Cyrodiil: The Next Age

Would you like to react to this message? Create an account in a few clicks or log in to continue.

The Oblivion crisis is over, but now new enemies have come to Cyrodiil, and new heroes must rise to stop them.


    Character Races

    Valen Vandree
    Valen Vandree
    Admin
    Admin


    Posts : 12
    Join date : 2009-06-05

    Character Races Empty Character Races

    Post  Valen Vandree Sat Jun 06, 2009 7:27 pm

    -You must choose a race for your character before you can begin to Roleplay.-

    Orc:
    These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.

    Breton:
    Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies

    Imperial:
    Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.

    Redguard:
    The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.

    Nord:
    The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.

    High Elf:
    In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."

    Dark Elf:
    Dark Elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races.

    Wood Elf:
    The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.

    Argonian:
    Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.

    Khajiit:
    Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.

    Vampires
    Vampires are humanoids afflicted with Vampirism. It is commonly believed that Molag Bal created the first vampires, though his method differs depending on who is telling the story. There are many different clans of Vampires all over Tamriel, though in Cyrodill, only one clan exists. Vampires on Nirn are not undead, though a vampire that feeds often can live for thousands of years, effectively cheating death. Vampires are the result of the disease Porphyric Hemophilia, which can infect most humans and mer. An infected person has approximately three days to cure themselves, or they risk becoming a vampire themselves. Vampires on Tamriel exhibit many of the weaknesses assigned to their kind in oral traditions, including an aversion to sunlight, a potentially fatal reaction to garlic, and an inability to gain nourishment through normal foodstuffs. Instead, vampires must find a living victim, usually another human, and feed on their blood at least once every few days. Vampires are not strictly a race of themselves; rather, there are vampiric forms of nearly all other sentient races. A vampire's skin will be pale compared to living members of their race, due to the lack of circulation. Vampires also tend to develop red eyes, and their canine teeth will sharpen into fangs. Vampiric humans are stronger and faster than living humans, though they also develop a weakness to fire. Overall, however, vampires that feed regularly can pass as living mortals indefinitely. You must list your original race as well, all vampires were once regular people.

    Lycan
    Lycanthropy is the disease that causes a person to turn into a were-creature. There are several different strains of the disease, most are localized to certain areas of Tamriel, but the most common strain, which turns men and mer into werewolves is reputed to exist in all areas of Tamriel. The disease itself is not very picky about its subject and most races are equally susceptible to catching the disease, except for the Altmer, Argonians, Bosmer, and Redguards, who are all naturally disease resistant, though not immune. The disease itself was created by Hircine, a Daedric Prince, who still serves as the 'guardian' of the afflicted people. This divine connect is most obvious in stories saying that Lycanthropy is strong enough to overcome the powerful Corprus Disease. You must list your original race as well, all vampires were once regular people.

    -If you wish to be a vampire or lycan, then please PM me about it first, thank you. Only a few of each will be approved

      Similar topics

      -

      Current date/time is Thu Mar 28, 2024 2:16 pm