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==Races== [[File:Tamriel.jpg|400px|thumb|right|Tamriel, shown alongside the now sunken islands of Yokuda, the original home of the Redguards, and Pyandonea, a land inhabited by the Maormer, sea elves.]] The first two Elder Scrolls games had eight playable races; the three after that added Imperials and Orcs as playable races. There's also a ton of unplayable races as well, but UESP can explain them better than us. The races of Tamriel are generally divided into three categories; the races of Men are the various ethnicities of [[human]], the Mer races are the different species of [[elf]], and the [[Beastmen]] are the races native to Tamriel. ===Men=== *'''Akaviri/Tsaesci:''' Fantasy Japanese. Not directly presented in game, but their spirits may be seen in certain missions. Left a significant mark in imperial history, as Akaviri invaders were on a mission of search of Dragonborn, which turned out to be founder of the second Empire, Reman. They swore allegiance to him and served as elite guard of his descendants. These names are interchangeably used, but some sources imply that Akaviri and Tsaesci are actually different group of people, with Tsaesci being snake like, even naga, perhaps. As for how is it possible to have snek humans, well, dwarves and orks and most bizarrely, some imply that Khajiit are simply a subspecies of elves here, so just roll with this. One source suggests the human Akaviri were "devoured" by the Tsaesci but whether that means they were literally all [[Vore|eaten]] or simply enslaved or culturally assimiliated is anyone's guess. *'''Bretons:''' Best described as [[Half-Elf|half-elves]] from [[Bretonnia]], right down to the similar name to the latter. Probably the least badass of the humans here (which is all relative - many great heroes throughout Tamriel's history were Bretons including several of Cyrodiil's Emperors and the unnamed knight from the ESO cinematics) but they are still the most gifted with magic because of their elf blood. They even get a magic resistance out of the deal. True to the French stereotype, they're great cooks but also a bit snobby. Their home province of High Rock isn't even a united kingdom, but rather a [[The Empire (Warhammer Fantasy)|patchwork quilt of petty kingdoms, embroiled in political conflict]] and usually only tangentially aligned with the Empire at the best of times. **'''Reachmen:''' Tribal people of Breton descent native to The Reach. The Celts to Bretonnians above. Used to rule a bunch of petty kingdoms in the area before being subjugated by the Alessian Empire first, and later by Tiber Septim. By the Fourth Era they tried to take the Reach again but Ulfric Stormcloak put a stop to that in the now infamous "Markarth Incident" that gave rise to the Stormcloak Rebellion. Now split between those trying to just live their lives in peace, and the Forsworn, raiders who went back to the old ways of using fur and hide armor, weapons of stone, bone, and wood, and worshipping the Daedra and venerating hagravens (witches who gave their humanity to become powerful spellcasters). *'''Imperials:''' Also known as the "Cyrodiils", the Imperials are a civilised and cosmopolitan people, more or less Roman in culture, but in very early lore they were actually Mesoamerican, and their ancestors the Nedes were ancient Chinese and some still [[Weeaboo|see themselves as ethnically Akaviri]]. Like practically all humans in fantasy settings, they're average at nearly everything, control the world, and are kind of boring compared to everyone else. They've forged three continent-spanning empires in their history, the first with the help of an actual Terminator (Schwarzenegger, not [[Terminator|these guys]]) and the third by using a time-bending magical giant robot. They've also had a space race with the Altmer to colonise Masser and Secunda, and exchanged threats of orbital bombardment. Yes, really. Surprisingly, for most of the Third Era, most Emperors were not Imperials, but Bretons. *'''Nedes:''' The progenitors of the Bretons and Imperials, and possibly the Nords. Where they came from is [[Skub|a matter of lively debate]], with the competing theories stating they either arrived on Tamriel long before the Nords, or else were the Atmoran ancestors of the Nords. Though since the Nords believe that they originated in Tamriel (When Kyne breathed them to life from the Throat of the World) one explanation is that Nords descend from the Nedes who left for Atmora then returned and the other humans (aside from Redguards) descend from those who stayed. What is known is that while on Tamriel they took beatings from just about everyone, notably the Redguards wiping them from Hammerfell and the Ayleids enslaving them across Cyrodiil. *'''Nords:''' On the surface, basically [[Norsca|manly as all hell, magic and elf-hating not-Vikings from the frozen land of Skyrim]]. Under the surface, a [[Chaotic Stupid|deeply intolerent, xenophobic and warlike people that would have ran their society into extinction long ago if they hadn't been conquered by smarter people]]. Tend to be very very badass because they have to live in an inhospitable hellhole with bears, sabre-tooth cats, trolls, giants, big nopey frost spiders the size of bears and they also fought and killed almost all the dragons in the past. [[Humanity Fuck Yeah|Their ancestors, the Atmorans, nearly exterminated the entire Snow Elf race with just five hundred warriors despite being basically cavemen with no understanding of agriculture or the written language, going up against a iron age civilisation with magic]]. The Nords then fell in line behind a badass named King Vrage the Gifted and went full [[Genghis motherfucking Khan]] on Tamriel, conquering a vast empire that fell apart when his grandson Borgas died and Skyrim fell into a succession crisis. Not much happened afterwards - the Nords fought, won and lost a few wars against the Dunmer, the Dwemer, the Akaviri and themselves until Tiber Septim rocked up and folded them into his Third Empire. **'''Skaal:''' Nords native to Solstheim. Split between those trying to live like the Nords of olden times (read: fighting, drinking, and hunting like there's no tomorrow), and those living in harmony with nature and worshipping the All-Maker through it. *'''Redguard:''' Fantasy Moors/Africans, but with the sword reverence of the Japanese. Skilled warriors hailing from the sunken islands of Yokuda, which they apparently nuked out of existence by being so good with a sword they could cut individual atoms, and the only guys to have invented gunpowder (''Daggerfall'' mentions their ships have cannon). Redguards are some of the greatest sailors in Tamriel, and they tend to scorn magic due to religious taboos against necromancy and their many past wars with the magic-proficient Bretons. This dislike faded over time and by the 4th era, Destruction and Restoration magic have obtained widespread acceptance due to their straightforwardness. ===Mer (Elves)=== *'''Altmer ([[High Elves]]):''' Every stereotype of Elves being narcissistic pricks, amplified a hundredfold, which either makes them a good non-Tolkien take or an especially insufferable one, depending on who you ask. As of the Fourth Era, their home of Summerset Isle (now Alinor) is governed by the Thalmor, who are out to unravel all creation because they believe mortality was a cruel trick played on them by the gods of Men (and no, this belief is not just some quirk of the Thalmor, the ancient Aldmer believed this as well). While always arrogant, in the 4th era, [[Nazi|they practice eugenics, wear long black coats, kill any undesirable progeny, and have a populist government that's nakedly intolerant to a genocidal degree]]. It is suggested that they don't even have names among themselves, they just assign each other a long number that sounds like a name to human ears (but ''Elder Scrolls Online: Summerset'' reveals that this is just propaganda, and Altmer names actually consist of long strings of surnames based on ancestors and relatives). Their culture is like a strange fusion of ancient Greece, feudal Japan, and upper-class England, and almost every Altmer you meet will either be some kind of a wizard or a magical warrior. For all that, not ''all'' Altmer are dicks, with many that live outside of Thalmor finding their kin as unbearable as everyone else does. If you opt to play as one such Altmer who isn't a complete asshole, you're effectively the Drizzt of the setting. *'''Ayleids (Heartland High Elves):''' An offshoot race from the Aldmer, the ancestors of the Altmer. Notable for being the original founders of the Imperial City and the founders of the first empire in Tamriel. Also notable for worshipping the Daedra and torturing their Nedic slaves in nightmare fuel ways for shits and giggles ([[Dark Eldar|like skinning runaways alive, making gardens and sculptures out of their guts and bones, setting human children on fire, that kind of thing]]). If the Imperials are Romans then the Ayleids were the Etruscan kings who ruled Rome prior to the founding of the Roman Republic. The Nedes eventually rebelled under leadership of Alessia and exterminated large portions of them, while the remaining Ayleids who refused to fight would live as vassals of the newly formed First Empire of humanity. Then, after a while, a literal intellectual gorilla formed a sect which basically stated that men should have exterminated every single elf, thus the remaining Ayleids fled to other elven lands and were absorbed into the other elven races, and the forests of Cyrodiil where they split into many tribes and kept away from others. *'''Bosmer ([[Wood Elves]]):''' Wood Elves in the [[Dwarf Fortress]] sense, only not quite as insane. They are some of the greatest archers in Tamriel and they have a long history of warring with the Khajiit. They also happen to be cannibals because of an ancient pact they made with the forest god Y'ffre forbidding them from eating plant matter on pain of turning into [[Chaos Spawn|That Which Shall Not Be Named]], so they are the total opposite of the "vegan elf" stereotype. They have been known to use the aforementioned transformation trick ''en masse'' if their homeland of Valenwood is threatened. Unsurprisingly, Bosmer have no understanding of woodworking and brew alcohol from animal sources, ranging from pigs' milk to the fermented flesh of their dead enemies. Hardcore. (As a note on the cannibalism thing, you don't actually have to worry about getting shanked and eaten by every wood elf you <s>meat</s> meet, it's just their standard means of dealing with dead bodies. You also needn't do this yourself if playing as a Wood Elf). *'''Dunmer ([[Dark Elves]]):''' Elves with a blue-grey tint to their skin who got cursed by one of their Daedric patrons for complex reasons. Their culture is a bizarre mish-mash of China, Japan, Mongolia, ancient Mesopotamia and the Biblical Israelites, with northern English accents (and a distinct gravelly voice for the men). They primarily revere the Daedra along with the Tribunal, three mortals who ascended to godhood by tapping into the Heart of Lorkhan. Since they joined the Empire by treaty instead of by conquest, their homeland of Morrowind has many unique laws, including [[Inquisitors]] and (till the tail end of the 3rd Era) legalized slavery. Highly supremacist and xenophobic, the Fourth Era has bitten them in the arse hard as most of Morrowind was devastated by volcanic eruption and their Argonian slaves have occupied what's left, leaving most surviving Dunmer as unwelcome refugees. How the mighty have fallen. *'''Dwemer ([[Dwarves|Deep Elves]]):''' Yes, you're reading this right, Dwarves are an Elf sub-type in this setting, specifically Elves who lived in the northern mountain ranges and studied the process of creation in great detail, becoming the most advanced race to have existed. They figured out steam power and electricity, created steam-/electrically/soulgem-powered automata, and invented Tonal Architecture, the manipulation of sound to alter reality. Even though they are for all intents and purposes dwarves, they were actually human-sized - they were called dwarves by the giants of Tamriel. A very strong contender for the single most badass race in Tamrielic history, besides the early Nords and the modern Argonians. Their belief system was terrifyingly alien even to the other inhabitants of the continent and they were seen as arrogant and dogmatic, hated and dreaded by every other race they met. They were [[Fedora Masters RPG|atheists]] in a world where the existence of the gods is indisputable fact, which should tell you all you need to know about how crazy (and also kind of badass) they were. Relatively early into the First Era, all Dwemer on Nirn disappeared after they activated the Numidium, a massive time-bending robot powered by the Heart of Lorkhan. There are multiple hypotheses to explain the exact mechanism of their disappearance: they may have become the armoured skin of Numidium or the metaphysical concept of negation itself, ascended to another plane outside of Aetherius where not even Vivec can sense them, sent themselves forward in time, or just botched their attempt at reforging themselves into gods at the "reduce ourselves to base elements" part of the process, going ''poof'' as a result. *'''Falmer ([[Snow Elves]]):''' Light-haired and pale-skinned elves originally native to Skyrim, they got their asses kicked so hard by the Atmorans they went into hiding, with most going to the Dwemer for shelter. What the Dwemer didn't tell them was that "shelter" meant "being enslaved and forced to eat addictive toxic fungi that make you blind (and not the manageable "grey-eyes-blindness", no, it's full on "your eyelids grow together"-Hellraiser-style blindness)" to the point that they lost their sentience and their souls became white like those of animals. A small number of Falmer did escape being wiped out by the Atmorans or enslaved by the Dwemer in an isolated part of Skyrim, until one of them ended up becoming a [[Vampire]] and went crazy with anger at being cut off from his god and killed all of the others except for his brother. After the player kills him in the Dawnguard DLC, his brother may be the last remaining uncorrupted Falmer in existence (unless there are any others who found even better hiding places). He still believes his betrayed kin can be saved, though. *'''Orsimer ([[Orcs]]):''' Also known as the "Pariah Elves", descended from a race of Elves who got screwed over by Daedric faggotry. Most Orsimer live assimilated into other cultures or in destitute and isolated strongholds, akin to native reservations, far out in the wilderness. Every time they tried to (re)build their city-state of Orsinium somewhere in High Rock or Hammerfell, the Bretons or Redguards came and knocked it over, and as of the Fourth Era, Orsinium exists somewhere on the Skyrim-Hammerfell border. Due to all the shit they've taken, the Orcs developed a warrior culture and also became renowned blacksmiths. Their martial prowess is such that even the Nords wish they could be as hardcore - but rather than eternal enmity, this created an odd friendship between the two races. Finally, it is worth noting that at the time of the first two games, they [[/pol/|weren't even considered people]] by Tamrielic culture, but by the time of Oblivion nobody would think twice about walking into a shop to find that it was run by an orc any more than they would a shopkeeper of any of the other playable races. ===Beastmen=== [[File:Khajiit Family.jpg|300px|thumb|right|A family of Khajiit. Given how these things work it is very possible that the housecat that the catgirl is holding is the father of the tiger in the back. TES is weird like that.]] *'''Argonians:''' A race of warm-blooded lizard people, well-spoken and skilled as both warriors and mages. Have a weird connection to omniscient networked spore-trees known as the Hist: they may or may not be a genetically-engineered servant race mind-linked to the Hist, as hinted by Argonians starting their lives as perfectly ordinary lizards that only gain sapience and humanoid physique upon licking Hist sap. Despite being weirdos and the targets of discrimination, they have an unbreakable hold on their homeland. Even Tiber Septim never truly conquered Black Marsh; he just barely secured some of the border towns and called it a win, which the Argonians didn't care enough to contest. During the Oblivion Crisis, the invading Daedra were eventually forced to close their interdimensional portals [[Awesome|because the Argonians were counter-invading fire-and-brimstone Hell]]. When they aren't deploying wave tactics or sending child assassins to pre-emptively cut off the enemy leadership, Argonians are masters of Viet Cong-style jungle warfare and invading Black Marsh is about as big a military mistake as challenging Britain to a naval war or marching on Russia in winter, as the province is a veritable [[Catachan|green hell where every blade of grass conceals an angry lizardman just waiting to spear you to death or drag you under the mud and drown you, if your feet or eyes don't rot first]]. [[Lizardmen|In short, they're all-around badass reptile-men who live in swampland, can take down all-comers, and even won bouts against Hell itself]]. *'''[[Catfolk|Khajiit]]:''' Technically related to Elves, but hard to tell by looking because they have many different forms that are determined at birth by the waxing and waning of Masser and Secunda: some Khajiit look like Bosmer, some like furries, some look like housecats except they can talk and use magic, and some get to be completely badass horse-sized tigers, named Battlecats by the Imperials. They are skilled desert raiders, merchants and farmers. Their culture is basically the Romani outside of their homeland, and South/Southeast Asian within. The prime Khajiiti export is Moon Sugar, a substance that can be best described as magical opium made from crystallised moonlight. Like the Argonians they are a prime target for racism, and like the Argonians they responded by becoming skilled guerilla warriors, [[Tallarn|except flavoured like the Mujahideen]] instead of the Viet Cong. ===Other=== *'''Giants''': Giant humanoids said to be descended from the ancient Atmorans (which would make them and the modern Nords distant cousins, funnily enough) that after an undisclosed calamity grew in height at the cost of their intelligence. Generally a quite chill, nomadic people, unless you piss them off by annoying them or just looking wrong at their primary domesticated livestock, Mammoths. That said, big numbers of them can cause a lot of trouble for humans and frequently find themselves as targets of bounty hunters or armies. Some more "traditionally" minded Nords also like to hunt them for sport. *'''Dragons''': Dragons are the timeless children of Akatosh, with Alduin as their leader. Their origin is kind of like a Big-Bang-Theory-ordeal that is complicated to explain. Used to be safekeepers of the flow of time in the world, until Alduin betrayed his purpose and enslaved the Ancient Nords during the Merethic Era, installing an unimaginably dystopic regime under the leadership of the Dragon Cult and its Priests. Said Dragon Cult also built the many tombs your PC steps through in Skyrim. Their way of communicating involves imparting a piece of your soul with every word you speak, using shouts with quite substantial effects on the physical world, which makes fighting and debating between them the exact same thing. Due to a quirk of fate, some mortals can be born as Dragonborn, mortals with the soul of a Dragon, that are able to absorb the soul of a Dragon (and therefore erasing its very existence from time itself) and become more powerful from it. True Dragonborn, however, are extremely rare, with only a handful ever being mentioned in recorded history, including Tiber Septim, the First Emperor and sometimes entire generations going by without one appearing. Moreover, normal mortals are also quite capable of learning how to use shouts, extreme caution and a tremendous amount of training provided, the Dragonborn is merely a natural prodigy at this. They were for the longest time thought to be extinct after the Ancient Nords rose up in revolt against Alduin and his Dragon Cult and seemingly killed a lot of them, only with their plan to kill Alduin failing. Their Plan B was to banish Alduin into another plane of existence with the help of an Elder Scroll, but the plan failed and Alduin was merely sent forward in time by about 5000 years, setting the events of TES 5: Skyrim into motion. While the majority of Dragons seem to be firmly unified behind Alduins leadership, there are quite a couple of them that retained their own agency, like the Dragon Paarthurnax who pitied the Nords while being very turned off by Alduin declaring himself a god and gifted them his knowledge about using Shouts, or the semi-undead Dragon Durnehviir who dabbled in Necromancy and was subsequently tricked by the Ideal Masters who keep him as their enforcer within the Soul Cairn. *'''Vampires''': Undead, classic gothic horror vampires for the most part. Their origins lie in the unspeakable act of Molag Bal literally and figuratively raping a Nedic woman to her death and damning her to eternal servitude in unlife. Vampires live in hidden covens among mortals in the world, greatly enjoying pulling the strings behind political affairs of the world and generally just going around sucking people dry. Becoming a Vampire typically involves getting bitten by one, which transmits various germs that make up the root cause of vampirism itself. Vampires that don't dwell amongst the living tend to gather in cult-like structures, with the most senior Vampire at the top. Above all of them stand the Vampires that can trace their lineage back to the original Daughter of Coldharbor (aforementioned Woman that was raped) and openly worship Molag Bal as a god, which earns them special powers. There is also the option for mortals who pledge themselves to Molag Bal to repeat the ritual that gave birth to the first vampire. Nearly all of Tamriel despises Vampires and hunts them down without mercy when found out, especially those who worship the god of Mercy, Stendarr, but they are occasionally tolerated, even if their vampirism remains an open secret to some. *'''Draugr''': Draugr occupy a middle ground in terms of undeath between the fully autonomous Vampires with their own ambitions and the fully lobotomized shells necromancers conjure. They are the embalmed footsoldiers of the Dragon Cult, who in life pledged their souls to its priests for eternal life. In spite of their undead condition, they remain quite lively when left alone, even if their free will is diminished greatly and their souls are mere fragments that get slowly leeched away by the Dragon Priests who need this kind of spiritual nourishment to retain their abilities and consciousness. To cite an allegory, regular Undead work like computers that need input to do something, while Draugr are running on an sophisicated AI (needing input to do anything vs somewhat satient but very predictable). The extremely long time they spent buried in various tombs in Skyrim and Cyrodiil had their physical capabilities reduced, yet they remain fearsome adversaries for anyone who is daring (or foolish) enough to disturb their masters peace. *'''Dragon Priests''': Technically not a race on their own, they are different and important enough to at least merit a mention. The Dragon Priests were the leaders of the Dragon Cult, numbering 14 in total. Their sole responsibility was to keep the enslaved Nords in line and under Anduins control, while regularly partaking in joyous activities such as necromancy, dark magic and human sacrifices. Each and everyone of them was and is a master at Spellcasting and commanding their Legions of Draugr, who keep them sustained by slowly leeching away at the Draugrs souls. The most powerful of them was Miraak, who, in addition to being Dragonborn, made a pact with Hermaerous Mora, to take control of the Dragons themselves and subsequently betrayed the Dragon Cult only to return thousands of years later on Solstheim.
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