ESO Rollplay - Races

Altmer

Attributes:
Male:
-2 STR, +2 INT, -2 SPD
Female:
-2 STR, +2 INT, -2 END
Skill Bonuses: Alteration, Destruction, Mysticism.
Resists: None
Weak to: None
"The Altmer, or self-titled 'Cultured People', are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, 'High' is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the 'lesser races' generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions." — UESP

Argonian

Attributes:
Male:
-2 WIL, +2 AGI, +2 SPD, -2 END, -2 PER
Female:
+2 INT, -2 END, -2 PER
Skill Bonuses: Athletics, Restoration, Unarmed.
Resists: Disease
Weak to: None
"Argonians (Saxhleel, or People of the Root in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often refer to them as 'lizards' or the 'Lizard Folk' instead, especially when meaning to be derogatory. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans." — UESP

Bosmer

Attributes:
Male:
-2 STR, -2 WIL, +2 AGI, +2 SPD, -2 END
Female:
-2 STR, -2 WIL, +2 AGI, +2 SPD, -2 END
Skill Bonuses: Bow, Handle Animal, Medium Armor, Sneak.
Resists: Poison
Weak to: None
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more 'civilized' Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. — UESP

Breton

Attributes:
Male:
+2 INT, +2 WIL, -2 AGI, -2 SPD, -2 END
Female:
-2 STR, +2 INT, +2 WIL, -2 AGI, -2 END
Skill Bonuses: Conjuration, Light Armor, Mysticism, Restoration.
Resists: None
Weak to: None
"Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards." — UESP

Dunmer

Attributes:
Male:
-2 WIL, +2 SPD, -2 PRS
Female:
-2 WIL, +2 SPD, -2 END
Skill Bonuses: Destruction, Dual Wield, Mysticism.
Resists: Flame
Weak to: None
"The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. 'Dark' is commonly understood as meaning such characteristics as 'dark-skinned', 'gloomy', 'ill-favored by fate' and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, 'Dark Elf' is the common usage, but among their Aldmeri brethren they are called 'Dunmer'. Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races." — UESP

Imperial

Attributes:
Male:
-2 WIL, -2 AGI, +2 PER
Female:
-2 AGI, -2 SPD, +2 PER
Skill Bonuses: Block, Mercantile, One Handed, Speechcraft.
Resists: None
Weak to: None
"Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders" — UESP

Khajiit

Attributes:
Male:
-2 WIL, +2 AGI, -2 END
Female:
-2 STR, -2 WIL, +2 AGI
Skill Bonuses: Acrobatics, Medium Armor, Unarmed.
Resists: None
Weak to: None
"Khajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and Skooma trade does draw some to work as sailors." — UESP

The racial statistics here are for the Cathay furstock. However, many of the other furstocks can be represented with the appropriate attribute selections. Ohmes Khajiit, being less cat-like than the others, are treated as a separate race in Rollplay.

Nord

Attributes:
Male:
+2 STR, -2 INT, -2 AGI, +2 END, -2 PER
Female:
+2 STR, -2 INT, +2 WIL, -2 AGI, -2 PER
Skill Bonuses: Light Armor, Medium Armor, Two Handed.
Resists: Frost
Weak to: None
"The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors." — UESP

Orc

Attributes:
Male:
+1 STR, -2 INT, +2 WIL, -1 AGI, -2 SPD, +2 END, -2 PER
Female:
+1 STR, -2 INT, +1 WIL, -1 AGI, -2 SPD, +2 END, -3 PER
Skill Bonuses: Blacksmithing, Block, Heavy Armor.
Resists: None
Weak to: None
"Orcs, also called Orsimer or 'Pariah Folk' in ancient times, are the brusque elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium (literally translated as 'Orc-Town'). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be both Beastfolk and Goblin-ken. ...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. Orcs have a lifespan similar to that of humans." — UESP

Redguard

Attributes:
Male:
+2 STR -2 INT, -2 WIL, +2 End, -2 PER
Female:
-2 INT, -2 WIL, +2 END
Skill Bonuses: Athletics, Dual Wield, One Handed.
Resists: None
Weak to: None
"Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people 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." — UESP

Khajiit - Ohmes

Attributes:
Male:
-2 WIL, +2 AGI, -2 END
Female:
-2 STR, -2 WIL, +2 AGI
Skill Bonuses: Acrobatics, Medium Armor, Speechcraft.
Resists: None
Weak to: None
"They are described as man-like, or man-faced, and visually like Bosmer, though sometimes shorter. To avoid being mistaken as such, many Ohmes tattoo or paint their faces to resemble a feline-aspect." — UESP

Maormer

Attributes:
Male:
-2 STR, +2 WIL, -2 SPD
Female:
-2 STR, +2 WIL, -2 END
Skill Bonuses: Athletics, Destruction, Sneak.
Resists: None
Weak to: None
"Maormer, also known as Sea Elves or Tropical Elves (or derogatorily as Fish Elves), are a race of Mer that reside on the island kingdom of Pyandonea, far south of the Summerset Isles. Similar to their Altmer cousins in build, their skin can range in tone from pearlescent white or grey blue, and they can have scales. Some Maormer have strange, chameleon-like skin that is entirely colorless, as if their flesh were made of some white limpid jelly. Maormer ears are more broad than those of other mer, and are flared along the outer ear like a clip point blade. Their ears are shaped in such a way that they resemble fins. Maormer eyes can be pale blue, with a faint distinction between the sclera and the iris. Their eyes can also be blank. Their tattoos are elaborate, and they tend to display a vicious demeanor towards the denizens of Tamriel. Maormer are acclimated to life on the waves, and are steady on their feet in even the roughest waters." — UESP

Reachman

Attributes:
Male:
+2 STR, -2 AGI, -2 PER
Female:
+2 WIL, -2 AGI, -2 PER
Skill Bonuses: Medium Armor, Mysticism, Survival.
Resists: None
Weak to: None
"The Reachmen, also known as the Witchmen of High Rock, are a tribal race of humans who are native to the Reach in southwestern Skyrim and the neighboring Western Reach in the east of High Rock. They are believed to be closely related to the Bretons and some Reachmen believe that their people originally came from High Rock. It's believed their ancestry also spreads across many of the known races of Tamriel. ...Although they are thought to share descent, Bretons do not consider themselves kin to the Reachmen, and the Reachmen do not see themselves as Bretons." — UESP