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Oblivion Races List

 
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Angel
Emperor of Cyrodill


Joined: 08 Apr 2008
Posts: 114
Location: White-Gold Tower

PostPosted: Wed Apr 09, 2008 12:20 am    Post subject: Oblivion Races List Reply with quote

I've made a list of all the races you can be on this site. Pick one of these. ^-^

Altmer (a.k.a. High Elves) - In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but call themselves Altmer, or the "Cultured People." In the Empire, "High" is often understood to mean "proud" or "snobbish," and as the Altmer generally personify these characteristics, the "lesser races" harbor little warmth for them. Altmer 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 Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the arcane arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races." However, they are also somewhat vulnerable to fire, frost, and shock.

The first edition of 'A Pocket Guide to the Empire and its environs' (aka PGE), published in 2E 864, contains a passage from an earlier date (1E 2820) suggesting that the Altmer practice eugenic infanticide, putting to death nine in ten of their newborns for being of impure bloodline. It also suggests that Altmeri names are simply combinations of numbers in their own language, and that their culture revolves almost entirely around displaying social status. How reliable and unbiased this account is is a matter of some doubt, as the document itself is written from a highly pro-Imperial - and thus anti Altmeri Dominium - point of view, and contains numerous objections written in the margins by an anonymous Elf.

The third edition of the PGE, published much later in 4E 362, contains no mention of any of these practices - whether this is because they don't exist any more, or never existed, or do exist but simply go unmentioned, is not known.
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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 guerrilla 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 bely 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.

While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and, swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water. Unfortunately for the Argonians, the very traits that enabled them to survive so well in the swamps of their homelands also made them ideal slaves for hard labour in regions of Morrowind that would prove uninhabitable to the other races. They are commonly enslaved along with the Khajiit in Morrowind. Though slavery is illegal in the rest of the Empire, the Dunmer of Morrowind were allowed to own slaves for quite some time. This was due to the conditions of the treaty under which Morrowind joined the Empire, which allowed the Dunmer to follow their ancient traditions concerning the ownership of slaves. King Helseth has recently abolished slavery from Morrowind due to political and moral reasons.
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Bosmer (a.k.a. Wood Elves) - The Bosmer are the various barbarian Elven clan-folk 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. The Wood Elves almost always go naked while within their homes, though they clothe themselves amomgst the other races. 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, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. They are also religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.

The Elves of Valenwood have always been involved in political arguments between the other races of Tamriel, but have never waged war with other nations, only defended their lands countless times, from the Khajiits of Elsweyr and the High Elves of the Summerset Isle.

They have never been truly allied with other nations because of mistrust and their own beliefs and traditions.
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Breton - Bretons are part-elvish and part-human beings (more human than elvish) that populate the province of High Rock, where the second game of the series, Daggerfall, takes place. They are capable mages with high magicka resistance. Other than that, they have few distinctive features. They are considered an intelligent human race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts.

The Bretons' origin can be traced to the First Era of Elder Scrolls history, when the Aldmer attacked and destroyed the Nedic holdings in Skyrim. Many of the female Nords captured in the raids were subsequently enslaved as concubines, and gave birth to mixed Aldmer-Nord offspring, termed Manmer by the pure-blooded Nords. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry, seen in their higher magical affinity.
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Dunmer (a.k.a. Dark Elves - Dunmer, also known as 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 Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skilled and balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races. Life in the volcanic terrains of Vvardenfell has made them very resistant to fire; they laugh in the face of enemies lobbing fireballs at them.

Dunmer are treated distrustfully by other races. They are often proud, ruthless, cruel, and young female Dark Elves are well known for their promiscuity. While the skills and strengths of the race makes them very powerful, vengefulness, ages-long conflicts, betrayals, and ill reputation prevent them from gaining more significance.
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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.
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Khajiit - The Khajiit are a race of feline creatures hailing from the province of Elsweyr, well-known for their keen Intelligence and Agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.

Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessed of a tail and aft-jointed legs) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities.

It is currently unclear whether a successful union between Khajiit and other races may occur, for, while reports of children born of such unions have been noted in the past, no well-documented cases exist.
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Nord - The Nords are a race of tall and fair-haired humans from Skyrim. They are strong, stubborn and exceptional warriors, being skilled in many weapons and armor styles. They are also highly resistant to frost, and are very enthusiastic for war and brutality. Furthermore, Nords are good sailors, with well established trade links along all the rivers and coasts of Tamriel.
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Orc - Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated barbarian beast peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the "City of the Pariah." They are noted for their unshakable 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. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the 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.

The Hero of Daggerfall reported Gortwog gro-Nagorm united his people by establishing an autonomous enclave, and forced the Emperor Uriel Septim VII to recognize Orsinium as an equal of the other lesser kingdoms (such as Daggerfall or Sentinel).

Their religion centers around the worship of the Daedric Prince who governs outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah assumed the form of Aldmer God Trinimac, transforming him into Malacath and the Orsimer into Orcs. Some stories even say Boethiah ate Trinimac.
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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, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races. Their original home was not Atmora, the ancestral land of the Nedic progenitors of Nord, Breton, and Imperial bloodlines.
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Maormer The Maormer are known as Sea Elves or Tropical Elves. They reside on the island of Pyandonea, south of the continent of Tamriel. They have pale, almost chameleon-like skin and yellow eyes. They originally lived in the Altmer home of Summerset Isle, but they were exiled by the Altmer. Their leader is an immortal wizard named Orgnum Thras. The Maormer practice a snake-like magic which they use to tame sea-serpents.
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Sload - The Sload are a race of sluglike beastmen that live in the Coral Kingdoms of Thras, southwest of Tamriel. They have generally followed an isolationist policy, with only limited contact and trade with Tamriel, therefore their history is not well known. The most important event known is when they released the Thrassian Plague upon Tamriel in 1E2200, killing more than half of the population. In response, Tamriel assembled the All Flags Navy that ravaged Thras, killing all the Sload it could find and finally sinking it with unknown magics. The Sload, however, survived, and Thras has since risen again.
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Igma - The Great Apes, or Imga reside in the Imperial province of Valenwood and idealize the local Wood Elves, with some going so far as to shave themselves and powder their skin so as to better emulate their appearance. To date, no Imga have appeared in an Elder Scrolls game, and the only Morrowind reference to the Imga appears in the 'Pocket Guide to the Empire' which describes the provinces of the Cyrodilic Empire as of the year 864 of the Second Era. However, their existence has since recently been re-established with the addition of an ingame book in Oblivion, detailing the travels of an adventurer trying to return his stash of booze kidnapped by a group of Imga.
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Tang Mo - Tang Mo, meaning "Thousand Monkey Isles", is one of four nations of Akavir, a continent far east of Tamriel. Tang Mo is home to many breeds of monkey-folk who are described as kind, brave, simple, and often crazy. At some point or another every other Akaviri nation has made an attempt at enslaving the people of Tang Mo, and every summer the snow demons of the neighboring nation of Kamal thaw out and attempt to invade Tang Mo, but the brave monkey-people have always successfully repelled their enemies. The monkey-people have strong hatred toward the snow demons of Kamal and the serpent-folk of Tsaesci, but after a history of strife have come to ally with the tiger-folk of Ka Po' Tun.
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Tseasci - The Tsaesci, which means Snake Palace, are a race of vampiric serpents. The serpent-folk apparently ate the men that had lived on Akavir, although this could mean that they assimilated with them as a culture. Their appearance has been described differently on many occasions, the only consistency being that they are "tall, beautiful (if frightening), [and] covered in golden scales." They have been described as having human upper bodies and snake lower bodies, to being entirely snake-like. A book describes(and in it they are called Akaviri) one of the late king's children in a battle with a Tsaesci. It is said the creature had two tails and amazing grace, it also mentions that these creatures had never used shields and when faced with one it was confused, 'if you don't want to get hit then get out of the way,' is their motto. The king's child won by eventually overcoming the nimble beast. The appearance may however be inaccurate, and made up by storytellers to make the Tsaesci more monster-like. They are actually closely related to men, and are loosely classified as humans. This could either be due to shared origins or interbreeding with Akaviri humans.
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Ka Po'Tun - The Ka Po'Tun are a race of tiger people that live on Akavir. Their name means "Tiger-Dragon's Empire". When the Tsaesci supposedly tried to eat all the dragons in their Empire, the dragons fled to Po' Tun, as the empire of tiger people was called then. A great war raged across the land, leaving all the black dragons and all but a few red dragons dead. The remaining red dragons retreated to Tamriel, where they were supposedly given refuge in Cyrodiil. Ever since, the tiger people that remained have tried to somehow become dragons. Tosh Raka is the first one to succeed. Apparently he is the largest Dragon on Nirn, with orange and black coloring, and has built Ka Po' Tun into the largest empire of Akavir. He desires the destruction of Tsaesci, after which he intends to invade Tamriel. The first born-son of an Emperor is known as a Half-Breed, this is a title and rank.
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Akaviri - Akaviri refers broadly to races from the continent of Akavir which means "Dragon Land". Often it is used to refer to the Tsaeci in particular as they have had the most influence on Tamriel. They have Asian influences. The Ka Po' Tun are most likely based after the Chinese culture given their strong affiliations with Dragons and that they are implied to be "descendants of the dragon". The Tsaesci is obviously based on the Japanese culture given that they were the ones that brought many Japanese themed weapons such as the katana and wakizashi into Tamriel and that members of the race have Japanese-inspired names; also notable is that the Tsaesci killing off the original, human inhabitants of their land could be compared to the Japanese we know today assimilating and oppressing the Ainu, or indigenous Japanese. The Tang Mo could be based on a couple of different civilizations: the Mauryan Empire of India who successfully drove out every invader to their lands, or, going by the Chinese-influenced name, as well as the fact they live on islands, they could be the islanders of the South China Sea, such as Hong Kong and Taiwan. They could also be simply a representation of the countless other Chinese ethnic groups besides the Han (Ka Po' Tun), and this would also make sense, due to always repelling barbarians from the frozen north. The Tang Mo are also perhaps a nod to the Monkey King, a character from the classical Chinese novel Journey to the West. Nothing much has been revealed about the Kamal, but due to vague descriptions of the people as war mongers, and their homeland being an icy wasteland, they could be based on the Mongols.
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Nede - The now extinct Nedes originally lived on the frozen continent of Atmora, where they banded into small clans who fought in a great civil war. A small group of Nedes then migrated and settled in northern Tamriel.

The Nedic hero Ysgramor, leader of a great colonizing fleet to Tamriel, developed a runic transcription of Nordic speech based on Aldmeri principles, and was the first recorded human historian. Ysgramor's fleet landed at Hsaarik Head at the extreme northern tip of Skyrim's Broken Cape. They built the legendary city of Saarthal and lived with the Aldmer in relative peace until the Aldmeri began to notice the comparatively fast growth of the Nedic people's population.

The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred Companions. These Five Hundred Companions settled and those who stayed in Skyrim became the Nords, with those going west breeding with the Aldmer and becoming the Bretons and those going south becoming the Imperials.

The remaining Nedes raided Elvish settlements along the coast from Skyrim and Atmora until 1E68. The last two ships from Atmora pulled into a harbor with more than half their crews dead. Atmora had become a frozen wasteland, and all who still lived there had died.
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Dwemer - Dwemer meaning "Deep Elves" are a lost race that lived primarily in the region of Vvardenfell. They are often refered to as "Dwarves" in western cultures, although they were no shorter than a human and the name seems to have been derived from a supposed encounter with giants who saw the Dwemer as short. The curious lack of a true Dwarf people in the Elder Scrolls universe sets it apart from other fictional fantasy settings. They were a reclusive, independent race, dedicated to the principles of science, alchemy, and engineering. They did not die out; instead, the entire race vanished into thin air all at the same time around the world. Yagrum Bagarn is the only known remaining living Dwemer on Nirn. Yagrum Bagarn resides in the Corprusarium deep beneath the island of Vvardenfell, in the Tamriel province of Morrowind. He has corprus, and so lives eternally in constant pain. He is searching for clues to the whereabouts of his race when one finds him in TESIII: Morrowind. In the Tribunal expansion pack of Morrowind, there is also a quest that leads you meet a Dwemer ghost whose name is Radac and can be found in Radac's Forge. This Dwemer is largely not thought of due to the fact that he does not give any clues about the Dwemer race and is not alive.

Records of Dwemer activity date back to before the First Era, most notably in the Vvardenfell region (Vvardenfell, in Dwemeris, means "City of the Strong Shield"), which has the highest concentration of Dwemer ruins of any land in Tamriel. Feuding between Chimer and Dwemer continued until the First Council, when the Dwemer and Chimer unite to expel the Nords from Morrowind. One clan of Dwemer, the Rourken, refused to make peace with the Chimer, and their patriarch threw his ceremonial warhammer, Volendrung, across Tamriel, proclaiming that his clan would settle where it landed. Over time, they settled in modern-day Hammerfell (explaining that region's name), home of the Redguards.
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Centaur - The Centaur are a long lost race of horse people that once lived in Hammerfell. They were very prevolent in the land but up and disappeared without a trace. No one knows exactly where they went, but most suggest that they took refuge in an ancient Dwemer Fort known only as Dekkenstone. No one knows why they hid in this place, and their own people won't reveal this secret.

The Centaur have no magical ability whatsoever. They do, however, study combat extensively and have become masters of fighting. Most become Archers or Assassins, as they have great Marksman and an extreme speed.
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Falcor - The Falcor are a race of Bird people, usually with very pale skin and blonde or dark hair depending on their clan. They specialize in Blade and Light Armor naturally, along with unique powers of Destruction. They also excel in Mysticism, though they lack any Athletic ability that includes swimming. There are two clans, the Dar'kai and the Araik They differ in few ways other than the wings. The Dar'kai have bat-like wings and the Araik have more bird-like. Each may have any color.

The once great race of the Falcor used to reside in a realm between the realm of the Nine, Oblivion, and the world of Tamriel. They were believed to be Imperials that were blessed by the Eight with the gift of flight, but at a cost. They could no longer swim and that gave them an enemy.

The hovering city of Alt'anis became the home of the Falcor Held in a perpetual flight by five statues, each of a great Falcor sage that gave their life to make the city. But soon it would be transformed to a fortress. With the inability to swim they quickly became enemies with Argonians.
Their fortress hovered over the Black marsh, the homeland of Argonians, The Argonians expert tactics in guerella warfare led them to several quick victories with Falcorian scouting parties.

The fight moved into Morrowind and Cyrodiil after the Tower-Fortress of Alt'anis fell, a Falcorian traitor named Lucar brought a group of Argonians to the fortress and they destroyed the citadel and the five statues, sending the city hurtling into the ocean.  The next citadel would be raised hundreds of feet above the Imperial City. There are few left after the war, which was ended by the Sky Treaty of 3E283, made by Tiber Septim. They now reside in Aldaris, the city over the imperial city.


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There, that covers them all.

P.S. - We will definately add our own customized races. Sorry, but we just want to keep it all organized for the time being. Maybe, if we get big enough, we'll allow custom races. Shocked

Information from UESP




_________________
Life is but a simple disposition, a solemn and and lonely word we all serve. The true love of life, that which makes it a true joy to experience, is the adventure we serve in it. It is our trials that create something beautiful, and not that which is beautified.


Last edited by Angel on Mon May 26, 2008 9:41 pm; edited 1 time in total
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Allucard
Daederic Prince of Oblivion


Joined: 09 Apr 2008
Posts: 254
Location: Oblivion Throne Room

PostPosted: Sun Apr 13, 2008 4:06 am    Post subject: Reply with quote

*COUGH* FALCORE *Cough*
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Angel
Emperor of Cyrodill


Joined: 08 Apr 2008
Posts: 114
Location: White-Gold Tower

PostPosted: Sun Apr 13, 2008 5:16 pm    Post subject: Reply with quote

Write up all the stuff that will be displayed about them first. I'll post it then.



_________________
Life is but a simple disposition, a solemn and and lonely word we all serve. The true love of life, that which makes it a true joy to experience, is the adventure we serve in it. It is our trials that create something beautiful, and not that which is beautified.
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