The Elder Scrolls: Stormcrown

A Basic Introduction to the Start of the Fourth Era.


Reman Cyrodiil

The Dragonguard

The tales of the Blades tell the story of a mythical, legendary sect of warriors, defenders of both their own kingdom in Akaviri, and the entire continent, agaisnt the dragons that preyed upon the land. So successful in their purge of the Wyrm, the Dragonguard travelled the seas, chasing the fleeing populations of dragons that had migrated to the distant snows of Skyrim, and in search of the Dragonborn, a ruler who was kin to both Wyrm and the races of Man. This event is still known by the slayers as "the Crusade".

When the Dragonguard disembarked in Solitude, they marched south into the Imperial Province of Cyrodill, slaughtering any dragons and nords that opposed their quest of annihilation. Their invasion was only stopped when they reached the borders of the province in Pale Pass, and were faced with the Imperial Legion.

The Emperor Reman Cyrodiil approached the Akavir and spoke:

"I am Light of Man. I am Cyrodiil come."

The man spoke with a dragon's voice and soul, and the warriors understood that he was Dragonborn. The Dragonguard kneeled and crowned the man titled Worldly God as their regent, and vowed to protect him with their life. Impressed by their conviction and fighting prowess, the Emperor vowed that his house and all Dragonborn who would be born of his blood would honor the Crusade, until the last dragon is slain.

Under the service of the Emperor, the Dragonguard had slain the majority of dragons that had conquered the icy north, and helped Reman Cyrodiil become the first Emperor to unite the whole of Tamriel under one crown. After the death of Emperor Reman, the Dragonguard would be disbanded and reformed into the Blades, an intelligence service of dragon hunters, sworn protectors of the Crusade and of those of the Dragon blood.

Emperor Reman Cyrodiil

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For 1100 years, the Blades have honored their word and protected Reman's descendants, most notably Tiber Septim, who honored the Crusade with the power to absorb the very essence of the dragons he had slain. The Blades themselves believe that through the essence of the slain Wyrms he was able to ascend to godhood as Talos, the Hero-God of Mankind.

Under the rule of the Worldly God, the Dragonguard built Sky Haven Temple in the place of their first meeting, in the mountains of the newly-conquered provinces of the Reach, to support the Crusade. Although Reman would never come to accept the title of Emperor or Dragonborn under his lifetime, the Akaviri warriors that had disembarked on Skyrim became his most loyal entourage, and it was the Akaviri who did the most to promote his standing as ruler of Tamriel.

He died in 1E 2762 by some accounts at the hands of the Morrowind guild of assassins, the Morag Tong. He was subsequently buried in Sancre Tor, which had enjoyed a resurgence of wealth and culture under his rule. After two hundred years of rule, his dynasty ended with the assassination of his last heir, Reman III (purportedly at the hands of the Morag Tong), bringing about the end of the First Era.

Talos, Hero-God of Mankind

Welcome Moon and Star, follow me through fire and war .


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Emperor Tiber Septim's Name

In life, he was Emperor Tiber Septim.
Talos, meaning Stormcrown in the old Ehlnofey, is the name given to him at birth in Atmora.
He is also called Ysmir by the Nords, 'Dragon of the North', and General Talos. He is also referred to as 'the Grey Wind' and 'the Storm of Kyne' by the Greybeards.

Emperor Tiber Septim

Heir to the Seat of Sundered Kings, Talos is the most important hero-god of Mankind. Before his ascension, Tiber Septim ushered in the third Era, founding the Third Empire of Tamriel after uniting the provinces that were lost after the assassination of his lord. His armies conquered the outskirts of Cyrodiil, and the Blades joined him in a reunification that had not been heard of since the times of Reman.

Talos

Tiber Septim died in 3E 38, and it is believed he ascended to godhood and became the ninth aspect of the Nine Divines, the major gods of Tamriel. These gods are alternatively referenced as the "eight and one" because of his distinct origins, the eight other Aedra arising from the interplay of Anu and Padomay before the creation of the Mundus or man. The Divine Talos is the patron of questing adventurers, warriors, and generals, and was perhaps the most glorified god of human races, as Tiber Septim was a man and united much of the lands now comprising the Empire. Less prominent sects, such as the Talos Cult, have also been devoted to to the worship of Talos.

Controversy

The apotheosis of Talos has stirred conflict in some elven provinces, particularly to the Altmer, who do not glorify Talos as the Human races do because he conquered the Aldmeri Dominion with Numidium in 2E 896, which caused resentment toward Talos as a god in particular.

The Oblivion Crisis

When thou enterest into Oblivion, Oblivion entereth into thee.


Emperors Uriel Septim VII and Martin Septim I

At the turning of the Fourth Age, in the year 3E 433, the Emperor Uriel Septim VII was assassinated and the Amulet of Kings was destroyed. This set in motion a chain of events that would bring down an empire and change forever the relationship between man and the gods.

Normally, the realms of Oblivion and our physical realm of Mundus are divided by a magical barrier that is impassable by both Daedra and mortals. The barrier only exists with the presence of a Septim on the Throne of Cyrodiil and while the Dragonfires are burning. With the last Septim Emperor and his only three heirs dead, however, Dagon was granted a means of access to the mortal world via the Oblivion Gates and was able to enter onto Nirn along with the Daedric Forces of Destruction to invade Tamriel. The task of combating the Daedra and the Mythic Dawn fell to Uriel Septim's last surviving son, Martin Septim.

The Oblivion Crisis devastated all the provinces of the Empire, and was only stopped when Martin Septim transformed into the Avatar of Akatosh, fighting off the materialized Mehrunes-Dagon and casting him back into Oblivion, closing the Gates, but suffering a mortal wound from the daedric prince in the process. The Septim Empire, bereft of its god-blessed dynasty, fell on hard times after the Crisis' end. Political and cultural wounds left by the war would continue to fester long after the Crisis abated.

Widespread devastation and casualties resulted across all provinces of the Empire. The Daedra besieged Skyrim, and laid waste to the Old Holds. In Black Marsh, the Hist called back many Argonians to fight off the Daedra. According to An-Xileel, the Daedra were forced to close their Oblivion gates in Black Marsh due to an Argonian counter invasion. In Cyrodiil, the second-largest city, Kvatch, was entirely destroyed.

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Oblivion

Oblivion (also called the Void of Oblivion, the Planes of Oblivion, the Waters of Oblivion, or the Outer Realms), is a collective term used to describe the planes of existence inhabited by the Daedra, that being, the original et'ada, or spirits, before the creation of our physical plane, Mundus, that refused to give their energy to create it. Each particular plane of Oblivion is set to the whims of its respective Prince, and so are the inhabitants of said plane.
Daedra can only manifest for short periods in Mundus, for the laws of time and space are too restraining for these beings. Generally speaking, each plane of Oblivion is a unique, distinct world, with its own natural laws and native inhabitants. They range from the violent and inhospitable Deadlands, to the paradise-like Moonshadow.

The Aftermath of the Crisis

The ends and the means are one. And you are both.


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4E 5, The Red Year

In the first years of the fourth Era, the living deity of the Dark Elves, Vivec, which kept the moonlet Baar Dau from crashing into Morrowind, disappeared. In response, the Dunmer sorcerer Vuhon crafted the Ingenium, a device that would hold up the celestial rock in exchange for sentient souls. Among them was the soul of Ilzheven, wife of Sul. In a fight to free her, Sul destroyed the Ingenium is destroyed and the rock crashes into the city of Vivec with all the energy it originally had. The impact causes Red Mountain to erupt and lays waste to the entire island of Vvardenfell, as well as causing massive destruction to the rest of the province. The air in the isle of Vvardenfell remained stained with a deep crimson, as Baar Dau opened up a fissure into an active underwater volcano. The area where Vivec's awe-inspiring cantons stood has since become known as Scathing Bay. This event has triggered a migratory wave of Dunmer from Vvardenfell down into the lands of mainland Morrowind, Black Marsh, Skyrim and Cyrodiil.

The Fourth Era

After the death of Emperor Martin Septim during a battle with the Daedric Prince Mehrunes-Dagon, the royal Septim Dynasty has become defunct. 5 years since the Oblivion Crisis, the Elder Council has taken leadership of the Empire under the leadership of High Chancellor Ocato of Firsthold. With no leftover heirs, the Amulet of Kings destroyed, the hopes for a new Emperor remain bleak, and the Dragonfires remain extinguished. After the title switched a total of 4 times during this period, High Chancellor Ocato reluctantly agreed to become Potentate 2 years after the Crisis, remaining as the de-facto leader of the Empire to this day.
The Elder Council was not as strong in leadership as they would have liked, and rumors of secessions of all provinces started to arise almost immediately, as the people of Tamriel saw the decision to elect a Potentate as synonymous with giving up on the search for a new Dragonborn Emperor. Resistance movements started to stir up in virtually every province in the Empire, except for the weakened mainlands of Morrowind and the underdeveloped province of Skyrim. The Imperial Mage's Guild came into hot fire, as well, threatening not only a political splintering of Tamriel, but also a magical one, as the Guild was too indecisive to act during the Crisis.

The Blades

Under the orders of the current Grandmaster, Glenroy, the Blades no longer answered to the Empire of Tamriel, and were not an arm of the Imperial government, nor part of the Legion. The Blades would only answer to the Crusade and the Dragonborn. Although still working closely with the Imperial Legion, the Blades remained independent from the Elder Council, and had the express purpose of searching for the new Dragonborn, research and hunt dragons where they lay, and protect the glory and legacy of the Emperor, alive or dead.

The Thalmor

Out of all things in the turn of the Era, Grandmaster Glenroy of the Blades declared the Thalmor, more than anything, the greatest threat to the Empire and the next Dragonborn.
Sometime prior to the Oblivion Crisis in 3E 433, the Thalmor resurfaced as a radical and xenophobic political movement that espoused the absolute supremacy of Elves over all other Tamrielic peoples, and a return to the original Ehlnofey, spirits whom the Altmer trace their heritage from. For years they were largely ignored, but in the aftermath of the Oblivion Crisis they exploited the confusion to claim credit for the salvation of the Altmeri people, which greatly enhanced their influence.


Mechanical Changes

Magicka

Pathfinder makes a distinction between Arcane, Divine, Primal and Occult. The Elder Scrolls makes no such distinction, as all magic comes from the manipulation of magicka in all living things, which means all of it is Primal.

Arcana and Lore

The Arcana skill allows you to Recall Knowledge on magic theory, traditions, and a few magical creatures. You cannot Tap Ley Line, as they don't exist. You can Identify Spell, but a roll on the Lore belonging to that school of magic will have a -2 to the DC, as long as the school is reasonably easy to tell apart (a magical sword being summoned being very evidently Conjuration). Lore: Conjuration can be used to identify creatures summoned from other planes such as Atronarchs at a +2 to the DC. Additionally, Arcana can discern other "kinds" of magic, such as Ayleid magic, Thu'um, shadow magic, among other esoteric disciplines.

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Schools of Magic

Magical schools have been rearranged. Moreover, schools tend to be more political or academic rather than arcane in nature. Spells cannot discern the school of a particular effect, but academic study (a Lore or Arcana roll) can.
For 99% of non-Wizard characters this should not ever matter, but this table is still present as a failsafe if we ever run across an effect or spell that interacts with schools.

Table 1-1: Arcane Schools
Old School New School
Abjuration Alteration
Conjuration Conjuration
Divination Mysticism
Enchantment Illusion
Evocation Destruction*
Illusion Illusion
Necromancy Necromancy
Transmutation Alteration
* Case by case basis

Character Creation

Starsigns

In The Elder Scrolls, all people are born under a Sign, or Constellation. It is said that the Sign can be used to predict a person’s natural abilities, personalities, and even their very star-fates. All characters start play with a Sign. Signs tend to give more substantial and character-defining boons, while also sometimes giving a weakness.


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The Apprentice

The Apprentice's Season is Sun's Height and is one of the Mage's Charges. Those born under the sign of the apprentice have a special affinity for all magic, but also a vulnerability to it. A character who chooses The Apprentice adds +1 to the save DC of all spells they cast, and a +2 bonus to Arcana checks and a Lore belonging to one of the arcane schools. An Apprentice has a -1 modifier to saves agaisnt spells and spell-like effects.

The arcane. Magrus dances on light blue paws—tiny flames and the scent of incense. The paw prints of arcana are difficult to track. It is the Apprentice that guides you. Impetuous. Prideful. You must be cautious. Know your limits, for none can see all ends.

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The Atronarch

Those born under the sign of the Atronach are thought to be natural, adaptable sorcerers with potent reserves of magicka, that paradoxically cannot generate their own.
Atronarchs can use the Eat Magic action a number of times per day equal to half their level.

Eat Magic

You can draw power from your magical equipment to replenish your health and magicka. You drain one of your invested items or a nearby source of magicka, in the process regaining Hit Points equal to double the item's level.
In addition, you can attempt a counteract check with a total bonus equal to 10 + the drained item's level against one effect that gave you the drained, doomed, enfeebled, fatigued, or slowed condition. If you succeed, you reduce the chosen condition's value by 1.
An item drained by this action becomes non-magical until the next time you make your daily preparations.
Atronarchs that did not Eat Magic the previous day start the day stupefied 2, until they use the action for the first time during the day.

The arcane. Magrus dances on light blue paws—tiny flames and the scent of incense. A heart of stone, or perhaps, ice..? It is the Atronach that guides you. Sturdy, adaptable. Your sign grants you a steady stance and a knowledgeable soul. You can be fire, stone, or ice. Adapt, but remain true to yourself, lest you lose all of what you are."

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The Lady

The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of The Lady are kind and tolerant, yet also aloof, making them expert conversationalists. A character who chooses the lady receives a +2 bonus to Diplomacy and Sense Motive checks, and may reroll a check for one of these rolls twice per day and keep the better result.

The whispers of court—scheming and revelry behind closed doors. Your spirit bespeaks elegance, adventurer— pillow-soft and dagger-sharp. This one sees … yes, it is the Lady. Her gifts are sweet indeed for those deserving. Patience, caution, foresight. Seek the highest path to earn her protection.

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The Lord

The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of The Lord typically recover faster from illness or injury than other people. A character who chooses The Lord gains Vulnerability to Fire (5), and the following action:

Lord's Vigor:

Heal a number of Hit Points equal to three times your level. You may do this a number of times per day equal to your Constitution modifier (minimum 1)

The whispers of court—scheming and revelry behind closed doors. It is obscured by pride and hidden intent, but this one sees through that. It is the Lord that guides you—calculating, strong, ambitious, and ever-fueled by the vigor and perseverance of Akatosh. But be wary. Even the mightiest nobles can be felled by a flick of a quill.

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The Lover

The Lover is one of the Thief's Charges and her season is Sun's Dawn. A character born under The Lover receives a +2 bonus on Bluff and Diplomacy checks used on characters that might be reasonably attracted to them (usually the opposite sex), and the following action:

Lover's Kiss:

Cast Paralyze with Spell DC equal to your Class DC. You may do this a number of times per day equal to your Charisma modifier.

A shadow. The flash of steel and fell whispers. This one smells roses and lavender, hears laughter, quiet and demure. You bear the kiss of the Lover. All fall prey to your sleek charms, yes? Use this gift wisely, adventurer. To be loved and to be feared are different sides of the same moon.

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The Mage

The Mage is a Guardian Constellation whose Season is Rain's Hand. His Charges are The Apprentice, The Atronach, and The Ritual. Those born under the Mage possess talent for all kinds of spellcasting.
A character who chooses The Mage receives an extra spell at the highest level they can cast, and a +1 to the save DC to spells of that level.

The arcane. Yes, Magrus dances on light blue paws—tiny flames and the scent of incense. This one sees the flaming palm, the starry robe. It is the Mage that guides you. A fortuitous sign. As surely as Magrus sheds the sun's white light upon the hidden, if you seek out wonders … you shall find them.

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The Ritual

The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of natural abilities depending on the aspects of the moons and the Divines, and are considered unpredictable Jacks-of-all-trades. During their daily preparations, those born under this sign can gain the trained proficiency rank in a skill of their choice until they prepare again. At 4th level, they have an expert proficiency instead. At 7th level, they have a master proficiency instead.

The arcane. Magrus dances on light blue paws—tiny flames and the scent of incense. This one hears soft chanting, glimpses flickering candles. You are guided by the Ritual, yes. Allies shall seek you out, for your skills are as bountiful as the phases of the moons, but also just as fickle. Beware—knowledge is moot if one knows not what to do with it.

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The Serpent

The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed, and their lives are those of constant ebb and flow. A character who chooses The Serpent gains the following ability once per day:

Serpent's Spell:

This works as your choice of Harm or Heal, but the amount of dice you roll for it increases by 1 every 4 levels.

This one sees writhing coils … silent menace. You walk with the Serpent. Your presence means danger for all, friend and foe alike. Sanguine has given you the gift of swift mending and retribution. Take care—venom is perilous to both poisoned and poisoner.

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The Shadow

The Shadow is a constellation of five stars which is in the night sky during Second Seed. It is one of the Thief's charges. Those born under the sign of the Shadow are thought to have the ability to hide in shadows, but a difficulty to trust others with what they have learned in them.
A character who chooses The Shadow may cast Invisibility once per day.

A shadow. The flash of steel and fell whispers. This one sees … nothing. A chill void. It must be the Shadow that guides you. Cold, cautious. Patient. Shadow is among the deepest signs, for it represents what is not known. Tread not too far down that path, adventurer, if you want to return.

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The Steed

The Steed is a constellation of eight stars which is in the night sky during Midyear. It is one of the Warrior's charges. Those born under the sign of the Steed are thought to be impatient and always hurrying from one place to another.
A character that chooses the Steed gains the Fleet feat for free at level 1, and the Kip Up feat at level 7.

Strength. Yes. The clenched fist and walls of stone. This one hears the pounding of hooves, feels the straining of muscles. You are borne by the Steed, adventurer—headstrong and willful. Swiftness is a great gift, but only when measured with foresight. Do not rush headlong into danger."

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The Warrior

The Warrior (known as the Headsman to the Reachmen) is a constellation of thirty or twenty-eight stars and the planet Akatosh which is in the night sky during Last Seed. It is one of the Guardian constellations, and its charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are thought to be short-tempered and skilled with weapons.
Those born under the sign of the Warrior gain +1 to damage rolls per damage dice.

Strength. The clenched fist and walls of stone. Yes, your guide is difficult to miss. The Warrior. Straightforward, willful, brimming with wrath. Heed the counsel of Masser and Secunda, adventurer. Without the little moon, the big one is left to spin alone, lost. Do not count on strength alone.

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The Thief

The Thief (known as the Hunter to the Reachmen) is a constellation of eighteen or seventeen stars and the planet Arkay which is in the night sky during Evening Star. It is a Guardian constellation, and its charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are thought to take risks and evade harm. Their luck is thought to run out eventually regardless, cutting their lives short.
A character born under the sign of the Thief has a +2 bonus to initiative. Additionally, once per day, they may reroll a Stealth check, keeping the higher result.

A shadow. The flash of steel and fell whispers. Hmm. Yes, your sign is well known to this one, for it dwells in the hearts of all Khajiit. You have the luck of the Thief…of Baan Dar. You are swift, cunning, and beautiful. Your dance brings wealth and risk. Just spare this one your touch.

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The Tower

The Tower is a constellation of twelve or eleven stars which is in the night sky during Frostfall. It is one of the Thief's charges. Those born under the sign of the Tower are thought to have an adventurous spirit, a desire for exploration and a knack for finding valuables and dungeoneering. Those born under the Tower gain a +2 circumstance bonus to Thievery, and a +1 circumstance bonus to Perception checks, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

A shadow. The flash of steel and fell whispers. This one sees claw marks upon cold, wet stone. Smells moss and memory. It is the Tower that guides you. You are guided by a limitless wanderlust, but do not be blinded by optimism and the promise of septims. Curiosity is often our first emotion, just as it ends up being your last.

Playable Ancestries

Races of Mer

The Altmer / High Elves

"We begin with the High Elves, the reclusive Altmer of the Summerset Isles, because the argument can be made (and often is, by Elves) that civilization in Tamriel was brought here by the Aldmeri of Old Ehlnofey. Insofar as the Elves of Summerset consciously strive to maintain the heritage of their Merethic ancestors, their traditions are certainly closer to those of pre-First Era society than any other."


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ALTMER MECHANICS

Hit Points: 8

Size: Medium

Speed 25 feet

Ability Boosts: Intelligence, Two Free

Languages: Common, Altmeris

Additional languages equal to your Intelligence modifier (if it’s positive).

Aldmeri Resistance, Magical Sensitivity

Appearance

Altmer are tall and slender with golden or pale skin, and they often have striking, almond-shaped eyes. Their appearance is elegant and refined, reflecting their high status.

Homeland

The Altmer hail from the Summerset Isles, a group of islands southwest of Tamriel. Summerset is known for its beauty and is the center of Altmer culture. The Summerset Isles was the last nation in Tamriel to be brought into the Third Empire during the Tiber Wars of the late Second Era. In 2E 896, Tiber Septim wielded the Numidium against Alinor, forcing the city's surrender within minutes. Summerset was then begrudgingly absorbed as a province of the Empire.
During the Oblivion Crisis, Summerset was beset by Daedra. The Crystal Tower was toppled by the daedra hordes. The Thalmor, once a minority voice, were given greater power and authority in order to deal with the crisis. They were successful and came to be seen as the saviors of the Isles, and they started to encroach upon the imperial monarchy's power.

Culture

Altmer culture places a strong emphasis on education, magic, and the pursuit of perfection. They are highly skilled in various magical arts, including spellcasting and enchanting. They value art, literature, and history and have a rich cultural heritage.
At an Altmer's coming of age, they are granted a calian, a sphere of aetherquartz crystal representing their honor and social status. The aetherquartz in calian spheres is polished using ground pumice and ocean sand. Calians are considered to be "praxic talismans". Mer who have committed some particularly grievous crime against Altmer law are termed "ousters" and "apraxics". While ousters are simply banished from their homes, apraxics are treated more severely: their calians are ceremonially shattered by a curate and it is wholly forbidden for Altmer in good standing to speak to them. Some apraxics labor for years to restore their status, as part of which they must painstakingly repair their own calian, while others choose to remain in exile. Nonetheless, in the middle of the Second Era subversive literature written by aprax mer gained wide currency among young Altmer on Summerset Isle, and provoked some of them to engage in revolutionary activity

Religion

Altmer primarily worship the Aedric deities, particularly Auri-El. They have a complex pantheon and a strong connection to their gods and ancestors. Altmer have a strong tendency towards the Lawful alignments.
Altmer religion venerates the aedra Auri-El as the soul of Anuiel, the soul of Anu, one of the primordial spirits that formed reality itself. Altmer believe Auri-El allowed Lorkhan, the soul of Sithis, the primordial spirit of chaos, to create the mortal world in a moment of weakness, an event that permanently severed the Aldmer from their eternal spirit world. Realizing his folly, he led their armies to defeat the Trickster God and establish the first Altmer kingdoms, Altmora and Old Ehlnofey, before ascending into heaven. The Altmer aspire to follow him and join their Aedric ancestors among the stars.

THE THALMOR

The Oblivion Crisis of 3E 433 proved a traumatic moment for the Altmer. As Daedra overran Tamriel, the unnatural turmoil of the seas killed many of the Altmer fleeing the mainland to Summerset, and wrecked the ports that would have received them. The Crystal Tower briefly served as a stronghold for the surviving refugees in Summerset until it, too, was destroyed by a powerful Daedric spell. A group named the Thalmor, originally an obscure bureau for the preservation of Altmeri heritage, had played an important role in the governments of the First and Second Dominions. Following the chaos of the Crisis, an extremist cabal of Altmer supremacists now assumed this name and claimed credit for saving the Altmer from extinction using "deep and subtle magicks".

Races of Mer

The Bosmer / Wood Elves

"Other good advice for Valenwood merchants is to travel well-armed, and to keep a watch at night. The Wood Elves of the area are known for their thieving, and some can be extremely unfriendly to strangers. In general, it's a good idea to stick close to Woodhearth and other major settlements, rather than trying to deal with the backwoods Green Pact Bosmer personally. Let Wood Elves deal with Wood Elves."


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BOSMER MECHANICS

Hit Points: 8

Size: Medium

Speed 30 feet

Ability Boosts: Dexterity, Wisdom

Languages: Common, Bosmeri

Additional languages equal to your Intelligence modifier (if it’s positive).

Wild Empathy, Woodkin

Appearance

Bosmer are known for their small stature. Sexual dimorphism is present when it comes to height, as Bosmer women tend to grow taller than men, with the average women reaching that of the races of Man, and the males reaching little over 5 feet. Wood Elves also have other unique traits, some natural and some artificial. Their eyes have star-like pupils and they're known to file their teeth to sharp points.Some Bosmer have antlers which are typically glued on, although some individuals with real, magically-grown antlers can also be encountered. They often have darker skin compared to their Altmeri cousins.

Homeland

The Bosmer originate from the province of Valenwood, a densely forested region in southwestern Tamriel. Their lives are intimately connected to the forest, and they have a strong affinity for nature.

Culture

The elves of Valenwood have always stood ready to defend themselves against aggression, and have done so on many occasions. They often rely on their forest-coupling skills to make use of guerrilla tactics. The title of their most famous poem, the Meh Ayleidion, means "The One Thousand Benefits of Hiding". However, the Bosmer seem to be the most pacifistic of all the modern races on Tamriel, as they have never instigated war with other nations (leading some more militant cultures to criticize them as cowards), though they have been accused of needlessly escalating some conflicts. They have never found a tried and true ally in any other Tamrielic nation. Mistrust has been engendered by the ritual cannibalism they practice, and it's often difficult for them to adjust their lifestyles to the expectations of other races and cultures. Nevertheless, the Bosmer are heavily dependent on good relations and trade with other races. They are forced to import the timber needed to make their homes, arrows, and other wooden instruments, as the Green Pact forbids them from cutting from the Valenwood.

Religion

The Bosmer venerate many other deities, from Aedra to Daedra to other spirits unique to Valenwood. In fact, few Bosmer outside the Empire accept the limitation of Divines to a mere eight or nine. Most Bosmer claim direct descent from Auri-El, though Y'ffre the Storyteller is their most important deity. They venerate Y'ffre as the spirit of "the now". and like the Argonians, the Bosmer seem to prefer to live in the present, or the "Aurbic Now", showing relatively little regard for the ways of the past (besides when it comes to telling old tales or following the Green Pact, that is).

THE GREEN PACT

The Green Pact, also known as the Treaty of Frond and Leaf, is a strict code upheld by many of the Bosmer of Valenwood. It is said to have guided their existence since the beginning of the "great story". Its rules are clear:
⦿ Do not harm the forests of Valenwood.
⦿ Do not eat anything made from plant life. Eat only meat.
⦿ When enemies are conquered, their meat must be eaten, not left to rot.
⦿ Do not kill wastefully.
⦿ Do not take on the shape of beasts.
Though many Bosmer still try to respect the Green Pact, the practice of eating dead enemies diminished by the Second Era, and is typically only practiced in the most remote villages. The Green Pact Bosmer are known as fierce warriors, but are also known for the hospitality they exhibit to outsiders who respect their ways. They 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. Their stories speak of the Ooze, a purgatorial state reserved for Bosmer who violate the Pact (called Apostates), as well as the harsh punishments the Green unleashes on those who would harm it.

Races of Mer

The Dunmer / Dark Elves

"The Dunmer do not emphasize the distinction between this world and Oblivion as do the human cultures of Tamriel. They regard our world and the otherworld as a whole with many paths from one end to the other rather than two separate worlds of different natures with distinct borders. This philosophical viewpoint may account for the greater affinity of Elves for magic and its practices."


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DUNMER MECHANICS

Hit Points: 8

Size: Medium

Speed 25 feet

Ability Boosts: Constitution, Intelligence

Languages: Common, Dunmeri

Additional languages equal to your Intelligence modifier (if it’s positive).

Ancestor Knowledge, Ashlander

Appearance

Dunmer have ashen gray to dark brown skin, and their eyes often come in shades of red. Their distinctive appearance sets them apart from other races in Tamriel. They typically have a lean and agile build. 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.

Homeland

The Dunmer are native to Morrowind, a volcanic land dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland. Morrowind is the seat of intense volcanic activity that shapes its landscapes. The Velothi Mountains separate Morrowind from Skyrim, and the Valus Mountains separate it from Cyrodiil. As a result of this isolation, Morrowind has developed a unique ecosystem.

Culture

Dark Elven culture is divided between the nomadic Ashlanders and the settled Great Houses, although a considerable number of cosmopolitan dunmer died during the Red Year, as the island of Vvardenfell was the biggest urban centre.
The Dunmer have always been defined by their environment. Red Mountain looms as large in their collective thought as it does on the horizon. Its ash and lava sculpted the attitudes of Vvardenfell residents. Native-born Dunmer tended to look down on "outlanders", which include both other races and Dunmer born outside of Morrowind, though the intensity of this ethnocentrism varies.
Houses tend to rise and fall; many have faded to extinction over the years or sprouted up to challenge others. At the close of the Third Era, the five most important houses were Hlaalu, Redoran, Telvanni, Dres and Indoril, each which had existed for thousands of years.

Religion

Up until the Red Year, Morrowind was managed by a group of living demigods called the Temple or the Tribunal, formed by Almalexia (the source of compassion, sympathy, and forgiveness, the protector of the poor and weak, and the patron of teachers and healers), Sotha Sil (known as the Clockwork God, a patron of artificers and wizards, and the architect of time and binder of Oblivion) and Vivec (the Warrior-Poet, god-king of Morrowind who represents the duality of the Dunmer people, and protector of Red Mountain).
After the devastation of the Red Year, the Temple—and, indeed, the Dunmer—entered a period of soul-searching and reorganization. Some Dunmer have adopted the Imperial Cult and the Nine Divines, while some have turned to the Daedra, and some others stay loyal to Saint Vivec and the tribunal, eagerly awaiting their return. Only time can say where the fate of the Dunmer leads in this dark year.

THE DUNMERI SLAVE TRADE

Dunmer distrust and are treated distrustfully by other races. They are often called proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. This is not only because of Morrowind's geographic isolation from the rest of Tamriel, but also because of its historical slave trade, mostly of Argonians and Nords. The mistreatment of the reptilian race led to an unnamed Argonian developing and releasing the Khanaten Flu, a deadly disease, that appeared in Stormhold, the headquarters for dunmeri slavers in Black Marsh, and spread throughout all of Tamriel, claiming countless lives. Regardless of the plague, the dunmeri slave trade continued for 600 years, until the Second Akaviri Invasion. The royal houses of Morrowind signed a pact with most of the tribes in Black Marsh and the High King of Skyrim, calling them to defend Morrowind and Skyrim and be part of what would be called the Ebonheart Pact, in exchange for a complete stop to the slave trade in Morrowind.
The abolition of Argonian slavery did not result in the immediate cessation of all slaver activity, and it would take a year for most Dark Elven holdings to comply with the Tribunal's order. When argonian ambassadors started reaching Vvardenfell, they were met with a good deal of fear and hatred. Not every Dark Elf would give the ambassadors the cold shoulder, though. Having heard of their efforts at the Battle of Vivec's Antlers, some were very welcoming and appreciative to their southern neighbors. Eventually, the people of Morrowind would grow more accustomed to the presence of free Argonians, but this racial divide is still alive today, as the word for foreigner (N'wah) in Dunmeri is also the same word for slave.

Races of Mer

The Orsimer / Orcs

"Of course they're known across Tamriel as fine armorers, but I'd always assumed that was due to their great strength rather than skill. A glance at their arms and armor was enough to show me how wrong my assumption had been. Though never ornate or over-embellished, their metalwork, though even simpler and more utilitarian than the Nords', displays a deep understanding of the laws of proportion, symmetry, and harmonic congruity."


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ORSIMER MECHANICS

Hit Points: 10

Size: Medium

Speed 25 feet

Ability Boosts: Strength, Constitution, Free

Ability Flaw: Wisdom

Languages: Common. Orcs born in the Reach instead speak Orcish.

Additional languages equal to your Intelligence modifier (if it’s positive).

Armorer by Blood, Crafter's Appraisal

Appearance

Orsimer are known for their distinctive, intimidating appearance. They have grayish-green to dark green skin, pronounced orcish features, and sharp tusks. They are typically large and muscular. They are noted for their unshakable courage in war and their unflinching endurance of hardships in a continent of races afraid to call themselves close to Orcs.
While most believe them to be beastfolk like Khajiit or Argonians, or even goblin-ken, Orsimer, living up to their name, have the same Aldmeri blood as their other Mer cousins. They lack their long elven lifespans, however, as the nordic god Shor transferred an ancient curse from the Nords onto the Orcs, cursing them to the lifespans of Man.

Homeland

The Orsimer's ancestral homeland is the region of Orsinium, though most Orcs are actually part of the Orsimeri diaspora. It was formally recognized by Emperor Uriel Septim VII as a kingdom in its own right in 3E 399, in exchange for loyalty to the Empire.

Culture

Though widely despised and feared for their perceived warlike culture, Orcs have nevertheless started to slowly win acceptance across the Empire and a fierce loyalty runs deeply through their culture. By the late-Third Era, many Orcs had left their strongholds and used their talents to serve in the Imperial Legion, who welcome their natural skills.
Orcs are famed for their skill in smithing, particularly with the metal Orichalcum, which they use to forge armor and weapons. The resulting armaments are heavy and require great endurance to wield, but offer peerless strength and durability. They also work with ebony and have a unique skill in tooling leather for exceptional flexibility and toughness.
The only formal cultural divide is that of the division in the First Era between the Wood Orcs, those who stayed in Valenwood and honored the Green Pact, and those who left and ventured deeper into Tamriel, filling the continent as far east as Morrowind and as far north as Saarthal in Skyrim.

Religion

Mainstream Orcish religion is fairly unique to Tamriel in that it is monolatrous. Most Orcs revere Malacath, the Daedric Prince of Outcasts. The orthodox belief among Wrothgarian and Wood Orcs is that Malacath is actually a broken Trinimac, transformed by Boethiah after he in some way stole the former Champion of Auriel's form. There is debate among Orcs on whether he is Malacath, the Daedric outcast of Oblivion, or Mauloch, the Aedric outcast of Aetherius. Some even believe that he is both and has fittingly been cast out by both groups of divines, just as the Orcs have been outcast from most societies outside of Orsinium.

THE CODE OF MALACATH

After being reborn in his ashy prison, the newly-transformed Malacath cursed Boethiah and created the Code of Malacath, a simple but central tenet to Orcish religion.
⦿ Do not steal.
⦿ Do not kill your kin.
⦿ Do not attack without cause.
⦿ Those who break these rules must pay the Blood Price.
Orcs do not use imprisonment as punishment: those who violate the code must either pay material compensation or pay a "blood price", which entails allowing the one they offended to spill their blood until the price has been satisfied. Some Orcs use a scale for weighing out blood price amounts, with different gold weights labeled "Chief", "Wife", and "Warrior". In other cases, some Orcs keep detailed a record of all of the grievances and insults their family has suffered, with dates, specifics, and planned responses.

Races of Man

The Bretons / Reachmen

"Our Breton allies are comfortable with magic, yes. More than comfortable, I would say. I have even seen their youths practice illusions upon each other in the very streets of Daggerfall. Magic is powerful, yes, and a mighty force in battle, but the perils are many and the temptation of foul necromancy always lurks near. I see more staves here than blades, and I admit, I fear for the safety of our sword-adepts as they stand in battle beside so many mages."


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BRETON MECHANICS

Hit Points: 6

Size: Medium

Speed 25 feet

Ability Boosts: Charisma, 2 Free

Languages: Common

Additional languages equal to your Intelligence modifier (if it’s positive).

Manmer Magic

Appearance

If Bretons are humans or elves is a topic of debate, with most people believing that they are the former. Early were referred to as Manmeri, Half-Elves or Chimera. Although the terms are archaic, some modern Bretons such as druids embrace this heritage and still refer to themselves as Manmer and Half-Elves. Due to their mixed heritage, Bretons have been described disparagingly as "degraded hybrids" or a "mongrel race".
Modern Bretons, by and large, are pale-skinned and typically have straight or wavy hair. They possess more defined features such as high and delicate cheekbones, sensuous lips, and some even display pointed ears much like elves. The Bretons' elvish physical features have waned and become more human over time, but have not vanished.

Homeland

Bretons hail from the province of High Rock, a region divided into multiple and ever-changing city states and minor kingdoms. High Rock has also historically contained Orsinium, the City-State of the Orcs. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, resisting integration into a formal province or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying legacy.

Culture

The Bretons are intelligent and individualistic. They value freedom, praising it in their tavern songs. They also have a thriving and often intrepid merchant class that intersects with maritime activities. "Merchant princes", "warrior-merchants", and "merchant knights" are some societal archetypes, and Bretons that are encountered outside High Rock are often merchants or mercenaries. Indeed, Bretons are often described as shrewd merchants, and as a race they are said to value prosperity over glory.
Magic permeates throughout all of Breton society, from the serf all the way up to the king. The average Breton mage is said to perform "flamboyant gesticulations" when spellcasting. Due to the innate magical ability of Bretons, children are tested for their magical potential at an early age, and those who pass enter apprenticeship programs funded by the Mages Guild or independent sponsorships. In more remote regions, such as Glenpoint and the Wrothgarian Mountains, witches and medicine men, barely distinguishable from Orcish shamans, hold sway over the superstitious peasants with feats of untutored, but often impressive, magical ability.

Religion

The Bretons believe that two opposing forces have existed since before the gods were born. They are referred to as the Light and the Dark by some. They are antithetical to each other, and neither fit the mortal definition of good and evil. They are technically immortal, as they're not living beings, but they exist. The Aedra and Daedra are pale reflections of the eternal conflict between the Light and Dark. Their struggle creates energies that distort their surroundings, and those energies are so powerful that life can appear. The Light and the Dark are evenly matched, and will never resolve their conflict.

Find a new hill, become a king

High Rock is segmented into city-states, encouraging petty nationalism and infighting between the kingdoms that span the region. Most Breton cities are sprawling trade hubs, with society being separated into social strata. The poor peasantry lies at the bottom of the hierarchy. Above them is the middle class, comprised of merchants and artisans, while the nobility and ruling families sit above them all. Additionally, there are the many autonomous knightly orders and the small magical elite, which considers itself above the others. The jockeying for power among the various monarchs and powers of the Iliac Bay region is a deeply ingrained and even cherished part of Breton culture. Breton society is fractious and quarrelsome, but internal conflict all but seems to disappear when their way of life is threatened by outside forces.

Races of Man

The Imperials / Cyrodils

"We are now the stewards of the Empire. We can hold the Empire together in the short term. But to be honest, I don't know what will happen. The provinces have been restive for years, even before the latest crisis. With no legitimate claimant for the Dragon Throne… troubled times lie ahead."


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IMPERIAL MECHANICS

Hit Points: 8

Size: Medium

Speed 25 feet

Ability Boosts: Charisma, Free

Languages: Common

Additional languages equal to your Intelligence modifier (if it’s positive).

Cosmopolitan

Appearance

Imperials exhibit a diverse range of appearances, from the fair-skinned Nibenese to dark-skinned Colovians. Their varied hair and eye colors reflect the cosmopolitan nature of their culture.

Homeland

The center of their Empire and seat of governance, Cyrodiil is also known as "the Heartland". The capital of Cyrodiil, and of the whole empire, the Imperial City, is located on City Isle in the center of the province, which bears the location of White-Gold Tower, possibly the most renowned monument of Tamriel. It is geographically and culturally divided between the Colovian Highlands in the west, and the Nibenay Basin in the east. The Imperial City is culturally Nibenese, but it houses a population in the millions, housing diaspora from every race in Tamriel, and then some.

Culture

The defining feature of Imperial culture is its cosmopolitanism. Although some individuals may be the most arrogant bigots in Tamriel, culturally the Imperials are very conciliatory and congenial, making them skilled diplomats and traders. Even Imperial Vampires claim some semblance of civility. It's easy to understand given their geography and cultural schisms: Cyrodiil borders almost every other province, and the historical separation yet underlying unity and interaction of the Cyrodilic regions made the Imperials well practiced at building bridges and maintaining order.
Colovians have a simplistic and hard-working culture rooted in Nordic values. They possess the "frontier spirit" of their ancestors, leading them to inherit their simplicity, heartiness, and loyalty to their own. True to their name as Cyrodiil's iron hand, they are the strength of the Emperor, and make up the majority of the Legion.
The Nibenese are said to be the closest thing to a pure-bred Nede, the first Men, due to the ancient traditions that have survived through them, and they became distant from their Nordic roots due to their self-reliance which separated them from Skyrim. They represent the high culture of Cyrodiil, showcased in their love for gaudy attire, philosophy, as well as their evolving ancient traditions. They are also known for their tapestries, tattoos, brandings, and elaborate ceremonies. When a Nibenese tattoos themselves, its typically to identify one's religion, political faction, or their lifestyle.

Religion

Imperial Religion primary focuses on the Nine Divines, or the Eight and One which includes the ascended Talos. The Imperials have a lot of cults dedicated to various religions with the Imperial City. Despite this, the Imperials have a history of restricting and banning the worship of deities that are not of the traditional Nine Divines. The study of these other gods was encouraged though. During the First Empire, the Imperials were strictly forbidden from worshiping or idolizing the deities Magnus, Y'ffre, Sheor, and Phynaster and worship of these deities was considered heresy. Among other common minor deities outside the Nine are Reman, the Cyrodiil, Morihaus, the First Breath of Man, and Shezarr, the Spirit of Nirn.

THE EIGHT AND ONE

The respect and admiration Imperials had for Tiber Septim is nothing compared to the veneration they have for him as a god of the Nine Divines, regardless of the heresies often espoused about him. His accomplishments inspired them to believe they could do anything they set their mind to. The end of his dynasty was greeted with great mourning, although also with great pride, as his last known descendant, Martin Septim, sacrificed himself to save all of Tamriel. Imperials know all too well that dynasties are destined to rise and fall; all it will take is time before the Glorious Empire once again reigns over Tamriel under the blood of Akatosh.

Races of Man

The Nords / Children of the Sky

"This was clear even from outside the Imperial City's Skyrim Embassy, where Morian, Divayth and I had gone to a reception for King Logrolf. The lintel above the embassy doors was crowned with a great iron hawk's-head, its mouth open as if screaming defiance, while the doors were flanked by bas-reliefs of hawks so stylized they looked as much like axes as they did birds. The door itself was dark oak, banded with iron and studded with iron rivets, as if they expected to have to repel an attack."


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NORD MECHANICS

Hit Points: 10

Size: Medium

Speed 25 feet

Ability Boosts: Constitution, Free

Languages: Common, Nordic

Additional languages equal to your Intelligence modifier (if it’s positive).

Frost Resistance

Appearance

Physically, Nords are an impressive, often imposing sight—tall of stature, strong of bone, and thick of muscle. Their hair is often fair, and worn braided, as has been the custom for generations. They are often swathed in the hides of beasts.

Homeland

Skyrim, the northernmost province of Tamriel, is a cold and mountainous region also known as the Old Kingdom, Mereth, or the Fatherland, or Keizaal in the dragon tongue. Many past battles have given it a ravaged appearance and many ruins. The land is divided into nine holds who answer to a Jarl, and Jarls convene in a Moot to elect the new High King of Skyrim whenever the previous one dies, or shows an act of dishonor or cowardice.

Culture

There are two things most Nords love: music and mead.
They are generally tolerant of outsiders to Skyrim, though often do not make them feel welcome. In particular, Nords often still hold a bitter resentment towards elves. The Reach, one of the nine Holds of Skyrim, has only a slight Nord majority, and cities in the east have become heavily influenced by the Dunmer. The northern and eastern holds - Winterhold, Eastmarch, The Rift, and The Pale—are known collectively as the Old Holds, where the influence of old Nordic traditions is still relatively strong and outsiders are rare. The young men there go out for weeks into the high peaks in the dead of winter, hunting the ice wraiths that give them claim to full status as citizens. The Reach and the Rift both have long histories of lawlessness, and are generally associated with criminal activity.
Nords tend to be superstitious, and their folklore reflects this. Any unexplained misfortune is often blamed on the Falmer, or Snow Elves. The Falmer, long believed to be extinct after the vengeful Nordic invasion into their lands, caused by the aggressive Falmer response to the new Atmoran inhabitants, were actually driven deep underground, where they became feral and purportedly seek to kill all those who dwell above them.
Nords practice wergild, a traditional rite of retribution. When a life is taken, a life must be accounted for. Items of high value can serve as fitting payment.

Religion

The Nords are considered to be a devout people with grim religious beliefs. Among other things, they have long believed that Alduin, the World-Eater, would eventually return and bring about the end of the world. As dark as their belief systems are viewed to be, all Nordic traditions extend one bright, shining hope for Nords: Sovngarde, the Hall of Valor, where Nords who have proven their mettle in battle or died valiantly are welcome to experience euphoric bliss and camaraderie, free from time and boredom. It is little surprise that cowardice is the worst trait a Nord can exhibit, for "a Nord is judged not by the manner in which he lived, but the manner in which he died".

The Missing God

While Talos took the title of the Ninth Divine, for a long time, the Divines were only Eight, and for a very short amount of time after creation, they were once again Nine. This spot belonged the Creator-Tricker Lorkhan, whom the Nords worship as the heroic Shor, the trickster god who wielded his clever magic to bring about the current world, even though he was forced to sacrifice his own life in the process. He is also known as Shezarr in Nibenay. Legend tells that Lorkhan convinced or contrived the Original Spirits (et'Ada) to bring about the creation of the Mundus, and was then judged for his trick and executed. He was mutilated, but the Aedra could not destroy a god, so they shattered him in half to create the twin moons of Nirn, and threw his heart around the planet, eventually landing and creating a crater that would later be known as Red Mountain. Whatever remained of Lorkhan afterward was exiled to wander through creation.
To this day, many Nords believe Tiber Septim was the leftover 'mortal' side of Lorkhan, who ascended to godhood once again as Ysmir, or Talos to the other races of Man.

Races of Man

Redguards / Yokudans

"You still think like the thirsty jackal that runs toward a mirage. He collapses in the sands, though he would have found the hidden stream if only he searched the rocks he sprinted past! Focus on the task before you, and perfection follows. Do not think of what you might do tomorrow, but think only of perfecting each exercise as it is assigned. In this way, you will come to grow as one with your weapon."


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REDGUARD MECHANICS

Hit Points: 8

Size: Medium

Speed 25 feet

Ability Boosts: Wisdom, Free

Languages: Common

Additional languages equal to your Intelligence modifier (if it’s positive).

Swordsinger Legacy

Appearance

Redguards are known for their dark skin tones, ranging from brown to ebony, and have tightly coiled or curly hair. They often have striking and athletic builds.

Homeland

Yokuda was the ancestral home of the Redguards, which partially sank into the sea during the First Era. It was the birthplace of several famed Redguard heroes, including Frandar Hunding and his son Divad. It was also the nation that birthed the fabled martial tradition of sword-singing.
The Yokudan refugees instead settled in Hammerfell after the sinking, and their culturally eventually eroded over time, into what we now know as a Redguard. Regardless, many Redguards pride themselves in this deep heritage, and wholeheartedly accept the name of Yokudan, even if their language and tales start to be buried by the sands of time.
Hammerfell is made up of beaches, jungles, grasslands, mountains, with the northwest corner taken up by the Alik'r desert. It is predominately an urban and maritime province, with most of its population confined to the great port and trade cities. The interior is sparsely populated with small poor farms and beastherds. The Redguards' love of travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.

Culture

Their Yokudan heritage left them with advanced seafaring, agricultural, military and even astronomical knowledge that allowed them to thrive in a place where others merely hoped to survive. 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 detailed knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military (which consists mainly of various knightly orders; Redguards don't traditionally have a standing army), and they are expected to prove themselves worthy by facing death. Even their entertainment, like snake charming, bears some risk to it.
They are a highly disciplined and enterprising people, having centuries of experience with warfare in their homeland before arriving on Tamriel's shores. Their warriors are acknowledged to be among the best in the world. The Redguards are also known for their naval prowess, and their fleets have proved a match for the Empire's best armadas, as seen during the revolt of Stros M'Kai.

Religion

Redguards have come to venerate different gods, with the Crowns sticking to the most ancient Yokudan pantheon, while Forebear beliefs have evolved to include many Imperial influences. Many of the Crowns are nomadic tribesman who mainly travel around the Alik'r, and though they adhere to traditional Yokudan beliefs, they have also developed a deep, spiritual attachment to their adopted land. They venerate deities and spirits of all kinds, from Pixies (or faeries) to Satakal the Worldskin, the god of everything (a sort of fusion of Anu and Padomay that bears similarities to the malevolent Nordic god Alduin). Occasionally, Satakal will destroy everything to begin anew, and the spirits who manage to find a way to survive are those who can move at "strange angles" to stride between one world and the next, and thus enter the Redguard pantheon of gods.
Though the Redguards abhor necromancy, their religion has also led them to abhor any sort of interaction with the undead. Tradition bound them not to fight the honored dead, making them particularly vulnerable to necromancers and undead creatures.

LAST OF THE ANSEI

Sword-singers were an order of Yokudan warriors who followed the "Way of the Sword", a martial philosophy on blade mastery. Singers were capable of astonishing feats of swordsmanship, and were viewed by some to be as much mages as warriors. They sought strength of body, and of mind. The greatest among the sword-singers were known as "Saints of the Sword", or Ansei in Yoku. Ansei had the ability to manifest a sword from their very soul, known as a Shehai or "Spirit Sword". By sheer force of will, an Ansei warrior could create this ethereal sword of pure thought and it would take shape in their hand. All sword-singers trained to learn this form through intense training and meditation in the Way of the Sword, but not every swordsman was successful in becoming an Ansei. Those who could were said to be more than mortal. They possessed intense devotion to the gods of war, immense piety, and a focus and skill far beyond what others could ever achieve. Conversely, there have been certain gifted individuals who could form a Shehai from a very young age or with little or no training. Other times, a Shehai may be formed in times of great stress.
When Hammerfell came under attack from a race of giant Goblins from a wound in space time, the Queen of Ojwambu pleaded with Derik Hallin, the "Last of the Ansei". According to legend, Hallin called forth the spirits of long-dead Ansei to aid him in his defense of the city. Hallin and his companions wielded the blades and hurled the swords together into the void, defeated the goblin army by sealing them in the void between their world and Mundus. As a result, their Shehai was forever destroyed.
By the mid-Second Era, there were no known Ansei warriors, with native Redguard swordsmen believing the existence of Shehai to be absurd and some foreign scholars dismissed the Shehai as "superstitious nonsense". For unexplained reasons, the Ansei simply died out. By the Third and Fourth Eras, although there were some who followed the old ways within the ancient Halls of Virtues of War, very few Redguards had ever seen a Shehai, let alone called forth one.

Beast Folk

Argonians / Saxhleel

"Among the human-shaped, the Argonians may be the most fascinating. They are cold-blooded, in both the physiological and psychological sense, and yet they somehow manage to operate in all climes with the same resilience as mammals. Their preference for sub-tropical and tropical climates notwithstanding, to see an Argonian moving through sub-arctic or arctic regions with the same facility as their mammalian rivals is simply astounding."


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ARGONIAN MECHANICS

Hit Points: 8

Size: Medium

Speed 25 feet

Ability Boosts: Dexterity, Constitution, Free

Ability Flaws: Charisma

Languages: Common, Jel

Additional languages equal to your Intelligence modifier (if it’s positive).

Amphibious, Marshwalk

Appearance

Argonians are reptilian humanoid beings with scaly, amphibious skin. They have a wide range of appearances, from sleek and agile to bulkier and more robust, reflecting the diversity of their sub-species.
The Argonians' alien nature is often commented on; they are called strange, expressionless, reserved peoples, slow to trust and hard to know. This is a sentiment shared even by lukiul, or "assimilated" Argonians, who were raised far away from the Hist and often have significant trouble fully understanding the emotions, body language, or motivations of their estranged brethren.

Homeland

The Argonians thrive in the foreboding swamps of Black Marsh, a lush and threatening land teeming with poisonous plants and violent predators. Mer refer to the region as Argonia. The Argonians do not have a word for their homeland in their native language, in part because they do not consider it a singular nation, but a bustling and ever-changing system of tribes and allegiances.
Black Marsh is also home to a culturally and religious important species of spore trees, known as the Hist.

Culture

Contrary to what some foreign scholars believe, Argonians do not worship the sun. Rather, they enjoy its warmth and bask in its light. Wallowing helps to cool their scales and keep them from drying out on hot, sunny days. When they wallow, one might find an Argonian with their nose barely poking out of the mud.
Argonians hatched in places outside Black Marsh cannot hear the Hist. These individuals are referred to as "lukiul", or assimilated people. The term is used to describe Argonians that have assimilated into a non-Argonian culture. Argonians who leave the swamp to live among non-Argonians are also considered lukiul. An Argonian born as a slave on Vvardenfell would be considered lukiul, and would have no connection to the Hist. Lukiul have difficulty understanding the body language of marsh-born Argonians, and they are often treated as outsiders by the natives of Black Marsh.
Traditional Black Marsh inhabitants refer to themselves as the Saxhleel, and they are suspicious of visitors. Despite the distrust shown by the locals, lukiul are more or less left well alone. Those who've never left the swamp pity the lukiul, as they cannot imagine a life away from the Hist. Those who leave Black Marsh and return may feel greater longing for the Hist than when they left.

Religion

Except for the more deeply assimilated, the Argonians do not formally recognize or worship any type of Tamrielic deity. Most, if not all Argonian tribes revere and build their lives around a Hist tree. They ingest its sap during rituals, lay their eggs among its roots, and often live according to the Hist's will. Tribes that build their lives around a Hist often do so literally, as they construct their settlements around the Hist. The Hist guides them, and its people serve it in kind. Marsh-born Argonians can hear the Hist—when they place their hands on its bark or rest beneath its boughs, they hear whispers or songs, and can perceive faint smells or soothing tones. This relationship is not one of bondage, but rather a bond—the Hist care for the Saxhleel, and they in turn care for the Hist. The Argonians have agency apart from the Hist; their servitude is voluntary. Marsh-born Argonians are capable of wielding Hist-magic, which doesn't operate on the same rules as conventional spellcraft.
The Argonians also revere Sithis, a being that even the Hist acknowledges. The Clutch of Nisswo is a group of priests dedicated to Sithis who wander across Murkmire to collect the 'many truths' of each tribe and share each tribes beliefs with other tribes. Z'en, the Bosmeri God of Toil, is thought to have originated in Argonian and Akaviri mythologies before being introduced to Valenwood by Kothringi sailors.

The Aurbical Now

Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective. They tend to speak with a certain detachment that might seem particularly strange to individuals with a formal upbringing centered around manners. Argonians do not facially express their emotions as much as men and mer do, though anger is fairly easy to detect through bared teeth and narrowed eyes. Argonians are fiercely loyal and will fight to the death for those they have named as friends. Their allies have long since learned that there is always a reason for everything they do.
Something remarkable about the Argonian people is that their culture seems to easily forgive the slights committed between tribes. This is due in part to their belief in reincarnation. A Bright-Throat may be reincarnated as a Black-Tongue after death, a Miredancer may return as one of the Root-House People, so on and so forth. For the Argonians, hating each other is to hate themselves because they are all people of the root: it is better to forget and move on. Because of this, the Saxhleel, like the Bosmer, prefer to live in the Aurbical Now–not dwelling on the past or the future, but simply the present. The concepts of "past" and "future" are foreign to them. They pay little heed to the passing of days.

Beast Folk

Khajiit / Cat Folk

"The Khajiit mind is not engineered for self-reflection. We simply do what we do, and let the world be damned. To put into words and rationalize our philosophy is foreign, and I cannot guarantee that even after reading this, you will understand us. Grasp this simple truth - "Q'zi no vano thzina ualizz." - "When I contradict myself, I am telling the truth". These are not rules, for there is no word for "rule" in Ta'agra. "


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KHAJIIT MECHANICS

Hit Points: 6

Size: Medium

Speed 30 feet

Ability Boosts: Dexterity, Free

Languages: Common, Ta'agra

Additional languages equal to your Intelligence modifier (if it’s positive).

Eye of Fear, Darkvision

Appearance

Khajiit are feline humanoid beings with various fur patterns, colors, and facial features. Their appearance can vary greatly, as the phases of the moons of Nirn, Messer and Secunda, dictate the physicality of Khajiit born under them, ranging from the small housecats known as Alfiq, to the humanoid Ohmes, Cathay and Dagi, to gigantic, horse-sized quadripeds like the Senche. The Mane, a rare breed of which there cannot be more than one alive at any given time, is born with the appearance of Nirn's third and scarcely-known moon, the Den of Lorkhaj, rumored to be the corpse of the trickster-god Lorkhan himself.

Homeland

Before the first Men or Mer set foot on the continent, the Khajiit were already native to Tamriel. Khajiit are now constrained to Elsweyr, a region divided into two major climates: savannahs, badlands and dry plains in the north, and fertile lands of jungle and rainforests in the south, with deep-rooted diaspora in all corners of Tamriel.

Culture

The Khajiit are divided by two disparate ways of life: the civilized jungles and river basins of southern Elsweyr, which have ancient mercantile traditions, a stable agrarian aristocracy based on the exportation of saltrice and Moon Sugar, and a thriving artistic culture, which contrasts greatly with the nomadic tribe or pride-centric Khajiit of the dry northern wastes and grasslands, where aggressive and territorial raiders occasionally unite under a single chieftain. It is widely held that the greatest force among the Khajiit are the Clan Mothers. It is they, ultimately, who control both the harvest and refining of Moon Sugar, and thus they who are seen as the most influential. Over the years, Khajiit frequently have had to deal with the worry of being kidnapped and sold into slavery, especially from Morrowind.
Known for their love of sweets, the Khajiit enjoy a wide array of specialty dishes and desserts. Many of the meals eaten by nomadic clans are cooked over a campfire. They use moon sugar as a spice in many of their meals, and, as a result, much of their cuisine is very sweet.
Although many natives of Elsweyr can speak Tamrielic, it is not uncommon for Khajiit to interject Ta'agra words or phrases into their sentences. Khajiit notably tend to have a speech pattern that consists of talking in the third person when speaking in Tamrielic.

Religion

The Khajiiti pantheon encompasses myriad Aedric and Daedric gods, which are recognized as spirits. Various gods rose and fell out of prominence over the eras due to events and cultural changes. Indeed, after the unification of Anequina and Pellitine into the province of Elsweyr, and the event known as the Riddle'Thar Epiphany, the Riddle'Thar cult would rise and scrub many of these spirits from the Khajiit pantheon, and those that refused to follow the new edicts of the Ephiphany faced persecution.
Featured prominently in a Khajiit's spiritual journey is "the Path", a road they take during their journey through life, while avoiding temptations that would lead them astray so they could ultimately reach a sort of enlightment. To modern Khajiit, this would be the Riddle'Thar theology, and how each Khajiit reaches their fate or place in the universe varies per Khajiit. It can mean finally achieving the right to rule for those of royal blood, or simply perishing.
Modern Khajiit hold the virtues given to them by the Riddle'Thar as sacred, which tells how modern khajiit must live. As prophesied by the First Mane of the Epiphany, They must be curious (to avoid Lorkhan's deceptions), clever (to navigate the hardships of life), kind (to "blaze a trail for the downtrodden to follow"), pious (to avoid Namiira's temptations), and wary (of the other races, as well as the dangers of Oblivion).

Moon Sugar

The Khajiit often refer to Moon Sugar as "crystallized moonlight", trapped by the glimmering waters of the Topal Sea and washed to the sugarcane groves of the Tenmar Forest by the tides, under the guidance of Hermorah. The Khajiit believe that by consuming it, they are consuming a small portion of the eternal souls of the moon gods, Jone and Jode. It drives them into fits of ecstasy and abandon, purportedly leaving the streets of Elsweyr's major cities strewn with catmen shivering in the grip of sugar-fits. Despite the extremely addictive nature of the sugar, it is an integral part of Khajiit life and the chief export of Elsweyr, where it is smuggled out in both in its raw form, and Skooma, its refined variant. It helps support a thriving black market; it is said one can purchase practically anything among the Khajiit. Khajiit of the desert tribes are often buried with only a small cairn of stones, so their bodies can be easily used by necromancers.

Ancestry Mechanics

Altmer

Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Intelligence
Free
Free

Languages

Common
Altmeris

Aldmeri Resistance

You gain a +1 to Fortitude saves against disease, including magical diseases.

Magical Sensitivity

Altmer are naturally hypersensitive to magic, making them strong sorcerers that are conversely weak to magic. You gain a +1 to your Spell DC, but you have a -1 penalty to saves against spells.

Bosmer

Hit Points

8

Size

Medium

Speed

30 feet

Ability Boosts

Dexterity
Wisdom

Languages

Common
Bosmeri

Wild Empathy

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Woodkin

You gain a +1 to Stealth checks when trying to Hide or Sneak in forests and woodlands.

Dunmer

Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Constitution
Intelligence

Languages

Common
Dunmeri

Ancestor Knowledge

In Dunmer myth, it is said that honoured ancestors continue to watch and teach their descendants. Choose up to two Lores in which you are trained. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). You can use the Recall Knowledge action with these Lores as a free action once per round, but you must forgo rolling.

Ashlander

The Dunmer have grown acclimated to the lands near the Red Mountain. You gain fire resistance equal to 2 + your level, and a +3 to Fortitude saves made agaisnt the appropiate toxic hazards in Morrowind, such as volcanic ash.

Orsimer

Hit Points

10

Size

Medium

Speed

25 feet

Ability Boosts

Strength
Constitution
Free

Ability Flaw(s)

Wisdom

Languages

Common

Armorer by Blood

You gain a +1 to Craft checks when you Repair or Craft weapons or armor. This bonus increases to +2 when used on weapons or armor made out of Orichalcum.

Crafter's Appraisal

Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Orichalcum weapons, armor and shields are mechanically the same as their adamantine variants.

Bretons

Hit Points

6

Size

Medium

Speed

25 feet

Ability Boosts

Charisma
Free
Free

Languages

Common

Manmer Magic

You can cast 1st-level Prestidigitation and Mage Hand at will as arcane innate spells.

Imperials

Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Charisma
Free

Languages

Common

Cosmopolitan

You gain a +1 to Diplomacy when you Make an Impression or Request against a non-Imperial. Additionally, once per day, when you roll a critical failure in either of these checks, you can make it a failure instead.

Nords

Hit Points

10

Size

Medium

Speed

25 feet

Ability Boosts

Constitution
Free

Languages

Common
Nordic

Frost Resistance

You negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold. You gain resistance to Cold equal to 3 + your level.

Redguards

Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Wisdom
Free

Languages

Common

Swordsinger Legacy

Redguards are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons. You gain a +1 to attack rolls with the Swords weapon group, and any weapon from that group counts as a simple weapon for you.

Argonians

Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Dexterity
Constitution
Free

Ability Flaw(s)

Charisma

Languages

Common
Jel

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Marshwalk

You gain a +2 to Stealth when you Hide or Sneak while submerged in water or mud.

Khajiit

Hit Points

6

Size

Medium

Speed

30 feet

Ability Boosts

Dexterity
Free

Languages

Common, Ta'agra

Eye of Fear

You can cast 1st-level Fear once per day as an arcane innate spell.

Darkvision

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.