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The History of Each Race.

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The History of Each Race.

Post by Moon on Fri Nov 13, 2015 4:42 pm

Below will be a general history of each race provided by the Skyrim game guide. You can read these to get a feel for you characters history and such.

1. Altmer
2. Argonian
3. Bosmer
4. Breton
5. Dunmer
6. Imperial
7. Khajiit
8. Nord
9. Orsimer
10. Redguard




Last edited by Moon on Fri Nov 13, 2015 5:30 pm; edited 1 time in total
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 4:44 pm

Altmer
Origins and Identity
The Altmer are one of the oldest races on Tamriel, one of the earliest descendants of the original mer race of Aldmer, and from there, through the Ehlnofey to the divine et'Ada themselves. As a race, they are extremely proud of their Aldmeri heritage, and make a concerted effort to maintain their genetic lineage. Their name translates from the Aldmeri language as High Ones or Cultured Ones, a name which is often interpreted to mean "tall", or more often, "snobbish". For their part, the Altmer argue that they are the first true culture on Tamriel, and still the most civilized race, an argument that even human scholars find difficult to refute.

Homeland
Summerset
The Altmer primarily live in the province of Summerset Isle, a large island off the southwest coast of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri ancestors arrived on Summerset Isle after fleeing the catastrophic sinking of their original home continent, Aldmeris. From here, splinter groups of Aldmer spread throughout Tamriel, but the Altmer remained on the Isles, acting as the nominal head of the empire of meri nations on Tamriel. For most of the Merethic Era, the other races of elves on Tamriel acknowledged the Altmeri king as their own ruler, a practice which persisted until the founding of the Camoran Dynasty in Valenwood marked the start of the First Era and the beginning of the decline of Altmer-dominated Tamriel. Their influence is still felt across the continent, however, as their culture forms the basis for the religion, language, and even architecture of the Cyrodiilic Empire.

Fourth Era history
Between the Oblivion Crisis and Dragon Crisis, the Mede Empire is attacked by the Aldmeri Dominion, an alliance of Elves, comprised mainly of the Altmer and their Bosmer allies. The Empire saved itself only by negotiating the White-Gold Concordat, a treaty which seems to heavily favor the Dominion. The Elves' ruling government, the Thalmor, are Elven supremacists determined to end the dominance of man and the Empire as a whole. Forebodingly, they call the Great War the "First War with the
Empire".

White-Gold Concordat
The White-Gold Concordat enables the Thalmor to move freely throughout the Empire and to suppress the worship of the Man-God Talos. Resentment toward the Altmer, and toward the Empire for surrendering to them, runs rampant in the proud Nords of Skyrim. The Thalmor are encountered several times in Skyrim, in particular in the Thalmor Embassy located to west of Solitude. Thalmor are almost always antagonistic, using veiled hostility if not outright aggression when encountered.

Presence in Skyrim
Many of the Altmer encountered emigrated from the Summerset Isles to become Alchemists and Enchanters in Skyrim. Others became members of the College of Winterhold, due to their innate magical abilities. Another potential possibility is that during the rise of the Thalmor many Altmer with strong loyalty to the Empire fled the Summerset Isles to escape the new Aldmeri Dominion. Even so, the Stormcloaks still show prejudice to the Altmer, though on a much lesser scale than their Dunmeri cousins from Morrowind. The Empire, too, do not look highly towards the so-called "High Elves" – and many Altmer outside of the Thalmor live as second class citizens compared to the Cyrodilic population of Altmer during the Third Era.
After the signing of the White-Gold Concordat, Altmeri presence in Skyrim have increased considerably, mostly in the form of Thalmor soldiers and "investigators". They explicitly outlaw the worship of Talos and thus, have angered a majority of Skyrim's denizens. The fact that people are being taken out of their homes or off the streets by the Thalmor with little to no evidence of actual Talos worship indicates that the reason of stamping out Talos worship may just be a front, with the real intention of sabotage and/or demoralization. Major antagonists in side quests and faction questlines are Altmeri for this reason.

Prejudices
Highly resistant to the Thalmor in Skyrim, Stormcloaks and other Nords exude prejudices to Altmeri peoples, tending to lump them together with the Thalmor.

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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 4:57 pm

Argonians
Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater.

Politics
After conquest of the Dunmer province of Morrowind, little is known about the politics of the Argonians in the Fourth Era. There is an Argonian political faction called the An-Xileel, but there is little information about them, except they're composed of mostly, if not all, Argonians, and that they pushed back Mehrunes Dagon's forces during the Oblivion Crisis in Black Marsh, and were also the faction responsible for orchestrating the conquest of Morrowind.

Assemblage
In Windhelm, Argonians are sequestered from the predominantly Nordic population, and are forced to live at the Argonian Assemblage, located at the city docks. After the mass exodus of Dunmer and Argonian peoples to Windhelm, the citizens became suspicious, worrying that the immigrants would influence or otherwise dilute their culture, and so forced them into segregation. Largely, this extreme behavior was inspired by the political confrontation between the Empire of Tamriel and the rulers of Skyrim. However, this eventually just turned into blatant racism.

Marriage
Unlike the citizens of Skyrim, who prefer to marry using an Amulet of Mara, some Argonians adhere to their native marriage traditions. In Black Marsh, it is customary to present a lover with an Argonian Wedding Band, which is crafted by the courting member. Each ring is unique and has personal meaning to the creator and the recipient.
"In Black Marsh, tradition dictates we present a potential mate a unique wedding ring to represent our future bond."

"Every Argonian wedding proposal band is supposed to have three flawless amethysts as part of their design. Two of the gems, the ones on the outside, represent the couple to be married... one for the husband, one for the wife. The amethyst in the center represents The Hist, the entity that all Argonians consider a sacred part of our lives." - Talen-Jei
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:02 pm

Bosmer
Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures.

Fourth Era history
After the War of the Blue Divide in the Third Era, in which the Altmer defeated the Bosmer in Valenwood, the Altmer and Bosmer are the core of the newly formed Aldmeri Dominion and its Thalmor forces. The Dominion very nearly destroyed the Empire, if not for the Battle of the Red Ring, which forced the Elven armies to withdraw from Cyrodiil. Following its victory in the Great War, the Third Aldmeri Dominion experienced increased prestige and power that the Mer had not possessed since the First Aldmeri Dominion, which had been defeated by Tiber Septim in the final years of the Second Era. Confident of its ability to defeat the Mede Empire, the Dominion further expanded its influence into the other provinces of Tamriel, including the homeland of the Nords: Skyrim. It also reestablished diplomatic relations with the Mede Empire, even though they were still engaged in a cold war.
Malborn, from the quest Diplomatic Immunity, hates the Thalmor. According to Delphine, Malborn's family was killed by the Thalmor in Valenwood. Therefore, Malborn's family was possibly made of Imperial allies or sympathizers. The wiping out of Malborn's family is referred to by Delphine as a "purge", suggesting that the Thalmor have been actively pursuing their goal to purify the elven races.

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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:05 pm

Brenton
Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may probably also carry Aldmer blood, accounting for their magical prowess.

Culture
Unlike the neighboring Redguard and Dunmer populations, the Bretons don't have many of their number in Skyrim. Some, however, do take to city life and are a minority in settlements.

The Forsworn
In the Reach, the native Bretons were involved in an armed uprising against the Nords that rule Markarth. They took the city by force due to a belief that it belonged to the native population, but were driven out by Ulfric Stormcloak prior to his own conflict with the Empire. This group call themselves the Forsworn and are active to this day. This battle results in the normally hostile Forsworn settlement of Druadach Redoubt becoming friendly.
Professions
Beyond this, Bretons often take the role of court wizard to a Jarl, or study as scholars at the College of Winterhold, and occasionally one may see a Breton merchant such as Belethor.
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:10 pm

Dunmer
The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind. After the eruption of Red Mountain, many Dunmer fled to Skyrim, becoming refugees. They face extreme prejudices due to their elven blood. Several Dunmer have managed to make their way in Skyrim as merchants, mages or assassins for the Dark Brotherhood.

Biology
They have red, glowing eyes and their skin tones vary from green to gray, and even light blue. They are known to be extremely strong, intelligent, and very quick, but are said to be ill favored by fate.

Red Mountain eruption
After the eruption of Red Mountain, many Dunmer fled to Skyrim. Several took up residence at the College of Winterhold, to bolster their innate magical talents. Many more fled to Windhelm, the seat of the Stormcloaks' resistance against the Empire of Tamriel.

Azura's vision
Before the destruction that led to the mass exodus of Dunmer, several of the faithful of Azura received visions of the eruption of Red Mountain. Setting out for Winterhold, these Dunmer built the Shrine of Azura and remained there as priests and priestesses, though they eventually left over time, until only one remained, Aranea Ienith.

Segregation
Strongly nationalistic, the Nords of Windhelm segregated the Dunmer from the other citizens, into what came to be known as the Gray Quarter. Worse treatment, however, was given to the Argonians, who are not allowed to live in the city.
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:13 pm

Imperial
Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years.

Biology and culture
Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. However, Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. In Skyrim, if they are not part of the Imperial Legion, they typically serve as diplomats, traders, stewards, and craftsmen – which is well-suited, since Imperials are known for their diplomatic skills and cosmopolitan ideology.
The phrase "Imperial Race" is a bit of a misnomer. The people of Cyrodiil are divided into two ethno-cultural groups: Nibeneans and Colovians. Both descend from the native Nedic and Cyro-Nordic peoples that were enslaved by the Ayleids, but diverged a bit after consecutive invasions and interactions with other races. Colovian Imperials in Western Cyrodiil are more Nordic, sharing similar beliefs such as a heavy martial and seafaring tradition. Nibeneans have an Akaviri and, to a lesser degree, elven heritage. They have a greater appreciation for magic, art, commerce, and spirituality, in spite of being staunchly loyal to Alessian traditions. Both groups reflect the Empire's culture — a hybrid of Nordic, Aldmeri, and Akaviri culture.

Naming conventions
Imperial characters often have Latin names. Examples include, Sorex Vinius, Tullius, Camilla Valerius, Cicero, etc., keeping with the overall Roman characteristics. However, starting with Skyrim, some Imperial names start to sound more Italian than Latin such as Viola Giordano, Severio Pelagia, Marcurio or Vittoria Vici, reflecting the change in language over time.
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:18 pm

Khajiit
The Khajiit are a playable race present in The Elder Scrolls V: Skyrim. Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit are Cathay and are recognizable by their feline appearance and their sly accent. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.

Abilities and professions
Known for their natural agility and stealth, many Khajiit disdain weapons in favor of their claws. When involved in combat, they often flatten their ears, narrow their eyes, and show their teeth (similar to a real-life cat). Due to their stealth skills, beguiling wit, and latent agility, they make adept thieves and assassins.
Many Khajiit are also warriors, although this is mainly true of the Cathay-raht, a breed taller and more powerful than the Cathay that are rarely found outside Elsweyr. The Cathay found in Skyrim are much more agile and in addition to their natural agility and proficiency in stealth, they have the added benefit of night vision. These skills, combined with the general tendency of humans and mer to look down on Khajiit and "beasts", leads many Khajiit outside of their home province to become professional assassins, thieves or bandits in other lands.

Other Khajiit in the province of Skyrim find their cunning nature suitable for mercantilism and trade. Still more are involved in the illegal smuggling of Skooma, a narcotic.

Public image and history
Khajiit are typically viewed as second-class citizens due to their bestial appearance. Many more of viewed as cheats, liars, thieves, and drug-addicts—which is accurate in some cases. Because of this, citizens have difficulty trusting Khajiits. Racial slurs for Khajiits have emerged from this negative stereotype, being called "cats", "rugs", or "carpets".
Khajiit are the subject of racial discrimination all across Skyrim, as they are thought to be more criminally inclined than other races. According to Ahkari, a female Khajiit trader who sells in almost every hold in Skyrim, "...it is the Nords. They do not like outsiders in their land, and so we are forbidden to enter the cities. When they look upon us, they see only pickpockets and Skooma dealers." Thus, Khajiit caravans are forced to conduct business and encamp entirely outside of city walls.

Khajiit camp
They were oppressed and enslaved by rich families and primary industries in Morrowind, until very recently when King Helseth outlawed slavery. They also have a strong racial dislike for Argonians (a feeling requited by their eastern neighbors). This causes tension in the southern Cyrodiilic cities of Leyawiin and Bravil, where Elsweyr and Black Marsh are both fairly close, and which have strong populations of both races.

The Confederation of Elsweyr was the third kingdom taken by the Second Aldmeri Dominion, with its secession in 4E 99, after the moons disappeared for three years. This change of leadership, however, did not rectify the racism that the mer and men have for the Khajiit, and many are still considered nothing more than second class citizens and petty brutes.
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:21 pm

Nords
Nords are a race that were led to Skyrim by Ysgramor. They are tall, fair-haired and pale skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. They issue a battle cry to make their enemies flee for a short time. Nords comprise the majority of the Stormcloaks, as well as the majority of the population of Skyrim.

Nordic names
There are many Nordic-sounding names such as 'Ralof, 'Ulfric,' 'Rorik,' 'Hadvar,' 'Sven,' 'Hod,' etc. Many other names are reminiscent of Scandinavian, Old English Anglo Saxon, Germanic, and Norse origins. Many Nords have surnames or clan names formed by an adjective and noun that are usually hyphenated (e.g. Black-Briar). Other Nord names involve descriptive epithets such as 'the Fair'.

Popular usage
Nords typically fared well as 'warrior,' 'barbarian' or 'scout' characters. They still make good warriors, scouts and the best barbarians because of their specialization in both one-handed and two-handed weapons as well as light armor.
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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:24 pm

Orsimer
The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. Despite historical misconceptions, they are in fact a variant of elves or mer, hence the name "Orsimer," meaning "Pariah Folk." Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.

Strongholds
Most orcs are found in strongholds throughout Skyrim, though some are seen in major cities such as Morthal and Markarth. People may enter, but cannot have conversation with the Orcs inside. Once you near an Orc Stronghold, a guard will tell you to stay away. You are allowed to enter the stronghold, but the Orcs dislike it, thus making conversation impossible until you complete the quest the guard gives you. This quest varies per Stronghold. If you are an Orc, they will be accepted and may enter and engage in conversations without the need for prerequisite quests, though they will still treat you as an "outlander." However, if you are an Orc, as well as a vampire, then there will be a prerequisite quest. Orc strongholds tend to have a mine and blacksmith tools, which are usable regardless of whether the associated quest has been completed.

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Re: The History of Each Race.

Post by Moon on Fri Nov 13, 2015 5:29 pm

Redguard
Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield.
The most naturally talented warriors in Tamriel, the dark skinned Redguards of Hammerfell seem born to battle, 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 blessed with hardy constitutions and fleetness of foot.

Fourth Era
Hammerfell, the Redguard's homeland, had recently survived a massive invasion by the Aldmeri Dominion. Though they were aided by the Imperial Legion, the following peace treaty gave a large chunk of the region to the elves. The Redguards refused to accept those terms, and succeeded in reclaiming their homeland from the Dominion, which lead to the separation of Hammerfell from the Mede Empire as an independent nation. There is now distrust between the Redguard and the Imperials.
It is interesting to note that the Redguards pushed back the Elven armies twice before, and would have dominated Tamriel if not for the opposition in Cyrodiil during the Empire's formation. With the signing of the Second Treaty of Stros M'kai in 4E 180, the Aldmeri Dominion completely withdrew from Hammerfell. This makes Hammerfell the only country to have actually defeated the Aldmeri Dominion, and this largely without the aid of the Empire. The history of Hammerfell was filled with war until finally, because of forced cooperation between Forebears and Crowns, the civil war in Hammerfell has ended, which is likely to lead to a prosperous future.

Religion and culture
The main religion of Hammerfell is a mix between ancestor worship and faith in the traditional Yokudan pantheon. According to Trayvond the Redguard, in Hammerfell, they "don't much like spellcasters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." They are not fond of Conjuration, relating it to Necromancy, or Illusion, because it unwillingly alters the mind of an opponent. However, he does mention that he and other Redguards are rather fond of Destruction spells, as that school of magic suits their culture well.
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