Inhabitants of Tamriel
Folks are roughly separated in three categories: Mer, or Elves, are distant descendants of the god Magnus. Manmer, or Humans, are distant descendants of the god Lorkhan. Betmer, or Beastfolk, evolved from common animals into sentience.
Whenever a folk grants a bonus or penalty to an attribute, the attribute’s maximum is modified accordingly. E.g. Altmer have a maximum CON of 18, maximum INT of 22, and maximum WIS of 21.
Altmer (High Elves): Tall, graceful and arrogant, the Altmer are the oldest and most advanced of Tamriel’s races. They are extremely proud of their cultural heritage and their superb magical abilities. Most view other cultures with contempt, particularly humans and Orsimer.
Homeland: The Summerset Isles, a sun-basked, mountainous archipelago off the southwestern coast of the continent.
Language: Altmeris (cultural), Tamrielic, Dunmeris, Bosmeris.
Characteristics: -2 CON, +2 INT, +1 WIS. Altmer have Advantage on INT saves. Once per day, an Altmer can cast Dispel magic as a 5th level mage without using a spell slot.
Argonian: The reptilian Argonian enjoy a deep, primal connection to nature. They are highly adaptable and experts at survival. Most are good-natured and friendly, yet harbor a deep resentment towards Dunmer.
Homeland: Black Marsh, a hostile land of lakes, swamps and jungles in the southwest of the continent.
Language: Jel (cultural), Tamrielic, Daedric, Dunmeris.
Characteristics: +2 CON, +1 WIS, -2 CHA. Argonians resist poison damage and have Advantage on saves against poison. They can breathe underwater.
Bosmer (Wood elves): Bosmer are a reclusive folk ruled by old families and traditions. They have a cultural taboo against damaging plants, leading to a hunting, herding and sometimes cannibalistic lifestyle. Their archers are feared and respected across the continent.
Homeland: Valenwood, a deep and enchanted forest of moving trees, in the south of the continent.
Language: Bosmeris (cultural), Altmeris, Tamrielic, Ta’agra.
Characteristics: -2 STR, +2 DEX, +1 CON. Bosmer have Advantage on Survival checks and on saves against fear. Once per day, a Bosmer can cast Plant growth as a 5th level mage without using a spell slot.
Breton: Descended from the cross-breeding of Nords and Altmer in the early ages, Breton are humans with a particularly high affinity to magic. They value independence, creativity and open-mindedness, and can throw a hell of a party.
Homeland: High Rock, a contrasted northwestern peninsula split into countless small baronies and city-states trying to outdo each other in opulence and knowledge.
Language: Tamrielic (cultural), Altmeris, Nordic, Orcis.
Characteristics: +1 DEX, -2 WIS, +2 CHA. Breton have Advantage on CHA saves. Once per day, a Breton can cast Protection from energy (on itself only) as a 5th level mage without using a spell slot.
Dunmer (Dark Elf): The grey-skinned and red-eyed Dunmer strive towards excellence in all domains, be they warfare, magic or commerce, and would probably have dominated the continent long ago if they weren’t permanently engaged in internal strife between the ruling Great Houses.
Homeland: Morrowind, a volcanic landscape occupying most of Tamriel’s east side.
Language: Dunmeris (cultural), Altmeris, Daedric, Jel.
Characteristics: -2 CON, +1 INT, +1 WIS, +1 CHA. Dunmer resist fire damage. Once per day, a Dunmer can cast Spirit guardians as a 5th level mage without using a spell slot.
Imperial: Industrious and hard-working, Imperials form a very organized and efficient society, compensating their lack of technological and magical advance with discipline and sheer willpower. They have mastered diplomacy and trade like no other culture in Tamriel.
Homeland: Cyrodiil, a rich, fertile land of grassy plains and light forests in the center of the continent.
Language: Tamrielic (cultural), Altmeris, Nordic, Yoku
Characteristics: +1 CON, -1 DEX, +1 CHA. Imperials have one additional Luck point. Once per day, an Imperial can cast Tongues as a 5th level mage without using a spell slot.
Khajit: The catfolk known as Khajit are renowned merchants, mystics, and masters of unarmed combat, but also suffer from a bad (and unfortunately well-deserved) reputation of mischief and thievery.
Homeland: Elsweyr, a land of rocky deserts and warm jungles in the south of the continent.
Language: Ta’agra (cultural), Altmeris, Tamrielic, Bosmeris
Characteristics: +2 DEX, -2 INT, +1 WIS. Khajit have Advantage on saves against disease. They have Darkvision to a range of 60’. Their claws deal 1d4 Piercing damage and have the Finesse and Light quality.
Nord: Hardened and stubborn, the Nord are the tallest and strongest of humans. Their feudal society is primitive by human standards. Slow to build feelings and equally slow to lose them, they harbor a deep resentment against elves, particularly Altmer and Dunmer, due to centuries of warfare.
Homeland: Skyrim, a cold, mountainous tundra in the north of the continent, and the cradle of humankind.
Language: Nordic (cultural), Tamrielic, Orcis, Yoku
Characteristics: +1 STR, -2 DEX, +2 CON. Nord resist Cold damage. They have a +1 bonus on attack rolls.
Orsimer (Orcs): The Elven pariahs were born of a curse and suffer more prejudice and unjustified hatred than any other folk in Tamriel. They live in diaspora among other cultures, mostly in human lands where their skills as fighters and blacksmiths overweigh the cultural stigma.
Homeland: None. All attempts at establishing an Orc province were thwarted by the Breton, Redguard and/or Nord.
Language: Orcis (cultural), Tamrielic, Nordic, Yoku
Characteristics: +2 STR, +1 CON, -2 CHA. Orsimer have Advantage on STR saves. Once per day, they can Rage as a 1st-level Barbarian. IF they have Barbarian levels, they gain an additional Rage between long rests and a +1 bonus to Rage damage.
Redguard: A folk of sailors, traders and conquerors, the dark-skinned humans fancy themselves the best fighters in Tamriel. Their society revolves around a complex systems of favors and reputation among countless merchants, guilds and nobles.
Homeland: Hammerfell, a vast sand desert in the west of the continent, with resplendent oasis and coastal city-states.
Language: Yoku (cultural), Altmeris, Tamrielic, Orcis
Characteristics: +1 STR, +1 DEX, +1 CON, -2 WIS. Redguard have Advantage on DEX saves. Once per day, a Redguard can cast Haste (on itself only) as a 5th level mage without using a spell slot.
This message was last edited by the GM at 07:42, Sun 24 Jan 2021.