hotel_papa
2009-02-07, 07:03 PM
This is my first attempt at a full home brew, and it's a big one. A very big one.
I'm running a game set in Tamriel, the continent that contains the settings for the Elder Scrolls games. This will be a high-powered game all around. I want each fight to be a clash of the titans.
I am setting my storyline 50 years after the dawning of the fourth era. Essentially, the three major things that the main character of Oblivion accomplishes (ending the Oblivion crisis, restoring the Knights of the Nine and saving the realm of Sheogorath) happened as long ago for Nirn as the Korean War did for us. It is a time of chaos, with the Empire existing in name alone.
Changes
Tamriel d20 contains the following changes to standard D&D rules.
-Most flying, long-range teleportation, alignment-dependant and divination spells have been removed.
-Any spell or effect that grants a miss chance of an ethereal or incorporeal nature is overcome or ignored by silver, Daedric, or enchanted weapons, as well as all spells that deal energy damage.
-Any spell that deals force damage instead deals negative energy.
-All spells are subject to spell resistance, unless cast by the target.
-Only small and medium creatures are limited to 5’ steps. Size large creatures can make 10’ steps, size huge can make 15’ steps and so on.
-There are no item creation feats.
-There is no longer a “body” or “face” slot.
-Characters (including all NPC's and most monsters) are created using the generic classes from Unearthed Arcana
-Craft (Alchemy) is now simply Alchemy. It no longer requires the crafter to be a spellcaster.
-The Use Magic Device skill no longer exists.
-Spellcraft has been folded into Knowledge (Arcana)
-Knowledge (Religion) includes information about the various pantheons, the undead and Daedric Princes.
-Knowledge (The Planes) includes information on the planes and varieties of Daedra.
-Knowledge (Nature) includes information about animals (as usual) and those monsters usually encountered in the wild.
-Knowledge (Local), Knowledge (History), Knowledge (Nobility & Royalty), Knowledge (Geography), Knowledge (Dungeoneering) and Knowledge (Architecture and Engineering) are now merged into Knowledge (Culture), which has several sub categories
Man – Includes Imperial, Nord, Redguard, and Breton areas and cultures.
Mer – Includes Dumner, Altmer and Bosmer areas and cultures.
Ancient – Includes Alyied, Reman, and Dwemer areas and cultures. Also includes knowledge of the monsters usually found in ruins.
Foreign – Includes Akaviri, Khajiit and Argonian areas and cultures.
- Players roll all the dice. (from Unearthed Arcana)
-Action Points (from Unearthed Arcana)
Races
All Races Size Medium, 30’ Movement Rate
Argonian
Male: +2 Dex, -2 Wis, -2 Cha
Female: +2 Int, -2 Cha
Swim Speed of 30’
Racial Bonus to Natural Armor equal to 1 + ¼ the Character’s Level.
Immune to Poison, Breathes Underwater, +4 Racial Bonus to Saving Throws vs. Diseases. Skill Mastery: Choose a number of skills you treat as class skills equal to 1 + Int modifier. You may take 10 with these skills even when rushed or threatened.
Bonus Feat Weapon Focus (Any Melee), Skill Focus (Alchemy)
Argonians are the reptilian denizens of Black Marsh. Little is known and less is understood about them. 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 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.
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.
Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is therefore often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not express their emotions by shifting their face as man and mer do. The only emotion they can express facially is anger and the only sign for that is bared teeth.
Argonian names follow a certain format, like the Orcs. Some do not have actual names, but just descriptive phrases, like Hauls-Ropes-Faster, City-Swimmer or Deeh the Scalawag. However, they do have names that do not follow this format, such as Gin-Wulm or Weebam-Na for example.
Breton
Male: +2 Int, +2 Wis, -2 Dex, -2 Con
Female: +2 Int, +2 Wis, -2 Str, -2 Con
Spell Resistance equal to 10 + Character Level
Mage Armor 1/day as a spell like ability, caster level equal to your character level
+1 Caster Level in one spell casting class. If no spell casting class is present, any Breton can cast spells as a 1st level spell caster. Bretons without spell casting levels can learn a number of additional 0th and 1st level spells equal to their Intelligence Bonus.
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era, now the inhabitants of the province of High Rock. They united in culture and language even as they are divided politically, for High Rock is a factious 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 magic. They are known for a proficiency in abstract thinking and flamboyant customs. They are not the only ethnicity of High Rock; the Horse People of the Bjoulsae River and the Witchmen of the Reach could possibly be referred to as Bretons as well, though it would be a primarily geographic label.
The Bretons' origin can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. 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.
Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs.
Breton culture follows a sort of magical counterpart to the medieval French, so French–based names are the most common among Bretons.
Dark Elf (Dunmer)
Male: +2 Dex, -2 Wis, -2 Cha
Female: +2 Dex, -2 Con, -2 Cha
Resist Fire 20, Bonus Feat Weapon Focus (Any) or Spell Focus (Any) Summon Ancestor Ghost once per day per four character levels as a standard action. This is an Extraordinary Ability. It can be directed as a free action and persists for 1 round per character level or until destroyed.
Ancestor Ghost Size Medium Incorporeal Undead. Fly 30’ Perfect Maneuverability.
No Str or Con. Creature’s Dex, Int, Wis, and Cha are equal to caster’s.
BAB, Base Save Scores and HP equal caster’s. Creature’s Armor Class equal to 10 + it’s Dex mod plus a deflection mod equal to 1 + ¼ the Caster’s Character level, rounded down. Feats: Same as caster’s plus Weapon Finesse. Skills: Same as caster’s, minus any that require it to manipulate solid objects or communicate.
The Ancestor Ghost can perform any normal combat action as an intelligent creature of its size and always acts to aid and protect its summoner. It is immune to mind-affecting magic, and cannot be turned or dismissed. It can only be through hit point loss. It attacks with the charnel touch class feature of a Dread Necromancer of the caster’s character level, except that instead of the contagion ability, it gains the ability to deal and d6/level damage with it’s scabrous touch uses, half of which is cold damage, the other half negative energy.
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.
Dunmer distrust and are treated distrustfully by other races. They are often proud, ruthless, cruel, and young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill reputation prevent them from gaining more influence.
The Dunmer can be said to be defined by their environment. An example of this is their connection to Red Mountain, which looms large in their collective thought as it does on the horizon. Its ash and lava sculpt the attitudes of Vvardenfell residents just as it does the landscape.
The Dunmer themselves, previously known as the Chimer (changed folk) due to their worship of the Daedra, rather than the Aedra worshipped by the other Aldmer in Summerset Isle, gained their dark skin as a result of the Battle of Red Mountain which involved the murder of an ancient and respected hero known as Nerevar Nerevar was suggested to have been murdered by his own Tribunal, which included Vivec, the warrior-poet, Sotha Sil, the clockwork sorcerer, and Almalexia, his wife. These three supposedly killed Nerevar in an attempt to attain immortal life and become "living gods". Orthodox history holds that the Daedra Azura (the Goddess of Dusk and Dawn and an ally of Nerevar), became angry and punished the entire Chimer race for letting such a disgrace happen and turned their skin as black as the Ashlands and their eyes as red as their hearts. However, some scholars suggest that this is merely a fable. Three of the favored expletives used by the Dunmer are "fetcher", "n'wah", and "s'wit".
High Elf (Altmer)
Male: +4 Int, -2 Str, -2 Dex
Female: +4 Int, -2 Str, -2 Con
+4 Racial Bonus to Saving Throws vs. Diseases. Spell Vulnerability: Spells that deal energy damage deal an extra 50% damage to High Elves. +2 Caster Level in one spell casting class or, if no spell casting class is present, any High Elf can cast spells as a 1st level spell caster. High Elves without spell casting levels can learn a number of additional 0th and 1st level spells equal to their Intelligence Bonus
In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves, but they 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 the magic they control.
Imperial
Male: -2 Wis, +2 Cha
Female: -2 Dex, +2 Cha
Charm Person: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Touch of Fatigue: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
+2 Racial Bonus to Diplomacy, Sense Motive and Appraise
Bonus Feat: (Any) and +1 Trained Skill, both chosen at 1st level.
Known as Cyrodils, or Cyro-Nordics, before the time of Talos, 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. 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. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires. The repeated rise and fall of Cyrodiil has never failed to reorder the continent, and each Empire has marked a new epoch in Tamrielic history.
Common Cyrodilic names, certain aspects of Nibenean architecture and Colovian martial tradition (military organization and equipment) should seem familiar, as they are inspired by the real world Roman Empire. In Tamriel, many of these parallels are in fact the result of Akaviri influence, dating back to the First Era cooperation between Reman I and the defeated invaders.
Khajiit
Male: +2 Dex, -2 Con, -2 Wis
Female: +2 Dex, -2 Str, -2 Wis
Darkvision 120’
Fear: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Claws deal slashing damage equal to a monk of the character’s level.
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, and sometimes spellcasters.
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.
Ta'agra, the native language of the Khajiit, is poorly understood by those of other races; this ignorance may be attributed primarily to the lack of Khajiit literature, the Khajiiti people making use of an oral method for the preservation of their history. The title "khajiit" is derived from the Ta'agra-ish words "khaj" and "-iit", a literal translation of which would be "one who deserts" (where "desert" in this case is the noun, , referring to a dry place, and not the verb, referring to abandonment). The Khajiit themselves, however, point out that the only action of value that may be taken in a desert is to walk; as such, a proper translation would be "one who walks in the desert". For this reason, "khajiit" is translated in short-hand as "desert-walker", and thus are many Khajiit known.
· "Jo" means "wizard".
· "Dar" means "thief". This appellation is not meant to imply a criminal, but rather, one who is clever, or else, particularly gifted with their hands.
· "Do" means "warrior". This title is rarely used by modern Khajiit, save it be for the Mane's personal guards, and masters of Goutfang, Whispering Claw, and Rawlith Khaj.
· "M" or "Ma" means "child" or "apprentice". Khajiit also use the word to imply one who is a virgin.
· "J," Ji," or "Ja" means "a bachelor" or "young adult". In the common vernacular, it means one who is young and lacks experience.
· "S" means "adult" or "an adult".
· "Ra" and "Ri" are used to imply great status, "Ri" being the highest honorific among the Khajiit, used by leaders of cities or tribes.
· "Dro" means "grandfather" and is meant as a sign of respect.
· "Khaj" means "desert".
· "Iit" is used to state where one lives, and is also used to define one's job.
· "Va" means "to be".
· "Rabi" is used to define ownership, as well as being the title for a style of shirt commonly worn by Suthay-raht.
· "Thjizzrini" means "foolish concepts," the closest translation of "rules" possible in Ta'agra.
· "Ri'sallidad" means "martyrs", but is used only in the case of those martyrs deserving special honor.
· "Vaba" means "it is".
· "Ja-Kha'jay" the "Lunar Lattice", occassionally translated as the "Moonstrings" by foreigners.
Nord
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +2 Str, -2 Int, -2 Cha
Resist Cold 20
Nord’s posses the Powerful Build trait.
When a Nord gains proficiency in medium armor, he or she also gains proficiency with heavy armor.
Orb of Cold: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Shield: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
As a people, Nords are far above average height, common at well over six feet, on the whole being shorter only than Orcs and Altmer. Furthermore, they are also one of the strongest mortal races, generally weighing in over 200 pounds, with broad barrel chests and unusually great muscle mass and bone density. They have exceptionally pale skin. This is due largely to the scarcity of direct sunlight in their native lands. They also have extremely long, thick hair, usually colored either blonde or brown, and rarely red, depending on if they have any Cyrodiil parentage. Their faces are distinctly noticeable for the “long” shape of the skull, with much defined cheekbones and less jaw definition, and with brows that usually line up more or less evenly with the chin. Their voices are specifically recognizable as some of the deepest, loudest voices amongst humans.
Most Nords have a basic knowledge of armed and unarmed combat, as throughout the long Nordic history of warfare, the ability to defend ones self has become a necessity in most families. Fighting ability is passed on from parent to child, and there is usually a family coat of armor and basic family weapons such as an axe or a shortsword which are passed along as well. Of all the crafts in the Empire, Nords excel above all others at forestry and woodworking, as well as skinning and leatherworking to a degree. Nordic woodcrafts are of the highest quality in all the regions of Tamriel, and Nordic animal pelts and even thick fur armors are among the finest in protection against both weapons and the cold. A strong and hardy, as well as independent people, the Nords are renowned for their innate martial talents.
Orc (Orsimer)
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +2 Str, +2 Con, –2 Dex, -4 Cha
Orcs posses the Powerful Build trait.
When an Orc gains proficiency in medium armor, he or she also gains proficiency with heavy armor. An Orc of any class gains the ability to rage like a Barbarian of it’s character level, including times per day and Greater Rage, etc. Heavy Armor does not impede an Orc’s ability to rage. Orc Spellcaster’s may elect instead to Spell Rage as a Rage Mage (Complete Arcane p.72) of half his or her character level. Spell Raging Orc’s may subtract 5% from their armor’s arcane spell failure chance for every two character levels, to a minimum of 5%
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.
Their religion centers around the worship of the Daedric Prince who governs outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah destroyed the Aldmeri God Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah "ate" Trinimac. Orc names always follow a strict format, being that they have a main name, and a gender prefix preceding a last name. For example, Burz gro-Kash, or Shingro gra-Gubbug. (gro = male, gra = female.
Redguard
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +4 Con, -2 Int, -2 Wis
When a Redguard gains proficiency in medium armor, he or she also gains proficiency with heavy armor. A Redguard of any class gains the ability to enter a Whirling Frenzy like a variant Barbarian (Unearthed Arcana p.66) of it’s character level, including times per day and Greater Rage, etc. Heavy Armor does not impede a Redguard’s ability to rage. Redguard Spellcaster’s may elect instead to Spell Rage as a Rage Mage (Complete Arcane p.72) of half his or her character level. Spell Raging Redguards may subtract 5% from their armor’s arcane spell failure chance for every two character levels, to a minimum of 5%
+4 Racial Bonus on Saving Throws vs. Poison and Disease
Bonus Feat: Weapon Focus (Any Melee)
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, and they have no connection with the ancestral human homeland of Atmora.
Redguards (in their own language 'Yokudans', taken simply from the name of their homeland) hail from the western continent of Yokuda, which sank into the sea in ancient times. The cause of Yokuda's sinking is attributed either to natural factors (such as earthquakes, tsunamis, and volcanic eruptions) or to the sword-magic revenge of a defeated band of Ansei called the Hiradirge. Upon the sinking of their homeland, the Yokudan fleet set sail to the east, eventually landing in Hammerfell.
Redguard society is extremely martial, and nearly everyone is expected to have a grasp of basic weaponry and combat, although only the rulers are generally expected to have any knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military, and they are expected to prove themselves worthy or face death. The practice of eastern magic, or Nudri-hi, is greatly frowned upon by Crown and Forbear alike.
Redguards are a highly disciplined and enterprising people, having centuries of experience with warfare in their homeland. Their warriors are acknowledged to be among the best warriors in the world. The Redguards are likewise known for their naval prowess, and their fleets have proved a match for the Empire's best armadas, as seen at Stros M'kai.
As a race, the Redguards are of average human height, above average human strength and agility, and show a remarkable capacity for surviving in hot, dry climates. They generally possess dark skin, ranging from light brown in hue, to nearly black, and often with a significant red tint. This depends on the degree of Nedic blood they possess, as most Forebears have at least some, having lived along side Nedic settlers for centuries. They possess very curly hair and rarely more than a wispy mustache and beard, and degree of body hair varies.
Wood Elf
Male: +2 Dex, -2 Str, -2 Cha
Female: +2 Dex, -2 Str, -2 Wis
+4 Racial Bonus to Saving Throws vs. Diseases
Charm Beast (Works like Charm Monster, but only on creatures with an intelligence of 1 or 2) 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Skill Mastery: Hide and Move Silently
Bonus Feat Weapon Focus (Any Ranged)
The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often 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, 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. The specifics of Bosmeri beliefs and traditions makes them uncomfortable with the "dour" city life lived by other races.
Lore
Dragons
Dragons are a rare (and often believed to be extinct) Akaviri race of large reptilian beasts capable of flight and the ability to create fire. Little is known of them, but they are very intelligent and were capable of communication with Nedic visitors to Akavir years ago. There are at least two subspecies of dragon; both a red and black variety. Their peoples there were killed by the Tsaesci, whereas the dragons in Vvardenfell were overrun by the invading cliffracers. They were said to have moved closer to Cyrodiil. It may be for this reason that dragons are sacred to the Empire, and the legends tell of their aid given to it during wars in exchange for shelter.
The avatar of Akatosh, the chief deity of the Nine Divines, the Imperial religion, is a golden dragon. Its relation, if any, to the Tamrielic dragons is unknown, but many stories tell of Akatosh co-mingling with and organizing groups of dragons. This representation may be metaphorical, however. If dragons still exist at all, they are never seen, although it had been suggested that they may be able to shapeshift in order to disguise themselves.
Dragons lived in and around isolated villages, located high in mountain ranges. If any of these settlements still exist, they remain undiscovered. The villages were aptly situated in areas that allowed both free flying without obstructions and flats for raising cattle. Dragons were known to keep deer and other animals for food, and their meals would simply involve flying low over a ranch and swooping down upon one of them. Dragons were also known to keep lairs, usually in derelict mining tunnels, safe from thieves and aggressors.
Materials
Silver weapons are almost a misnomer, created via a smelting process that produces a texture not unlike Damascus steel. The weapons are as strong as iron, if not stronger, and retain enough of the mythical properties of silver to affect even those unearthly enough to ignore most metals.
Elven refers to items designed and crafted by the ancient Ayleid probably long before the Empire came to power. Elven weapons combine strength, style, and curvy sleekness. The armor is light but durable, and is known for its unique style and maneuverability.
Remarkably light and flexible, volcanic obsidian glass armor absorbs and distributes shock better than steel while providing enough flexibility to grant the wearer a superior range of movement. In contrast to ebony, glass weapons are much lighter. These weapons are semi-translucent or opaque green and can give off a greenish-glow in the dark, shining like a torch at the will of the wielder.
The secrets of the Dwemer are long-forgotten. Dwarven pieces encountered throughout the land are thousands of years old, scavenged from abandoned Dwarf machinations sometimes found in ancient Dwemer ruins. Dwemer armor is heavy and cumbersome, but Dwemer craftsmanship and metallurgy are top tier quality in comparison to any modern metal armor style.The weapons are easily identified by the characteristic fork on the bottom of their hilt and their golden color. Enthusiasts pay fabulous prices for individual pieces, and the few complete sets are in the hands of collectors.
Orcish armor is an ornate but remarkably light steel plate worn over cloth padding. Light and comfortable in contrast to other steel plate designs, orcish armor commands premium prices from campaigning mercenary officers and style-conscious nobles.
Ebony is one of the most precious substances in the empire, mainly found in Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystallized blood of the gods. It is protected by Imperial law, and may not be mined or exported without an Imperial charter.
For many thousands of years, the exact way to produce Daedric equipment had remained a mystery to many people. It is wonderfully powerful and strong, and has an amazing potential for enchantments. Many believed them to originate only in the realm of Oblivion itself. Whoever discovered the process of forging Daedric equipment will remain a mystery, but the process itself will not. Daedric armor and weapons are created from Ebony. After the forging process, a conjurer then summons a lesser Daedra and binds its soul into the object. For the rest of eternity, this malevolent being is trapped within the cool metal, and those who wield such armaments swear they can sometimes hear their tormented moans. The equipment can give off a menacing red glow, shining like a torch at the will of the wielder.
Daedric Princes
Daedric Princes (sometimes referred to as Daedra Lords) are the most powerful of the Daedra, and thus most commonly worshiped as gods. Each has a particular sphere, which it is said to govern. The various Daedric Princes and their spheres are listed below. Although Daedric Princes may assume the form of a female, they have no inherent gender, and are all referred to as Princes. In all, there are 16 known Princes.
Daedric Princes find entertainment and humor in interfering with the affairs of mortals, but do not know the Western sense of "good" and "evil". Daedra usually have extremist tendencies, which is why Men and Mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation, in particular Boethiah, Molag Bal, Vaermina, Mehrunes Dagon and Peryite.
Although the beings are considered evil by most, they are widely worshiped in the realms of Tamriel. Elaborate shrines are created to honor the Daedra as gods. Mainstream religious authorities discourage this, and often mount witch-hunting expeditions to drive out Daedra worshipers from the local area. During these encounters they are often surprised at the marginal sanity that comes of worshiping the Daedric Princes.
The Daedric Princes seem to view men and Elves as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They often take a keen interest in their worshipers, and it is speculated that this is either because of the obvious ego-gratification of being somebody's god, or because the Daedra like to keep an eye on potential future demons (assuming people of Demonic disposition enter Oblivion after death, that is; there are as many afterlife theories as there are religions in the world). For the most part, however, dealing with the Daedra, one gets the distinct impression of being mused over as though a man peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there.
The Daedra see themselves as a superior form of life to all others and feel generally no need for any alliance or truce with any of the mortal races of Tamriel; however, there are Daedric Princes who can be summoned. There is a popular notion that the summoned lords will then give the summoner a quest or task to fulfill and that the quest, once completed, will be richly rewarded. Mostly these tasks are merely for the entertainment of the Daedra. This, however, is not always so, and Morian Zenas, author of On Oblivion, claims that he was able to successfully summon and deal with numerous Daedra without ever being asked to complete a task or a quest. However, this is probably not true of most Daedra summons, and the summoner would do well to consider the consequences of his actions in advance.
Azura
Azura is the Daedric prince whose sphere is dusk and dawn, the magic in-between realms of twilight. She is also known as Mother of the Rose, Queen of the Night Sky, and the Anticipation of Sotha Sil. Azura is often associated with the artifact, Azura's Star, a reusable soul gem. Azura is one of the few Daedra who could be considered "good" by mortal standards, and is presumably the only Daedra that shows any concern for the well-being of her mortal subjects, as is evidenced in books such as Invocation of Azura.
Moonshadow is Azura's plane of Oblivion, where she lives in a rose palace. According to The Doors of Oblivion, it is blindingly beautiful and colorful, with flowers, waterfalls, trees, and a city of silver.
Azura was the god-ancestor that taught the Chimer the mysteries needed to be different from the Altmer. Some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god.
Boethiah
Boethiah (also spelled Boethia) is the Daedric prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. Though typically depicted as male, Boethiah is occasionally referred to as female, though of course such distinctions are somewhat irrelevant among the Daedric princes.
Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual Chimer, or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle.
Clavicus Vile
Clavicus Vile is the Daedric prince whose sphere is the granting of power and wishes through ritual invocations and pact. Clavicus has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Clavicus himself is depicted as a jovial fellow with horns protruding from his forehead.
Hermaeus Mora
Hermaeus Mora is the Daedric prince whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. His name is also spelled Hoermius Mora, Hormaius Mora, or Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong (Foresters Guild), if only by association with his sibling, Mephala.
Apocrypha is Hermaeus Mora's plane of Oblivion, an endless library where all forbidden knowledge can be found. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge.
Hircine
Hircine is the Daedric prince whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts. Hircine created the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting at night and being hunted by day. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. Hircine's statue depicts him as a physically fit man whose whole head is obscured by a deer skull with long antlers. He is armed with a great spear and has a companion wolf.
Malacath
Malacath is the Daedric prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was created when Boethiah ate the Aedroth Trinimac. The Orsimer ("Pariah Folk" in Elvish) or Orcs were also created, as they were Trinimac's devout followers. Malacath is not recognized as a Daedric Prince by his peers, which fits his sphere perfectly. The Dunmer say he is also Malak (or Malauch), the god-king of the Orcs; he always tests the Dunmer for physical weakness. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him.
Malacath's plane of Oblivion is Ashpit. It is described as consisting only of dust, palaces of smoke, and vaporous creatures: "anguish, betrayal, and broken promises like ash filled the bitter air". Levitation and magical breathing are necessary to survive.
Mehrunes Dagon
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers like fire, earthquakes, and floods. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. Dagon's plane of Oblivion is known as Deadlands. As the name suggests, they are barren wastelands, consisting of blackened isles in a sea of lava.
Mephala
"As known in the West, Mephala is the demon of murder, sex, and secrets. All of these themes contain subtle aspects and violent ones (assassination/genocide, courtship/orgy, tact/poetic truths); Mephala is understood paradoxically to contain and integrate these contradictory themes." — Vivec and Mephala
Mephala is a Daedric Prince whose sphere is obscured to mortals, also known by the names Webspinner, Spinner, Spider, and the Anticipation of Vivec. Unlike many other Daedric Princes, who always appear as the same gender (e.g. Azura is always female, Sheogorath is always male), Mephala appears as either male or female depending on whom the Daedric Prince wishes to ensnare. Mephala's only consistent theme seems to be interference in the affairs of mortals for amusement. Mephala's sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. Mephala sees the affairs of mortals as a weave; pull but one thread and the whole thing unravels. To the Dunmer, she is associated with more simple concepts- lies, sex, and murder. Mephala also helped directly to found the infamous cult/society of the Morag Tong. Some scholars also argue that when the Morag Tong was banished from the rest of Tamriel, they were allowed to continue to operate in Morrowind when they replaced their worship of Mephala with that of Vivec. As a reaction to this the Dark Brotherhood was formed, still worshiping and being led by the mysterious Night Mother, better known to Tamriel as the Daedric god Mephala.
In Morrowind, Mephala was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. Mephala, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses.
Meridia is an obscure Daedric Prince to mortal eyes, and very little is known about her. She is associated with the energies of living things and bears a special hatred for the undead. The Tract of Merid-nunda paints her as a "wayward solar daughter" who was "cast from the heavens for consorting with illicit spectra." Her realm is known as the Colored Rooms. Mankar Camoran attributes her (incorrectly) to Coldharbour, the realm of Molag Bal.
Molag Bal
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the King of Rape. His main desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms. He is a Daedric power of much importance in Morrowind, where he is always the archenemy of Boethiah, the Prince of Plots.
Molag Bal's plane of Oblivion is Coldharbour. The book The Doors of Oblivion says that his plane resembles a copy of Nirn, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing.
Namira
Namira is the Daedric Prince whose sphere is the ancient darkness. She is known as the Spirit Daedra, ruler of sundry dark and shadowy spirits, and is often associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira's followers keep to themselves and prefer living peacefully in dark and squalid conditions, and will react violently at any attempts to "save" them from their abysmal, minimalistic lifestyles.
Nocturnal
Nocturnal is the Daedric Prince whose sphere is the night and darkness. She is also known as the Night Mistress. The Cyrodiilic Thieves Guild leader, The Gray Fox, has the Gray Cowl of Nocturnal, which truly represents the sphere's darkness quality; it permanently removes the wearer's specific identity from all history. Regardless, the Cyrodiil Thieves Guild venerates Nocturnal by ending talks with the saying "Shadow hide you."
Peryite
Peryite, also known as the Taskmaster, is the Daedric Prince whose sphere is the ordering of the lowest orders of Oblivion. Some accounts also claim his sphere is pestilence. Peryite's statue depicts a dragon, and is ostensibly concerned with ensuring all things are accounted for, neat, tidy and in their right order.
Sanguine
Sanguine is the Daedric Prince whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures. He often appears on the seals and signs of brothels and whore-houses. Sanguine is depicted as a portly man with a demon-like head with horns and always with a bottle in his hand, or a whore under his thumb.
Sanguine can mean either "cheerfully optimistic" or "bloody"; the double meaning is appropriate for a prince whose realm encompasses both the light and dark sides of passion.
Sheogorath
Sheogorath is the Daedric Prince of Madness, whose motives are said to be unknowable. His realm is known as the Shivering Isles, the Madhouse, or the Asylums.
Vaermina
Vaermina (also spelled Vaernima) is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens. Some have also claimed her sphere ties somehow to torture. Statuary of Vaermina depicts her as female.
Vaermina's plane of Oblivion is Quagmire. It is described in The Doors of Oblivion as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying: "a dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."
I'm running a game set in Tamriel, the continent that contains the settings for the Elder Scrolls games. This will be a high-powered game all around. I want each fight to be a clash of the titans.
I am setting my storyline 50 years after the dawning of the fourth era. Essentially, the three major things that the main character of Oblivion accomplishes (ending the Oblivion crisis, restoring the Knights of the Nine and saving the realm of Sheogorath) happened as long ago for Nirn as the Korean War did for us. It is a time of chaos, with the Empire existing in name alone.
Changes
Tamriel d20 contains the following changes to standard D&D rules.
-Most flying, long-range teleportation, alignment-dependant and divination spells have been removed.
-Any spell or effect that grants a miss chance of an ethereal or incorporeal nature is overcome or ignored by silver, Daedric, or enchanted weapons, as well as all spells that deal energy damage.
-Any spell that deals force damage instead deals negative energy.
-All spells are subject to spell resistance, unless cast by the target.
-Only small and medium creatures are limited to 5’ steps. Size large creatures can make 10’ steps, size huge can make 15’ steps and so on.
-There are no item creation feats.
-There is no longer a “body” or “face” slot.
-Characters (including all NPC's and most monsters) are created using the generic classes from Unearthed Arcana
-Craft (Alchemy) is now simply Alchemy. It no longer requires the crafter to be a spellcaster.
-The Use Magic Device skill no longer exists.
-Spellcraft has been folded into Knowledge (Arcana)
-Knowledge (Religion) includes information about the various pantheons, the undead and Daedric Princes.
-Knowledge (The Planes) includes information on the planes and varieties of Daedra.
-Knowledge (Nature) includes information about animals (as usual) and those monsters usually encountered in the wild.
-Knowledge (Local), Knowledge (History), Knowledge (Nobility & Royalty), Knowledge (Geography), Knowledge (Dungeoneering) and Knowledge (Architecture and Engineering) are now merged into Knowledge (Culture), which has several sub categories
Man – Includes Imperial, Nord, Redguard, and Breton areas and cultures.
Mer – Includes Dumner, Altmer and Bosmer areas and cultures.
Ancient – Includes Alyied, Reman, and Dwemer areas and cultures. Also includes knowledge of the monsters usually found in ruins.
Foreign – Includes Akaviri, Khajiit and Argonian areas and cultures.
- Players roll all the dice. (from Unearthed Arcana)
-Action Points (from Unearthed Arcana)
Races
All Races Size Medium, 30’ Movement Rate
Argonian
Male: +2 Dex, -2 Wis, -2 Cha
Female: +2 Int, -2 Cha
Swim Speed of 30’
Racial Bonus to Natural Armor equal to 1 + ¼ the Character’s Level.
Immune to Poison, Breathes Underwater, +4 Racial Bonus to Saving Throws vs. Diseases. Skill Mastery: Choose a number of skills you treat as class skills equal to 1 + Int modifier. You may take 10 with these skills even when rushed or threatened.
Bonus Feat Weapon Focus (Any Melee), Skill Focus (Alchemy)
Argonians are the reptilian denizens of Black Marsh. Little is known and less is understood about them. 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 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.
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.
Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is therefore often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not express their emotions by shifting their face as man and mer do. The only emotion they can express facially is anger and the only sign for that is bared teeth.
Argonian names follow a certain format, like the Orcs. Some do not have actual names, but just descriptive phrases, like Hauls-Ropes-Faster, City-Swimmer or Deeh the Scalawag. However, they do have names that do not follow this format, such as Gin-Wulm or Weebam-Na for example.
Breton
Male: +2 Int, +2 Wis, -2 Dex, -2 Con
Female: +2 Int, +2 Wis, -2 Str, -2 Con
Spell Resistance equal to 10 + Character Level
Mage Armor 1/day as a spell like ability, caster level equal to your character level
+1 Caster Level in one spell casting class. If no spell casting class is present, any Breton can cast spells as a 1st level spell caster. Bretons without spell casting levels can learn a number of additional 0th and 1st level spells equal to their Intelligence Bonus.
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era, now the inhabitants of the province of High Rock. They united in culture and language even as they are divided politically, for High Rock is a factious 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 magic. They are known for a proficiency in abstract thinking and flamboyant customs. They are not the only ethnicity of High Rock; the Horse People of the Bjoulsae River and the Witchmen of the Reach could possibly be referred to as Bretons as well, though it would be a primarily geographic label.
The Bretons' origin can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. 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.
Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs.
Breton culture follows a sort of magical counterpart to the medieval French, so French–based names are the most common among Bretons.
Dark Elf (Dunmer)
Male: +2 Dex, -2 Wis, -2 Cha
Female: +2 Dex, -2 Con, -2 Cha
Resist Fire 20, Bonus Feat Weapon Focus (Any) or Spell Focus (Any) Summon Ancestor Ghost once per day per four character levels as a standard action. This is an Extraordinary Ability. It can be directed as a free action and persists for 1 round per character level or until destroyed.
Ancestor Ghost Size Medium Incorporeal Undead. Fly 30’ Perfect Maneuverability.
No Str or Con. Creature’s Dex, Int, Wis, and Cha are equal to caster’s.
BAB, Base Save Scores and HP equal caster’s. Creature’s Armor Class equal to 10 + it’s Dex mod plus a deflection mod equal to 1 + ¼ the Caster’s Character level, rounded down. Feats: Same as caster’s plus Weapon Finesse. Skills: Same as caster’s, minus any that require it to manipulate solid objects or communicate.
The Ancestor Ghost can perform any normal combat action as an intelligent creature of its size and always acts to aid and protect its summoner. It is immune to mind-affecting magic, and cannot be turned or dismissed. It can only be through hit point loss. It attacks with the charnel touch class feature of a Dread Necromancer of the caster’s character level, except that instead of the contagion ability, it gains the ability to deal and d6/level damage with it’s scabrous touch uses, half of which is cold damage, the other half negative energy.
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.
Dunmer distrust and are treated distrustfully by other races. They are often proud, ruthless, cruel, and young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill reputation prevent them from gaining more influence.
The Dunmer can be said to be defined by their environment. An example of this is their connection to Red Mountain, which looms large in their collective thought as it does on the horizon. Its ash and lava sculpt the attitudes of Vvardenfell residents just as it does the landscape.
The Dunmer themselves, previously known as the Chimer (changed folk) due to their worship of the Daedra, rather than the Aedra worshipped by the other Aldmer in Summerset Isle, gained their dark skin as a result of the Battle of Red Mountain which involved the murder of an ancient and respected hero known as Nerevar Nerevar was suggested to have been murdered by his own Tribunal, which included Vivec, the warrior-poet, Sotha Sil, the clockwork sorcerer, and Almalexia, his wife. These three supposedly killed Nerevar in an attempt to attain immortal life and become "living gods". Orthodox history holds that the Daedra Azura (the Goddess of Dusk and Dawn and an ally of Nerevar), became angry and punished the entire Chimer race for letting such a disgrace happen and turned their skin as black as the Ashlands and their eyes as red as their hearts. However, some scholars suggest that this is merely a fable. Three of the favored expletives used by the Dunmer are "fetcher", "n'wah", and "s'wit".
High Elf (Altmer)
Male: +4 Int, -2 Str, -2 Dex
Female: +4 Int, -2 Str, -2 Con
+4 Racial Bonus to Saving Throws vs. Diseases. Spell Vulnerability: Spells that deal energy damage deal an extra 50% damage to High Elves. +2 Caster Level in one spell casting class or, if no spell casting class is present, any High Elf can cast spells as a 1st level spell caster. High Elves without spell casting levels can learn a number of additional 0th and 1st level spells equal to their Intelligence Bonus
In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves, but they 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 the magic they control.
Imperial
Male: -2 Wis, +2 Cha
Female: -2 Dex, +2 Cha
Charm Person: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Touch of Fatigue: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
+2 Racial Bonus to Diplomacy, Sense Motive and Appraise
Bonus Feat: (Any) and +1 Trained Skill, both chosen at 1st level.
Known as Cyrodils, or Cyro-Nordics, before the time of Talos, 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. 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. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires. The repeated rise and fall of Cyrodiil has never failed to reorder the continent, and each Empire has marked a new epoch in Tamrielic history.
Common Cyrodilic names, certain aspects of Nibenean architecture and Colovian martial tradition (military organization and equipment) should seem familiar, as they are inspired by the real world Roman Empire. In Tamriel, many of these parallels are in fact the result of Akaviri influence, dating back to the First Era cooperation between Reman I and the defeated invaders.
Khajiit
Male: +2 Dex, -2 Con, -2 Wis
Female: +2 Dex, -2 Str, -2 Wis
Darkvision 120’
Fear: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Claws deal slashing damage equal to a monk of the character’s level.
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, and sometimes spellcasters.
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.
Ta'agra, the native language of the Khajiit, is poorly understood by those of other races; this ignorance may be attributed primarily to the lack of Khajiit literature, the Khajiiti people making use of an oral method for the preservation of their history. The title "khajiit" is derived from the Ta'agra-ish words "khaj" and "-iit", a literal translation of which would be "one who deserts" (where "desert" in this case is the noun, , referring to a dry place, and not the verb, referring to abandonment). The Khajiit themselves, however, point out that the only action of value that may be taken in a desert is to walk; as such, a proper translation would be "one who walks in the desert". For this reason, "khajiit" is translated in short-hand as "desert-walker", and thus are many Khajiit known.
· "Jo" means "wizard".
· "Dar" means "thief". This appellation is not meant to imply a criminal, but rather, one who is clever, or else, particularly gifted with their hands.
· "Do" means "warrior". This title is rarely used by modern Khajiit, save it be for the Mane's personal guards, and masters of Goutfang, Whispering Claw, and Rawlith Khaj.
· "M" or "Ma" means "child" or "apprentice". Khajiit also use the word to imply one who is a virgin.
· "J," Ji," or "Ja" means "a bachelor" or "young adult". In the common vernacular, it means one who is young and lacks experience.
· "S" means "adult" or "an adult".
· "Ra" and "Ri" are used to imply great status, "Ri" being the highest honorific among the Khajiit, used by leaders of cities or tribes.
· "Dro" means "grandfather" and is meant as a sign of respect.
· "Khaj" means "desert".
· "Iit" is used to state where one lives, and is also used to define one's job.
· "Va" means "to be".
· "Rabi" is used to define ownership, as well as being the title for a style of shirt commonly worn by Suthay-raht.
· "Thjizzrini" means "foolish concepts," the closest translation of "rules" possible in Ta'agra.
· "Ri'sallidad" means "martyrs", but is used only in the case of those martyrs deserving special honor.
· "Vaba" means "it is".
· "Ja-Kha'jay" the "Lunar Lattice", occassionally translated as the "Moonstrings" by foreigners.
Nord
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +2 Str, -2 Int, -2 Cha
Resist Cold 20
Nord’s posses the Powerful Build trait.
When a Nord gains proficiency in medium armor, he or she also gains proficiency with heavy armor.
Orb of Cold: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Shield: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
As a people, Nords are far above average height, common at well over six feet, on the whole being shorter only than Orcs and Altmer. Furthermore, they are also one of the strongest mortal races, generally weighing in over 200 pounds, with broad barrel chests and unusually great muscle mass and bone density. They have exceptionally pale skin. This is due largely to the scarcity of direct sunlight in their native lands. They also have extremely long, thick hair, usually colored either blonde or brown, and rarely red, depending on if they have any Cyrodiil parentage. Their faces are distinctly noticeable for the “long” shape of the skull, with much defined cheekbones and less jaw definition, and with brows that usually line up more or less evenly with the chin. Their voices are specifically recognizable as some of the deepest, loudest voices amongst humans.
Most Nords have a basic knowledge of armed and unarmed combat, as throughout the long Nordic history of warfare, the ability to defend ones self has become a necessity in most families. Fighting ability is passed on from parent to child, and there is usually a family coat of armor and basic family weapons such as an axe or a shortsword which are passed along as well. Of all the crafts in the Empire, Nords excel above all others at forestry and woodworking, as well as skinning and leatherworking to a degree. Nordic woodcrafts are of the highest quality in all the regions of Tamriel, and Nordic animal pelts and even thick fur armors are among the finest in protection against both weapons and the cold. A strong and hardy, as well as independent people, the Nords are renowned for their innate martial talents.
Orc (Orsimer)
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +2 Str, +2 Con, –2 Dex, -4 Cha
Orcs posses the Powerful Build trait.
When an Orc gains proficiency in medium armor, he or she also gains proficiency with heavy armor. An Orc of any class gains the ability to rage like a Barbarian of it’s character level, including times per day and Greater Rage, etc. Heavy Armor does not impede an Orc’s ability to rage. Orc Spellcaster’s may elect instead to Spell Rage as a Rage Mage (Complete Arcane p.72) of half his or her character level. Spell Raging Orc’s may subtract 5% from their armor’s arcane spell failure chance for every two character levels, to a minimum of 5%
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.
Their religion centers around the worship of the Daedric Prince who governs outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah destroyed the Aldmeri God Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah "ate" Trinimac. Orc names always follow a strict format, being that they have a main name, and a gender prefix preceding a last name. For example, Burz gro-Kash, or Shingro gra-Gubbug. (gro = male, gra = female.
Redguard
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +4 Con, -2 Int, -2 Wis
When a Redguard gains proficiency in medium armor, he or she also gains proficiency with heavy armor. A Redguard of any class gains the ability to enter a Whirling Frenzy like a variant Barbarian (Unearthed Arcana p.66) of it’s character level, including times per day and Greater Rage, etc. Heavy Armor does not impede a Redguard’s ability to rage. Redguard Spellcaster’s may elect instead to Spell Rage as a Rage Mage (Complete Arcane p.72) of half his or her character level. Spell Raging Redguards may subtract 5% from their armor’s arcane spell failure chance for every two character levels, to a minimum of 5%
+4 Racial Bonus on Saving Throws vs. Poison and Disease
Bonus Feat: Weapon Focus (Any Melee)
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, and they have no connection with the ancestral human homeland of Atmora.
Redguards (in their own language 'Yokudans', taken simply from the name of their homeland) hail from the western continent of Yokuda, which sank into the sea in ancient times. The cause of Yokuda's sinking is attributed either to natural factors (such as earthquakes, tsunamis, and volcanic eruptions) or to the sword-magic revenge of a defeated band of Ansei called the Hiradirge. Upon the sinking of their homeland, the Yokudan fleet set sail to the east, eventually landing in Hammerfell.
Redguard society is extremely martial, and nearly everyone is expected to have a grasp of basic weaponry and combat, although only the rulers are generally expected to have any knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military, and they are expected to prove themselves worthy or face death. The practice of eastern magic, or Nudri-hi, is greatly frowned upon by Crown and Forbear alike.
Redguards are a highly disciplined and enterprising people, having centuries of experience with warfare in their homeland. Their warriors are acknowledged to be among the best warriors in the world. The Redguards are likewise known for their naval prowess, and their fleets have proved a match for the Empire's best armadas, as seen at Stros M'kai.
As a race, the Redguards are of average human height, above average human strength and agility, and show a remarkable capacity for surviving in hot, dry climates. They generally possess dark skin, ranging from light brown in hue, to nearly black, and often with a significant red tint. This depends on the degree of Nedic blood they possess, as most Forebears have at least some, having lived along side Nedic settlers for centuries. They possess very curly hair and rarely more than a wispy mustache and beard, and degree of body hair varies.
Wood Elf
Male: +2 Dex, -2 Str, -2 Cha
Female: +2 Dex, -2 Str, -2 Wis
+4 Racial Bonus to Saving Throws vs. Diseases
Charm Beast (Works like Charm Monster, but only on creatures with an intelligence of 1 or 2) 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Skill Mastery: Hide and Move Silently
Bonus Feat Weapon Focus (Any Ranged)
The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often 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, 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. The specifics of Bosmeri beliefs and traditions makes them uncomfortable with the "dour" city life lived by other races.
Lore
Dragons
Dragons are a rare (and often believed to be extinct) Akaviri race of large reptilian beasts capable of flight and the ability to create fire. Little is known of them, but they are very intelligent and were capable of communication with Nedic visitors to Akavir years ago. There are at least two subspecies of dragon; both a red and black variety. Their peoples there were killed by the Tsaesci, whereas the dragons in Vvardenfell were overrun by the invading cliffracers. They were said to have moved closer to Cyrodiil. It may be for this reason that dragons are sacred to the Empire, and the legends tell of their aid given to it during wars in exchange for shelter.
The avatar of Akatosh, the chief deity of the Nine Divines, the Imperial religion, is a golden dragon. Its relation, if any, to the Tamrielic dragons is unknown, but many stories tell of Akatosh co-mingling with and organizing groups of dragons. This representation may be metaphorical, however. If dragons still exist at all, they are never seen, although it had been suggested that they may be able to shapeshift in order to disguise themselves.
Dragons lived in and around isolated villages, located high in mountain ranges. If any of these settlements still exist, they remain undiscovered. The villages were aptly situated in areas that allowed both free flying without obstructions and flats for raising cattle. Dragons were known to keep deer and other animals for food, and their meals would simply involve flying low over a ranch and swooping down upon one of them. Dragons were also known to keep lairs, usually in derelict mining tunnels, safe from thieves and aggressors.
Materials
Silver weapons are almost a misnomer, created via a smelting process that produces a texture not unlike Damascus steel. The weapons are as strong as iron, if not stronger, and retain enough of the mythical properties of silver to affect even those unearthly enough to ignore most metals.
Elven refers to items designed and crafted by the ancient Ayleid probably long before the Empire came to power. Elven weapons combine strength, style, and curvy sleekness. The armor is light but durable, and is known for its unique style and maneuverability.
Remarkably light and flexible, volcanic obsidian glass armor absorbs and distributes shock better than steel while providing enough flexibility to grant the wearer a superior range of movement. In contrast to ebony, glass weapons are much lighter. These weapons are semi-translucent or opaque green and can give off a greenish-glow in the dark, shining like a torch at the will of the wielder.
The secrets of the Dwemer are long-forgotten. Dwarven pieces encountered throughout the land are thousands of years old, scavenged from abandoned Dwarf machinations sometimes found in ancient Dwemer ruins. Dwemer armor is heavy and cumbersome, but Dwemer craftsmanship and metallurgy are top tier quality in comparison to any modern metal armor style.The weapons are easily identified by the characteristic fork on the bottom of their hilt and their golden color. Enthusiasts pay fabulous prices for individual pieces, and the few complete sets are in the hands of collectors.
Orcish armor is an ornate but remarkably light steel plate worn over cloth padding. Light and comfortable in contrast to other steel plate designs, orcish armor commands premium prices from campaigning mercenary officers and style-conscious nobles.
Ebony is one of the most precious substances in the empire, mainly found in Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystallized blood of the gods. It is protected by Imperial law, and may not be mined or exported without an Imperial charter.
For many thousands of years, the exact way to produce Daedric equipment had remained a mystery to many people. It is wonderfully powerful and strong, and has an amazing potential for enchantments. Many believed them to originate only in the realm of Oblivion itself. Whoever discovered the process of forging Daedric equipment will remain a mystery, but the process itself will not. Daedric armor and weapons are created from Ebony. After the forging process, a conjurer then summons a lesser Daedra and binds its soul into the object. For the rest of eternity, this malevolent being is trapped within the cool metal, and those who wield such armaments swear they can sometimes hear their tormented moans. The equipment can give off a menacing red glow, shining like a torch at the will of the wielder.
Daedric Princes
Daedric Princes (sometimes referred to as Daedra Lords) are the most powerful of the Daedra, and thus most commonly worshiped as gods. Each has a particular sphere, which it is said to govern. The various Daedric Princes and their spheres are listed below. Although Daedric Princes may assume the form of a female, they have no inherent gender, and are all referred to as Princes. In all, there are 16 known Princes.
Daedric Princes find entertainment and humor in interfering with the affairs of mortals, but do not know the Western sense of "good" and "evil". Daedra usually have extremist tendencies, which is why Men and Mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation, in particular Boethiah, Molag Bal, Vaermina, Mehrunes Dagon and Peryite.
Although the beings are considered evil by most, they are widely worshiped in the realms of Tamriel. Elaborate shrines are created to honor the Daedra as gods. Mainstream religious authorities discourage this, and often mount witch-hunting expeditions to drive out Daedra worshipers from the local area. During these encounters they are often surprised at the marginal sanity that comes of worshiping the Daedric Princes.
The Daedric Princes seem to view men and Elves as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They often take a keen interest in their worshipers, and it is speculated that this is either because of the obvious ego-gratification of being somebody's god, or because the Daedra like to keep an eye on potential future demons (assuming people of Demonic disposition enter Oblivion after death, that is; there are as many afterlife theories as there are religions in the world). For the most part, however, dealing with the Daedra, one gets the distinct impression of being mused over as though a man peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there.
The Daedra see themselves as a superior form of life to all others and feel generally no need for any alliance or truce with any of the mortal races of Tamriel; however, there are Daedric Princes who can be summoned. There is a popular notion that the summoned lords will then give the summoner a quest or task to fulfill and that the quest, once completed, will be richly rewarded. Mostly these tasks are merely for the entertainment of the Daedra. This, however, is not always so, and Morian Zenas, author of On Oblivion, claims that he was able to successfully summon and deal with numerous Daedra without ever being asked to complete a task or a quest. However, this is probably not true of most Daedra summons, and the summoner would do well to consider the consequences of his actions in advance.
Azura
Azura is the Daedric prince whose sphere is dusk and dawn, the magic in-between realms of twilight. She is also known as Mother of the Rose, Queen of the Night Sky, and the Anticipation of Sotha Sil. Azura is often associated with the artifact, Azura's Star, a reusable soul gem. Azura is one of the few Daedra who could be considered "good" by mortal standards, and is presumably the only Daedra that shows any concern for the well-being of her mortal subjects, as is evidenced in books such as Invocation of Azura.
Moonshadow is Azura's plane of Oblivion, where she lives in a rose palace. According to The Doors of Oblivion, it is blindingly beautiful and colorful, with flowers, waterfalls, trees, and a city of silver.
Azura was the god-ancestor that taught the Chimer the mysteries needed to be different from the Altmer. Some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god.
Boethiah
Boethiah (also spelled Boethia) is the Daedric prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. Though typically depicted as male, Boethiah is occasionally referred to as female, though of course such distinctions are somewhat irrelevant among the Daedric princes.
Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual Chimer, or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle.
Clavicus Vile
Clavicus Vile is the Daedric prince whose sphere is the granting of power and wishes through ritual invocations and pact. Clavicus has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Clavicus himself is depicted as a jovial fellow with horns protruding from his forehead.
Hermaeus Mora
Hermaeus Mora is the Daedric prince whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. His name is also spelled Hoermius Mora, Hormaius Mora, or Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong (Foresters Guild), if only by association with his sibling, Mephala.
Apocrypha is Hermaeus Mora's plane of Oblivion, an endless library where all forbidden knowledge can be found. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge.
Hircine
Hircine is the Daedric prince whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts. Hircine created the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting at night and being hunted by day. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. Hircine's statue depicts him as a physically fit man whose whole head is obscured by a deer skull with long antlers. He is armed with a great spear and has a companion wolf.
Malacath
Malacath is the Daedric prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was created when Boethiah ate the Aedroth Trinimac. The Orsimer ("Pariah Folk" in Elvish) or Orcs were also created, as they were Trinimac's devout followers. Malacath is not recognized as a Daedric Prince by his peers, which fits his sphere perfectly. The Dunmer say he is also Malak (or Malauch), the god-king of the Orcs; he always tests the Dunmer for physical weakness. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him.
Malacath's plane of Oblivion is Ashpit. It is described as consisting only of dust, palaces of smoke, and vaporous creatures: "anguish, betrayal, and broken promises like ash filled the bitter air". Levitation and magical breathing are necessary to survive.
Mehrunes Dagon
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers like fire, earthquakes, and floods. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. Dagon's plane of Oblivion is known as Deadlands. As the name suggests, they are barren wastelands, consisting of blackened isles in a sea of lava.
Mephala
"As known in the West, Mephala is the demon of murder, sex, and secrets. All of these themes contain subtle aspects and violent ones (assassination/genocide, courtship/orgy, tact/poetic truths); Mephala is understood paradoxically to contain and integrate these contradictory themes." — Vivec and Mephala
Mephala is a Daedric Prince whose sphere is obscured to mortals, also known by the names Webspinner, Spinner, Spider, and the Anticipation of Vivec. Unlike many other Daedric Princes, who always appear as the same gender (e.g. Azura is always female, Sheogorath is always male), Mephala appears as either male or female depending on whom the Daedric Prince wishes to ensnare. Mephala's only consistent theme seems to be interference in the affairs of mortals for amusement. Mephala's sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. Mephala sees the affairs of mortals as a weave; pull but one thread and the whole thing unravels. To the Dunmer, she is associated with more simple concepts- lies, sex, and murder. Mephala also helped directly to found the infamous cult/society of the Morag Tong. Some scholars also argue that when the Morag Tong was banished from the rest of Tamriel, they were allowed to continue to operate in Morrowind when they replaced their worship of Mephala with that of Vivec. As a reaction to this the Dark Brotherhood was formed, still worshiping and being led by the mysterious Night Mother, better known to Tamriel as the Daedric god Mephala.
In Morrowind, Mephala was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. Mephala, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses.
Meridia is an obscure Daedric Prince to mortal eyes, and very little is known about her. She is associated with the energies of living things and bears a special hatred for the undead. The Tract of Merid-nunda paints her as a "wayward solar daughter" who was "cast from the heavens for consorting with illicit spectra." Her realm is known as the Colored Rooms. Mankar Camoran attributes her (incorrectly) to Coldharbour, the realm of Molag Bal.
Molag Bal
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the King of Rape. His main desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms. He is a Daedric power of much importance in Morrowind, where he is always the archenemy of Boethiah, the Prince of Plots.
Molag Bal's plane of Oblivion is Coldharbour. The book The Doors of Oblivion says that his plane resembles a copy of Nirn, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing.
Namira
Namira is the Daedric Prince whose sphere is the ancient darkness. She is known as the Spirit Daedra, ruler of sundry dark and shadowy spirits, and is often associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira's followers keep to themselves and prefer living peacefully in dark and squalid conditions, and will react violently at any attempts to "save" them from their abysmal, minimalistic lifestyles.
Nocturnal
Nocturnal is the Daedric Prince whose sphere is the night and darkness. She is also known as the Night Mistress. The Cyrodiilic Thieves Guild leader, The Gray Fox, has the Gray Cowl of Nocturnal, which truly represents the sphere's darkness quality; it permanently removes the wearer's specific identity from all history. Regardless, the Cyrodiil Thieves Guild venerates Nocturnal by ending talks with the saying "Shadow hide you."
Peryite
Peryite, also known as the Taskmaster, is the Daedric Prince whose sphere is the ordering of the lowest orders of Oblivion. Some accounts also claim his sphere is pestilence. Peryite's statue depicts a dragon, and is ostensibly concerned with ensuring all things are accounted for, neat, tidy and in their right order.
Sanguine
Sanguine is the Daedric Prince whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures. He often appears on the seals and signs of brothels and whore-houses. Sanguine is depicted as a portly man with a demon-like head with horns and always with a bottle in his hand, or a whore under his thumb.
Sanguine can mean either "cheerfully optimistic" or "bloody"; the double meaning is appropriate for a prince whose realm encompasses both the light and dark sides of passion.
Sheogorath
Sheogorath is the Daedric Prince of Madness, whose motives are said to be unknowable. His realm is known as the Shivering Isles, the Madhouse, or the Asylums.
Vaermina
Vaermina (also spelled Vaernima) is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens. Some have also claimed her sphere ties somehow to torture. Statuary of Vaermina depicts her as female.
Vaermina's plane of Oblivion is Quagmire. It is described in The Doors of Oblivion as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying: "a dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."