nord Traits Nords have been excellent warriors and have these traits. Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 1. Age: Mature and age like a human and are old at 80 years. Alignment: Talos guides them to be Lawful Good. Size: The tallest human race with an average height of 185 cm and weighting around 85 kg. Speed: Your base walking speed is 30 feet. Frost Resistance: You have resistance to cold damage. Battle Cry: You can cast Cause Fear as a 1st level spell once per short or long rest. Charisma is your spellcasting ability for this spell. Born Warrior: You have proficiency with Light armor and Longswords and Greatswords. Survivor: You gain proficiency in the Survival skill. Brave: You have advantage on saving throws against being frightened.

Languages: You can speak, read, and write Common.

Redguard (Yokudans) Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield. The most naturally talented warriors in Tamriel, the dark-skinned Redguards of Hammerfell seem born to battle. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot. Redguard Traits These talented warriors are trained to gain the next traits. Ability Score Increase: Your Strength score increases by 2, and your Dexterity score increases by 1. Age: Like humans they mature around 18 and old at 80. Alignment: Redguards tend to be Chaotic Neutral. Size: Sleightly smaller than Nords, Redguards are around of 180 cm and weighting around 80 kg. Speed: Your base walking speed is 30 feet. Poison Resillience: You have advantage on saving throws against poison, and you have resistance against poison damage. Strong Arms: You gain proficiency in the Athletics skill. Trained: You have proficiency with Scimitars, Shortswords and Shields. Martial Advantage: When you hit with a weapon attack, you may use a bonus action to deal an extra 1d6 damage if the target is within 5 feet of one of your allies. This damage increases to 2d6 at level 5, 3d6 at level 11, and to 4d6 at level 17. Can be used the modifier of your Strength or Dexterity per long rest (with a minimum of 1). Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages: You can speak, read, and write Common.

Elves (Mer) Elves, also known as Mer, refers to any of the Elder Races of Mundus, such as the Dunmer, Altmer and Bosmer. Besides these three races, the Orcs and the Falmer are also said to be from the elven race. While the Bretons are the result of interbreeding between the ancestors of Man and Mer. A chief distinguishing characteristic of Mer is their lengthy lifespans, with average citizens living over two centuries before being considered old—two or three times the span of Men. Those extraordinarily gifted in magic or alchemy, or favored by the Gods, can endure for millenia with seemingly no ill effects. A few mer races have disappeared or otherwise died out, including the Dwemer. All of these races are thought to be descended from the Aldmer. Drastically different culturally and physiologically from Men and Beastfolk, Mer are genetically capable of interbreeding with the former, and while rumors of the latter exist, they are unproven. Mer are also conditionally fertile, which means that they only conceive when population pressure is low, so expanding populations do not force them to explore or war with other neighbors.

High Elves (Altmer) Known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most gifted in the arcane arts of all the races. They can call upon their Highborn magic powers. High Elves and Imperials work together in the war but tend to push their own will onto the Imperials. High Elves Traits With magic in their blood these traits were gifted to them. Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1. Age: With a much longer lifespan, High Elves can live up to 200 years. Alignment: Throwing Skyrim into war by influencing the Imperials and banning Talos makes High Elves Chaotic Evil for some. Size: Slightly taller than Nords with an average height of 192 cm and weighting around 90 kg. Speed: Your base walking speed is 30 feet. Magic Knowledge: You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Highborn: You can spend time mediating in order to regain spell slots. You must spend as many turns as the level of the spell slot focusing. While focusing, you are unable to move, and you are interrupted if you take damage. You can only recover a number of spell slots equal to your proficiency modifier per long rest. Aldmer Ancestory: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Languages: You can speak, read, and write Common, Elvish, and one common language of your choice.

Wood Elves (Bosmer) Bosmer are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel. They make great scouts or thieves, due to their natural stealth and light footing. Wood Elves Traits With much experience in the wild, the Wood Elves have the following traits. Ability Score Increase: Your Wisdom score increases by 2, and your Dexterity score increases by 1. Age: Since Wood Elves lived in the woods for long period of times it is hard to know how old they would get. People say it is around 180 years. Alignment: Since Wood Elves have lived on their own for a long time, they are Neutral in alignment. Size: The smallest of the Elven race but still longer than humans with an average height of 188 cm and weighing 70 kg. Speed: Your base walking speed is 35 feet. Forest Resistance: You have resistance to Acid and Poison damage. Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Speak with Animals. Through sounds and gestures, you can communicate simple ideas with beasts. Skilled Hunter: You have proficiency with Shortbows, Longbows, Scimitars and Shortswords. Languages: You can speak, read, and write Common and Elvish.

Dark Elves (Dunmner) The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind but can be encountered anywhere in Tamriel. Notable, after the eruption of Red Mountain, many Dunmer fled to Skyrim. There, they face extreme prejudices due to their elven blood and their status as refugees. Despite this, several Dunmer have established a foothold in Skyrim as skillful merchants and mages. Dark Elves Traits Powers gained in the lands of Morrowind, the Dark Elves have these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence score increases by 1. Age: Dark Elves are the least long to live of the pure elven races, Orcs not included. Dark Elves do tend to become around 150 years. Alignment: While the Dark Elves are refugees from Morrowind they do tend to be as Neutral as possible but there are groups of Dark Elves that live to become Evil. Dark Elves can be Chaotic at times but Lawful when needed. Size: Slightly taller than Wood Elves, Dark Elves are around 190 cm and weigh 80 kg. Speed: Your base walking speed is 30 feet. Morrowind Resistance: You have resistance to Fire damage. Trickery: You gain proficiency with the Sleight of Hand skill. Naturally Stealthy: You gain proficiency in Stealth and have advantage on Stealth checks when it is completely dark outside or when you are inside a dark place. Illusionist: You know Minor Illusion cantrip. Intelligence is your spellcasting ability for it. Languages: You can speak, read, and write Common and Elvish.

Orcs (Orsimer) The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. They are possibly a variant of elves or mer. Other sources state they are beastfolk. 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. Orc Traits Born in a harsh land with many battles, the Orcish race gain these traits. Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1. Age: Orcs dont live a very long live and are considered old at 50 years. Alignment: Orcs do what they have to do for their own good. Any alignment can fit an Orc but they are generally Chaotic. Size: Orcs have varying height but their average is 190 - 192 cm. They are however heavier than most races with an average weight of 120 kg. Speed: Your base walking speed is 30 feet. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Smith's Children: You have proficient with Light and Medium Armor and Smith's Tools. Beserker Rage: You gain proficiency in the Intimidation skill. Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages: You can speak, read, and write Common and Orcish. Orcish is a harsh, grating language with hard consonants. It has no script of its own but is written in the Elven script.

Beastfolk A race very different than the human and elven races. With their strong resemblence to animals they have had a very rough life in most countries. In Skyrim people are often prejudice towards them. In Skyrim there are two races who live alongside the Man and Mer of Tamriel. The Argonians and Khajiit are the Beastfolk who other inhabitants see occasionally. Giants are also considered one of the Beastfolk but they are secluded from the other races but live in peace at their own places. In Skyrim they are often seen with Mammoths but are passive until you come too close to them. Other races of the Beastfolk aren't seen in the province of Skyrim

Argonian (Saxhleel) Argonians are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for centuries. Argonian Traits Living in the Black Marsh have gained them these traits. Ability Score Increase: Your Constitution score increases by 2, and your Dexterity score increases by 1. Age: Argonians have a similar lifespan to that of humans. Alignment: Their alignment can vary depending on what they seek. Size: Again similar to humans with an average height of 180 cm and weighing a little over 90 kg. Speed: Your base walking speed is 30 feet. Histskin: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Amphibious: You can breath air and you can breath in water and have 30 ft swim speed. Lizard Senses: Thanks to your Lizard blood you gain proficiency in the Perception skill. Lizard Fangs: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Lizard Scales: You have resistance against Poison damage. Languages: You can speak, read, and write Common and Jel.

Khajiit Khajiit are cat-like people who come from Elsweyr, known for high agility and charisma. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. Khajiit Traits Living in Elsweyr their whole lives give them these traits. Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1. Age: Khajiit have a similar lifespan to that of humans. Alignment: Their alignment can vary depending on what they seek. Size: Again similar to humans with an average height of 180 cm and weighing a little over 70 kg. Speed: Your base walking speed is 30 feet. Darkvision: Cat eyes give you the ability to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Cat's Claws: Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Feline Agility: Your reflexes and agility allow you to meve with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns. Cat's Talent: You gain proficiency with the Stealth and Deception skill.

Languages: You can speak, read, and write Common and Ta'gra.

Birthsigns In Tamriel, a birthsign is the constellation under which a person is born. Each bestows upon those born under it unique magical powers and may be perceived as either a "blessing" or a "curse". There are thirteen named constellations in the sky. There are three Guardian signs; The Warrior, The Mage, and The Thief, each of which protects three charges. Each of these twelve signs corresponds to one of the twelve months in the Tamrielic year. The thirteenth sign, The Serpent, has no guardian or month and moves around the sky, usually threatening the other signs. Constellation signs Sign Season Guardian Apprentice Sun's Height The Mage Atronach Sun's Dusk The Mage Lady Heartfire The Warrior Lord First Seed The Warrior Lover Sun's Dawn The Thief Mage Rain's Hand The Mage Ritual Morning Star The Mage Serpent No Season No Guardian Shadow Second Seed The Thief Steed Mid Year The Thief Thief Evening Star The Warrior Tower Frost Fall The Thief Warrior Last Seed The Warrior

Apprentice You are a born Apprentice, skilled in a particular field and closely associated with other artisans. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of artisan's tools Languages: One common language of your choice Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 Septims Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 septims per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. Atronach You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalism kit Languages: One common language of your choice Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 Septims Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Lady You have the kind of face that can launch a thousand ships. Everywhere you go you turn heads, whether you want to or not. It has always been easy for you to scrape by on your appearance alone. While your beauty has opened many doors for you, it has closed several others. People are too busy admiring you in the most shallow sense to pay attention to your deeper skills and personality, and they rarely take you seriously. Earning true respect means working twice as hard to prove yourself. Perhaps that is why you left your old life behind to become an adventurer. Skill Proficiencies: Persuasion, Performance Languages: Two common languages of your choice or one exotic language of your choice Equipment: A set of fine clothes, a hand mirror, a token of affection from an admirer, either a makeup palette or a shaving kit, a purse of 15 Septims Feature: Enchanting Features Your appearance means that people who aren't already aggressive or hostile towards you may treat you differently. They will be more willing to interact with you or give you special treatment, especially if they are inclined to be attracted to your gender. However, your interactions are more likely to be misinterpreted as flirtatious. Those who are helping you may attempt to make romantic moves on you, and will be upset if you reject them. They may even become angry if they believe you were leading them on intentionally. Those who see your beauty as a threat, such as someone who likes or is married to a person you are "flirting" with, may treat you with hostility Lord You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own—it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of gaming set Languages: One common language of your choice Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 Septims Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Lover You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: Disguise kit, one type of musical instrument Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 Septims Feature: By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Mage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Proficiencies: Arcana. History Languages: Two common languages of your choice or one exotic language of your choice Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer. a set of common clothes, and a belt pouch containing 10 Septims Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Ritual You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods. Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure. or even an occult group that served a fiendish master that you now deny. Skill Proficiencies: Insight, Religion Languages: Two common languages of your choice or one exotic language of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayerwheel, 5 sticks of incense. vestments, a set of common clothes, and a belt pouch containing 15 Septims Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon. and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Serpent You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal. Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise kit, forgery kit Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 Septims Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Shadow You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Proficiencies: Deception. Stealth Tool Proficiencies: One type of gaming set, thieves' tools Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 Septims You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Steed You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: One type of artisan's tools, vehicles (land) Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 Septims Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you

Thief You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed. or some combination of each. You begin your adventuring career with enough money to Jive modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise kit, thieves' tools Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 Septims City Secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Tower You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One common language of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 Septims Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Warrior War has been your Iife for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard. or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set. vehicles (land) Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 Septims Feature: Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Languages In the world of Tamriel there are many beings. With creatures inhabiting Tamriel for thousands of years like Humans, Elves and Beastfolk but also the much older Dwemer, Dragons and even Snow Elves. All these smart creatures have been able to communicate since the beginning of the world. With all languages evolving and disappearing the following languages are currently known in the world of Tamriel. Common Languages The common languages are languages which are regularly spoken, either in their homeland or surrounding provinces of Tamriel. Language Typical Speakers Common Humans Elvish Elves Orcish Orcs Jel Argonian Ta'gra Khajiit Giantish Giants Goblin Goblin Exotic Languages Not all the old languages have been lost in time. Many older languages are still known by a select few people. If you want to decifer any of these languages you are going to have a hard time finding the people who can decifer these languages. Language Typical Speakers Draconic Dragons Dwemeris Dwemer Aldmeris Old Elven races Yoku Old Redguards Undercommon Creatures of Hell