THE ELDER SCROLLS RPG
First Edition Development Notes
CHARACTER GENERATION:
Select Race: Select one of the optional character races. Record base Primary Attributes at this point, as well as Abilities and note bonuses.
Select Gender: Select to be either a male or female character.
Select Name: Choose a name for you character.
Select Birthsign: Select the desired optional birthsign for the character.
Select Occupational Class: Select the desired class for the character.
Select Character Background: Answer the questions in the Character Class section and record the results for the character background.
Determine Primary Attributes: Based on the previous information, total your final Primary Attributes and record them on the character sheet. Note applicable Attribute Bonuses (calculated based off of 10% of Attribute Score – round down).
Determine Derived Attributes: Based on the provided calculations, determine and record your characters starting Derived Attributes.
Determine Skills: Using the previous information, record the characters Major, Minor, and Misc skills and determine their current respective levels.
Determine Starting Spells: Utilizing the provided charts, select and record the characters starting spells.
Determine Starting Feats: Utilizing the provided charts, select and record the characters starting feats.
Determine Starting Equipment: Using the previous information, record the characters starting equipment and funds.
Apply Finishing Touches: Apply all finishing touches to the character (Ideas: Alingment, Disposition, Derangements, etc).
GENERAL MECHANICS:
Time Scales:
System: Time will frequently change scale during the course of a single game session, and in an effort to obtain some kind of continuity and organization to all of this, the following applications have been provided in an attempt to describe the Time Scales one will encounter during their time with TES: RPG.
Round: The most basic time scale utilized while playing The Elder Scrolls: Role-playing Game is the Round. A Round covers a small span of time, typically a five (5) second period of time. The most common application of a Round Scale would be for combat situations (though a Storyteller may opt into Rounds at other times as well per their own discretion).
Scene: A scene is a variable amount of game time, but instead refers to all situations that happen at a given time or location. Where the Round is the most basic of the time scales used, the Scene is the most common. Essentially, all games of The Elder Scrolls is a collection of individual Scenes that string together in a continual flow.
Chapter: Another of the variable time scales used, the term Chapter is used to refer to the events that occur during a single session of play. While this may cover a broad range of game time, in real time it is usually a period ranging between two (2) to six (6) hours of game play in a given sitting. In summary, every time you sit down to play The Elder Scroll you are covering a new Chapter in your Story.
Story: A Story is a collection of Chapters that relate to a particular theme or event, and are thus all interconnected. The amount of Chapters that are in a given Story can actually vary depending on the needs of the particular Story itself and how the Storyteller and Players adapt and react to it. The average Story will consist of between four (4) to six (6) Chapters, though coming out with more or less is not a problem at all.
Chronicle: A series of Stories that are tied together through some kind of common theme or an event (normally it is actually the characters of the players themselves). Chronicles are not entirely common (or even an obligation), but they can be very rich and fulfilling when they are done correctly. The assorted games that this series is based on, each one could be broken down into a small Chronicle if one takes it part by part, going from a complete no one to an epic hero of legend by the end.
Epic: A series of Chronicles that are tied together through close attention to detail through the efforts of the Players and Narrators involved. The way this happens is that all of the Chronicles occur within the same overall world, and thus the events in one Chronicle may have an impact on another Chronicle. Normally this is done by one Chronicle ending and another beginning to replace it, but with great skill and care they can be run at the same time (though I do not recommend this for sanity purposes). Like Chronicles, they are even less common place but are even more entertaining and fulfilling if accomplished.
Downtime: Downtime is actually a special time scale that will be used at different times during your play of The Elder Scrolls. Downtime is used to represent those periods of time that both Players and Storytellers would rather not actually play out in full detail, but would rather generally touch on the content and move on to more interesting parts of the Story. As such, Downtime is another one of the variable time scales that will be utilized during the course of your games.
Gender and Race:
System: At the very heart of creating ones character is the selection of Race and Gender. Much as these facets of our being play a role in influencing our lives, so to is this true in The Elder Scrolls. The simplest part of this in most cases is deciding on the Gender of the character you are going to play – a simple choice of Male or Female. After you have selected the Gender of your character, you will need to determine their race.
There are ten (10) different races available for play in The Elder Scrolls, each of them will be described below in more detail, and they are: Altmer (High Elf), Argonian, Bosmer (Wood Elf), Breton, Dunmer (Dark Elf), Imperial, Khajiit, Nord, Orsimer (Orc), and Redguard.
These are then further divided into three distinct categories, depicting the inherently different lineage of these race – these are Beast (Argonian and Khajiit), Men (Breton, Imperial, Nord, and Redguard), and Mer or Elf (Altmer, Bosmer, Dunmer, and Orsimer).
The selection of ones Gender and Race will determine the Base values of Attributes, Skill bonuses, Racial Resistances, Racial Abilities, Height, Weight, Average Lifespan, and more. As such, this is the obvious basis of what your character will become by the start of the game, and further influence you actions and decisions later in the game (much as is the case in reality).
Attributes are displayed for Male/Female Characters respectively (as are Height and Weight).
Altmer (High Elf):
Attributes: STR 30/30, INT 50/50, WIL 40/40, AGI 40/40, SPD 30/40, END 40/30, PER 40/40, LUC 40/40
Skill: Alchemy +10, Alteration +5, Conjuration +5, Destruction +10, Enchant +10, Illusion +5
Resistances: Fire -50, Frost -25, Poison 0, Shock -25, Magicka -50, Common Disease +75
Specials: Fortify Maximum Magicka 1.5*INT (150% more)
Height, Weight: 1.1/1.1, 1.0/1.0
Argonian:
Attributes: STR 40/40, INT 40/50, WIL 30/40, AGI 50/40, SPD 50/40, END 30/30, PER 30/30, LUC 40/40
Skill: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, Spear +5, Unarmored +5
Resistances: Fire 0, Frost 0, Poison +100, Shock 0, Magicka 0, Common Disease +75
Specials: Water Breathing 5pts for 120sec
Height, Weight: 1.03/1.0, 1.1/1.0
Bosmer (Wood Elf):
Attributes: STR 30/30, INT 40/40, WIL 30/30, AGI 50/50, SPD 50/50, END 30/30, PER 40/40, LUC 40/40
Skill: Archery +15, Sneak +10, Light Armor +10, Alchemy +5, Acrobatics +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease +75
Specials: Beast Tongue (Command Creature) 5pts for 600sec
Height, Weight: 0.9/1.0, 0.95/0.9
Breton:
Attributes: STR 40/30, INT 50/50, WIL 50/50, AGI 30/30, SPD 30/40, END 30/30, PER 40/40, LUC 40/40
Skill: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5, Illusion +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka +50, Common Disease 0
Specials: Dragon Skin (Shield) 50pts for 60sec, Fortify Maximum Magicka 0.5*INT (50% more)
Height, Weight: 1.0/0.95, 1.0/0.9
Dunmer (Dark Elf):
Attributes: STR 40/40, INT 40/40, WIL 30/30, AGI 40/40, SPD 50/50, END 40/30, PER 30/40, LUC 40/40
Skill: Destruction +10, Short Blade +10, Athletics +5, Light Armor +5, Long Blade +5, Marksman +5, Mysticism +5
Resistances: Fire +75, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Ancestor Guardian (Sanctuary) 50pts for 60sec
Height, Weight: 1.0/1.0, 1.0/0.9
Imperial:
Attributes: STR 40/40, INT 40/40, WIL 30/40, AGI 30/30, SPD 40/30, END 40/40, PER 50/50, LUC 40/40
Skill: Long Blade +10, Mercantile +10, Speechcraft +10, Blunt Weapon +5, Hand-to-Hand +5, Light Armor +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Star of the West (Absorb Fatigue) 200pts on Target, Voice of the Emperor (Charm) 50pts for 15sec
Height, Weight: 1.0/1.0, 1.25/0.95
Khajiit:
Attributes: STR 40/30, INT 40/40, WIL 30/30, AGI 50/50, SPD 40/40, END 30/40, PER 40/40, LUC 40/40
Skill: Acrobatics +15, Athletics +5, Hand-to-Hand +5, Light Armor +5, Lockpicking +5, Short Blade +5, Sneak +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Eye of Night (Night Eye) 50pts for 30sec, Eye of Fear (Demoralize Humanoid) 100pts for 30sec
Height, Weight: 1.0/0.95, 1.0/0.95
Nord:
Attributes: STR 50/50, INT 30/30, WIL 40/50, AGI 30/30, SPD 40/40, END 50/40, PER 30/30, LUC 40/40
Skill: Axe +10, Blunt Weapon +10, Medium Armor +10, Heavy Armor +5, Long Blade +5, Spear +5
Resistances: Fire 0, Frost +100, Poison 0, Shock +50, Magicka 0, Common Disease 0
Specials: Thunder Fist (Frost Damage) 25pts on Touch, Woad (Shield) 30pts for 60sec
Height, Weight: 1.06/1.06, 1.25/1.0
Orsimer (Orc):
Attributes: STR 45/45, INT 30/40, WIL 50/45, AGI 35/35, SPD 30/30, END 50/50, PER 30/25, LUC 40/40
Skill: Armorer +10, Block +10, Heavy Armor +10, Medium Armor +10, Axe +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka +25, Common Disease 0
Specials: Berserk (Fortify Health = 20pts, Fortify Fatigue = 200pts, Fortify Attack = 100pts, Drain Agility = 100pts) for 60sec
Height, Weight: 1.05/1.05, 1.35/1.1
Redguard:
Attributes: STR 50/40, INT 30/30, WIL 30/30, AGI 40/40, SPD 40/40, END 50/50, PER 30/40, LUC 40/40
Skill: Long Blade +15, Athletics +5, Axe +5, Blunt Weapon +5, Heavy Armor +5, Medium Armor +5, Short Blade +5
Resistances: Fire 0, Frost 0, Poison +75, Shock 0, Magicka 0, Common Disease +75
Specials: Adrenaline Rush (Fortify Agility = 50pts, Fortify Endurance = 50pts, Fortify Speed = 50pts, Fortify Health = 25pts) for 60sec
Height, Weight: 1.02/1.0, 1.1/1.0
Birthsigns:
System: Birthsigns will actually serve a couple of functions in The Elder Scrolls, some minor and some moderate in implications. For one thing, it will narrow down the time period that your character was born in, much as one could expect with a basis to the real world comparisons. The difference, however, is that in the world of The Elder Scrolls, birthsigns truly do hold a mystical effect to them. In game
terms, your character will be endowed with various traits due to the selection of a Birthsign that will serve to enhance and build upon the information provided from the selection of Gender and Race (these are known as Abilities and Powers). Many of the spell effects will be covered in the Spell Magic section in further detail.
Abilities are inherently ingrained traits that are bestowed upon a character immediately at this point of the character generation process. These are always active.
Powers are special spells that are available to only those born under this particular star sign – a trademark of sorts to those of these signs. These can only be used a once per Chapter.
The Apprentice:
Elfborn (Ability): Fortify Max Magicka 15pts, Weakness to Magicka 50%
Gates of Aetherius (Power): Fortify Magicka 50pts, Resist Magicka 20% for 2 minutes
Aetherius Stone (Power): Fortify Alchemy 20pts, Fortify Illusion 20pts for 2 minutes
The Atronach:
Wombburn (Ability): Spell Absorbtion 50pts, Fortify Max Magicka 20pts, Stunted Magicka
Atronach Stone (Power): Spell Absorbtion 30pts, Fortify Intelligence 10pts for 2 minutes
Winds of Oblivion (Power): Levitate 60pts, Drain Health 20pts, Drain Fatigue 30pts for 2 minutes
The Lady:
Lady's Favor (Ability): Fortify Personality 25pts
Lady's Blessing (Ability): Fortify Willpower 10pts
Lady's Warding (Power): Almsivi Intervention, Damage Fatigue 40pts
The Lord:
Trollkin (Ability): Weakness to Fire 25%
Ysmir's Scales (Ability): Resist Frost 50%
Blood of the North (Power): Restore Health 2pts for 2 minutes
The Lover:
Mooncalf (Ability): Fortify Agility 25pts
Mooncalf's Gaze (Ability): Fortify Personality 15pts
Lover's Kiss (Power): Paralyze 10secs Touch, Drain Fatigue 15pts for 10 secs Self
The Mage:
Fay (Ability): Fortify Max Magicka 5pts, Fortify Intelligence 10pts, Fortify Willpower 10pts
Magicka Manifold (Power): Fortify Magicka 75pts for 2 minutes
Magnus Stone (Power): Fortify: Alteration, Destruction, Mysticism, Restoration 15pts for 2 minutes
The Ritual:
Firewalker (Ability): Fortify Willpower 10pts, Fortify Personality 10pts, Resist Fire 25%
Mara's Gift (Power): Restore Health 200pts Self
Mara's Mercy (Power): Restore Health 150pts Target
The Serpent:
Wanderer (Ability): Resist Paralysis 20%, Resist Poison 20%, Swift Swim 40 pts
Cobra's Dance (Power): Paralyze for 5 secs Target, Damage Health 4 pts for 20 secs Target
Star Curse (Power): Poison 3pts for 30 secs Touch, Damage Health 1pt for 30 secs Self
The Shadow:
Wraithwind (Ability): Fortify Sneak 30pts
Moonshadow (Power): Invisibility for 60 secs
Nightshadow (Power): Invisibility for 120 secs
The Steed:
Horseman (Ability): Fortify Endurance 15pts
Favored Pasture (Power): Mark, Damage Fatigue 50pts
Wild Ride (Power): Recall, Damage Health 20pts, Damage Fatigue 80pts
The Thief:
Akiviri Danger-Sense (Ability): Sanctuary 10pts
Cheater's Nip (Ability): Fortify Agility 15pts, Fortify Speed 15pts, Fortify Luck 15pts
Hara's Dagger (Power): Bound Dagger for 2 minutes
The Tower:
Tower Warden (Ability): Reflect Spell 10%, Resist Normal Weapons 10%
Beggar's Nose (Power): Detect Animal, Key, Enchantment 200ft for 1 minute
Tower Key (Power): Open 50pts on Touch
The Warrior:
Warwyrd (Ability): Fortify Strength 15pts, Fortify Endurance 15pts, Fortify Attack 10pts
War Cry (Power): Fortify Strength 20pts, Fortify Attack 10pts for 2 minutes
Shield of Shezaar (Power): Reflect Spell 10%, Shield 20pts, Fortify Block 20pts for 2 minutes
Classes:
System: The selection of a Class will begin to refine and define a character in the world of The Elder Scrolls. Building further upon previous selections of Race/Gender/Birthsign, the Class will actually begin to touch into the day to day life of the character you are creating. Classes will primarily provide you a few key factors to your character: Favored Attributes, Major Skills, Minor Skills, Misc Skills, Specialization, and Starting Equipment.
Favored Attributes are considered to be the two (2) best Attributes that define the particular Class. As such, characters will receive a bonus to their Favored Attributes of five (5).
Major Skills are essentially the ten (10) most important Skills in regards to the Class selection. With this consideration, these Skills will receive the highest starting bonus to reflect the common use of these Skills during the characters initial developments (that occurs before the game begins, a prelude of sorts that defines the characters ascent into their chosen Class), a value of twenty (20) points. Further, Major Skills are also paramount in the characters ability to progress in Level. A character will need to make ten (10) Skill advancements in either their Major or Minor Skills to ascend to a new Level.
Minor Skills are the ten (10) Skills that best compliment the particular Class selection, and as such would tend to have a frequent application in the profession. As such, the Skills will receive a bonus to reflect this initial development of the character, a value of ten (10) points. Minor Skills, coupled with Major Skills, are also the keys to advancing in Level (as Level is essentially just a numerical reflection of a characters level of proficiency in their given profession).
Misc Skills are all of the other Skills that are available in The Elder Scrolls, though they are in no way considered to be paramount to the characters profession (as Major and Minor Skills are). These Skills will not receive a bonus from this portion of development, though any other bonuses to these Skills received during and coming up in Character Generation still apply.
Specialization represents the types of Skills that are most relevant to the selected Class, defined by Common/Combat/Magic/Stealth. As you will see later in the Skills section, Skills themselves are actually broken down into separate categories (as defined previously) for this specific application. Skills of the prescribed Specialization will receive a bonus of five (5) points. Further, successful usage of these Skills will net double the amount of Skill Experience causing them to level faster for the character than other Skills would.
Starting equipment simply provides your character with a few general items that are basically essential to the particular Class selection to properly function. This will also provide you with the amount of money your character will begin the game with as well.
The starting spells listed are spells that are inherent to being that particular class, and are provided beyond the general starting spells calculation later in character generation.
Acrobat:
Favored Attributes: Agility & Endurance
Specialization: Stealth
Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored
Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armor
Starting Spells:
Starting Equipment:
Agent:
Favored Attributes: Personality & Agility
Specialization: Stealth
Major Skills: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade
Minor Skills: Mercantile, Conjuration, Block, Unarmored, Illusion
Starting Spells:
Starting Equipment:
Alchemist:
Favored Attributes: Intelligence & Luck
Specialization: Magic
Major Skills: Alchemy, Alteration, Conjuration, Enchant, Mysticism
Minor Skills: Unarmored, Speechcraft, Block, Blunt Weapon, Hand-to-Hand
Starting Spells:
Starting Equipment:
Archer:
Favored Attributes: Agility & Strength
Specialization: Combat
Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor
Minor Skills: Unarmored, Spear, Restoration, Sneak, Medium Armor
Starting Spells:
Starting Equipment:
Assassin:
Favored Attributes: Speed & Intelligence
Specialization: Stealth
Major Skills: Sneak, Marksman, Light Armor, Short Blade, Acrobatics
Minor Skills: Security, Long Blade, Alchemy, Block, Athletics
Starting Spells:
Starting Equipment:
Barbarian:
Favored Attributes: Strength & Speed
Specialization: Combat
Major Skills: Axe, Medium Armor, Blunt Weapon, Athletics, Block
Minor Skills: Acrobatics, Light Armor, Armorer, Marksman, Unarmored
Starting Spells:
Starting Equipment:
Bard:
Favored Attributes: Personality & Intelligence
Specialization: Stealth
Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block
Minor Skills: Mercantile, Illusion, Medium Armor, Enchant, Security
Starting Spells:
Starting Equipment:
Battlemage:
Favored Attributes: Intelligence & Strength
Specialization: Magic
Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armor
Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy
Starting Spells:
Starting Equipment:
Crusader:
Favored Attributes: Agility & Strength
Specialization: Combat
Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block
Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armor, Alchemy
Starting Spells:
Starting Equipment:
Enchanter:
Favored Attributes: Intelligence & Willpower
Specialization: Magic
Major Skills: Enchant, Blunt Weapon, Alchemy, Destruction, Unarmored
Minor Skills: Alteration, Illusion, Conjuration, Mysticism, Restoration
Starting Spells:
Starting Equipment:
Enforcer:
Favored Attributes: Agility & Speed
Specialization: Stealth
Major Skills: Short Blade, Light Armor, Marksman, Sneak, Destruction
Minor Skills: Security, Athletics, Mercantile, Block, Alteration
Starting Spells:
Starting Equipment:
Healer:
Favored Attributes: Willpower & Personality
Specialization: Magic
Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, Speechcraft
Minor Skills: Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon
Starting Spells:
Starting Equipment:
Hunter:
Favored Attributes: Agility & Speed
Specialization: Stealth
Major Skills: Light Armor, Marksman, Short Blade, Sneak, Athletics
Minor Skills: Acrobatics, Block, Axe, Medium Armor, Restoration
Starting Spells:
Starting Equipment:
Knight:
Favored Attributes: Strength & Personality
Specialization: Combat
Major Skills: Long Blade, Axe, Speechcraft, Heavy Armor, Block
Minor Skills: Restoration, Mercantile, Medium Armor, Enchant, Armorer
Starting Spells:
Starting Equipment:
Mage:
Favored Attributes: Intelligence & Willpower
Specialization: Magic
Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration
Minor Skills: Enchant, Alchemy, Unarmored, Short Blade, Conjuration
Starting Spells:
Starting Equipment:
Monk:
Favored Attributes: Agility & Willpower
Specialization: Stealth
Major Skills: Hand-to-Hand, Unarmored, Athletics, Acrobatics, Sneak
Minor Skills: Block, Marksman, Light Armor, Restoration, Blunt Weapon
Starting Spells:
Starting Equipment:
Necromancer:
Favored Attributes: Intelligence & Willpower
Specialization: Magic
Major Skills: Conjuration, Destruction, Illusion, Mysticism, Enchant
Minor Skills: Blunt Weapon, Acrobatics, Sneak, Unarmored, Alteration
Starting Spells:
Starting Equipment:
Nightblade:
Favored Attributes: Willpower & Speed
Specialization: Magic
Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade
Minor Skills: Light Armor, Unarmored, Destruction, Marksman, Security
Starting Spells:
Starting Equipment:
Noble:
Favored Attributes: Personality & Luck
Specialization: Stealth
Major Skills: Speechcraft, Mercantile, Short Blade, Security, Athletics
Minor Skills: Light Armor, Block, Restoration, Sneak, Acrobatics
Starting Spells:
Starting Equipment:
Priest:
Favored Attributes: Willpower & Personality
Specialization: Magic
Major Skills: Restoration, Mysticism, Alteration, Blunt Weapon, Unarmored
Minor Skills: Conjuration, Speechcraft, Light Armor, Alchemy, Destruction
Starting Spells:
Starting Equipment:
Pilgrim:
Favored Attributes: Personality & Endurance
Specialization: Stealth
Major Skills: Speechcraft, Mercantile, Marksman, Restoration, Medium Armor
Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy
Starting Spells:
Starting Equipment:
Rogue:
Favored Attributes: Speed & Personality
Specialization: Combat
Major Skills: Short Blade, Mercantile, Axe, Light Armor, Hand-to-Hand
Minor Skills: Block, Medium Armor, Speechcraft, Athletics, Long Blade
Starting Spells:
Starting Equipment:
Scout:
Favored Attributes: Speed & Endurance
Specialization: Combat
Major Skills: Sneak, Long Blade, Medium Armor, Athletics, Block
Minor Skills: Marksman, Alchemy, Alteration, Light Armor, Unarmored
Starting Spells:
Starting Equipment:
Sharpshooter:
Favored Attributes: Agility & Intelligence
Specialization: Combat
Major Skills: Marksman, Medium Armor, Destruction, Enchant, Sneak
Minor Skills: Restoration, Athletics, Security, Acrobatics, Speechcraft
Starting Spells:
Starting Equipment:
Smuggler:
Favored Attributes: Speed & Personality
Specialization: Stealth
Major Skills: Blunt Weapon, Sneak, Mercantile, Short Blade, Speechcraft
Minor Skills: Athletics, Axe, Hand-to-Hand, Long Blade, Spear
Starting Spells:
Starting Equipment:
Sorcerer:
Favored Attributes: Intelligence & Endurance
Specialization: Magic
Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration
Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade
Starting Spells:
Starting Equipment:
Spellsword:
Favored Attributes: Willpower & Endurance
Specialization: Magic
Major Skills: Block, Restoration, Long Blade, Destruction, Alteration
Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe
Starting Spells:
Starting Equipment:
Thief:
Favored Attributes: Speed & Agility
Specialization: Stealth
Major Skills: Security, Sneak, Acrobatics, Light Armor, Short Blade
Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics
Starting Spells:
Starting Equipment:
Warrior:
Favored Attributes: Strength & Endurance
Specialization: Combat
Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block
Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon
Starting Spells:
Starting Equipment:
Witchhunter:
Favored Attributes: Intelligence & Agility
Specialization: Magic
Major Skills: Conjuration, Enchant, Alchemy, Light Armor, Marksman
Minor Skills: Unarmored, Block, Blunt Weapon, Sneak, Mysticism
Starting Spells:
Starting Equipment:
Backgrounds:
System: The Character Background will serve to put the last finishing touches onto the development of your new character in The Elder Scrolls. Determined in part by Class and Player choice, the Character Background will actually continue to build upon and refine the details determined by the previous selections of Race/Gender/Birthsign/Class. Further, it will provide the Player with small bits of information to assist them in playing out the role of this new character once the game begins. This process with provide you with additional Attribute and Skill points, as well as providing a few additional pieces of equipment. As such, it will add a further degree of diversity and uniqueness to your character.
Acrobat:
Agent:
Alchemist:
Archer:
Assassin:
Barbarian:
Bard:
Battlemage:
Crusader:
Enchanter:
Enforcer:
Healer:
Hunter:
Knight:
Mage:
Monk:
Necromancer:
Nightblade:
Noble:
Priest:
Pilgrim:
Rogue:
Scout:
Sharpshooter:
Smuggler:
Sorcerer:
Spellsword:
Thief:
Warrior:
Witchhunter:
Primary Attributes:
System: Attributes are determined by compiling a Racial Base with any modifiers you may have received through the rest of the Character Creation process (such as Class, Background, or Birthsign bonuses to different Attributes). Each Attribute will also provide an Attribute Modifier that is utilized in different Tests (rolls) the player may need to make. The calculation for these Attribute Modifiers is:
Attribute Modifier=.10*Attribute (or 10% of the Attribute, rounding down when needed)
Strength (STR): Controls the damage you cause with melee weapons, as well as how much you can carry. It also helps determine your maximum Fatigue and starting Health. Strength also factors into how your weapon durability degrades on each successful hit: Higher strength means higher weapon degradation.
Intelligence (INT): Controls your maximum Magicka.
Willpower (WIL): Controls your rate of Magicka consumption from spellcasting and your chance to resist Magicka. It also determines your maximum Fatigue.
Agility (AGI): Controls your chance to hit enemies, as well as to dodge their attacks.
Speed (SPD): Controls your rate of movement when walking, running, swimming, or levitating.
Endurance (END): Controls your starting and maximum Health, and your maximum Fatigue.
Personality (PER): Controls how much people like you, and the prices you get with vendors.
Luck (LUC): Affects every single action you do in some way.
Derived Attributes:
System: Derived Attributes are compiled based off of ratings in assorted Attributes. This is initially done at Character Creation, and then is refreshed as the player character ascends to new Levels. These Level refreshes are done only at the time of ascending to a newly acquired Level, and this is done based off of the unmodified Attribute (as once you have started game play, there are different effects that may
temporarily alter your Attribute ratings – these temporary or artificial additions to the Attribute rating are not considered when calculating Derived Attributes. Some Derived Attributes have some additional systems that apply with them, and those will be covered in further details with each particular Attribute.
Health Points (HP): This is a numerical representation of a character's current health and physical condition. HP is represented as a set of two numbers, Current HP/Total HP.
System: Starting = END+STR/2; Level Increase = +END MOD
Magicka Points (MP): This is a numerical representation.
System: Starting = INT*(Mult, Base of 1); Level Increase = Adjust for INT Adjustments
Fatigue Points (FP): This is a numerical representation.
System: Starting = WIL+END+STR+AGI; Level Increase = .10*END+WIL
Encumberance Points (ENC): This is a numerical representation.
System: Starting = 5*STR; Adjust Live for STR Adjustments
Movement Speed (MOV): This is a numerical representation.
System: Walking = SPD MOD, Running = AGI MOD+SPD MOD*2, Swimming = SPD MOD+AGI MOD/2, Levitating = .8*(SPD MOD), Sneaking = .7*(SPD MOD); Adjust Live for Attribute Adjustments
Other Traits:
Level (LVL): This is simply a numerical representation of a character's level of proficiency in their given profession. It can be utilized with other game mechanics to scale situations to the player characters skill levels. The details of this are covered in the Character Advancement section.
Bounty (BTY): This is a numerical representation of the current worth of your head in Tamrielic Septims for the crimes that you have committed. This can have assorted consequences in regards to your character's interactions with assorted NPCs they encounter in the game world. Larger bounties can carry with them more extreme consequences as well, so it is advised to be mindful of this statistic. Reported crimes will increase this number, but there are also assorted actions that can reduce it as well. This will be covered in more detail in the Advanced Mechanics section.
Reputation (REP): This is a numerical representation of your character's fame in the world of The Elder Scrolls. All characters have four (4) types of reputation that can effect them, and these are: Total Reputation, Positive Reputation, Negative Reputation, and Faction Reputation. The first three are actually tied together, while the last is actually a category in and of itself, really. These will be covered in more detail in the Advanced Mechanics section.
Skills: (Current Count = 65)
System: Skills are divided into four (4) primary categories that are used for determining potential class specific bonuses as well as to logically group the Skills with others similar for System applications: Basic/Combat/Magic/Stealth. Further, each skill has a Governing Attribute that it is associated to for purposes of Attribute related bonuses to skill checks as well as providing Experience to the particular Attribute. When you make a skill check you roll:
d100 + (Skill + Attribute Modifier + Luck Modifier) +/- Conditional Modifier (CDTL) vs Difficulty Check (DC)
For example Long Blade would be governed by Strength. If you had a 66 Long Blade Skill with 40 Luck (+4 bonus) and 67 Strength (+6 bonus), you would roll d100 + 66 + 6 + 4 = d100 + 76 whenever you make an attack with a Long Blade weapon. In this case 76 is your Effective Skill. Effective Skill would be written on your character sheet next to your base skill.
When making a Skill Check a character also has the potential chance for achieving Catastrophic Failure or Great Success. The first of these, the Catastrophic Failure results when the d100 roll results in a Score of one (1) to five (5). In these events, something has gone horribly wrong for the character and the Storyteller is encouraged to think up whatever kind of misfortune they feel befitting the situation. On the other hand, a Great Success occurs when a character rolls a total Score that is double to the Difficulty Check for the particular task. In these cases the character has achieved an exceptional result and Storytellers are again encouraged to think up whatever they feel appropriately fits the situation.
This is the process on a Closed Tests (CT). An Opposed Test (OT) works in a similar way, though the DC is determined by another players (or the STs) own Skill Check (such as seen in the Combat System).
The base rating of all Skills during the process of Character Generation is five (5) points. This is then adjusted by the choices that have been made through the Character Generation process to provide each of the Skills starting rating.
Conditional Modifiers are either positive or negative, and their sources can range from spell effects to weather conditions. Many of these possible Conditional Modifiers will be covered and provided in the Dramatic Systems section.
[BASIC] (Count = 20)
Artistry (Personality)
Athletics (Endurance)
Brewing (Intelligence)
Climbing (Strength)
Cooking (Intelligence)
Crafting (Agility)
Dancing (Agility)
Driving (Intelligence)
Empathy (Personality)
Farming (Intelligence)
First Aid (Intelligence)
Fishing (Intelligence)
Literacy (Intelligence)
Mercantile (Personality)
Perception (Intelligence)
Play Instrument (Agility)
Riding (Agility)
Sailing (Intelligence)
Speechcraft (Personality)
Swimming (Endurance)
[COMBAT] (Count = 15)
Archery (Strength)
Armorer (Strength)
Axe (Strength)
Block (Agility)
Blunt Weapon (Strength)
Hand-to-Hand (Agility)
Heavy Armor (Endurance)
Light Armor (Agility)
Long Blade (Strength)
Marksman (Agility)
Medium Armor (Endurance)
Pole Arms (Agility)
Short Blade (Agility)
Spear (Endurance)
Unarmored (Agility)
[MAGIC] (Count = 15)
Alchemy (Intelligence)
Alteration (Willpower)
Astrology (Intelligence)
Conjuration (Willpower)
Demolition (Intelligence)
Destruction (Willpower)
Enchant (Intelligence)
Illusion (Willpower)
Language - Daedric (Intelligence)*
Language - Dwemer (Intelligence)*
Mysticism (Willpower)
Necromancy (Intelligence)
Research (Intelligence)*
Restoration (Willpower)
Spell Crafting (Intelligence)
*Does not denote Ritual Type.
[STEALTH] (Count = 15)
Acrobatics (Strength)
Appraisal (Intelligence)
Cartography (Intelligence)
Concealment (Agility)
Cryptography (Intelligence)
Disguise (Personality)
Escapology (Agility)
Forgery (Intelligence)
Navigation (Intelligence)
Pickpocket (Agility)
Security (Intelligence)
Sneak (Agility)
Streetwise (Personality)
Subterfuge (Personality)
Tracking (Intelligence)
Character Advancement:
System: Each Skill comes with a simple tracker located next to it, this being similarly designed to how Health Points are displayed in some respects. Essentially, each Skill will require one hundred (100) Experience Points to increase. This is displayed in parentheses next to each Skill similar to this example:
Skill Name Skill Rating Effective Attribute Experience
Long Blade 66 72 Strength (___/100)
Now, on each successful Skill Check, the character would receive one (1) point on the tracker next to that Skill, and for every failed Skill usage the player would receive two (2) points on the tracker (essentially providing to the idea that we can learn more from failures than successes). Once a
character has successfully allocated all ten (10) points on their skill tracker, then the skill would increase by one (1) Skill Rating point (this will also in effect raise the Effective Rating as well). The Experience then restarts again at zero (0) points out of the total.
For your character level, the Skills are broken into Major/Minor/Misc Skills (which will be determined by the selection of Occupational Class). Everytime you increase one of your Major/Minor Skills (the ones related to your chosen profession) then you will fill in a single tick on the Character Level tracker provided next to the Character Level. Similarly to Skills, the character will increase in Level by one (1) point once they have filled in their tracker for Level which is composed of ten (10) dots (including a "phantom" dot so as to reduce space used on the sheet and relieve redundancy as well). Upon increasing in character level, the player may choose to raise any three (3) Attributes by one (1) point each.
Each Skill, in turn, has a Governing Attribute trait that is associated to it. Anytime a Skill increases from the Major/Minor/Misc (Misc is included in this aspect, but not on Character Level), then the associated Attribute will be provided a tick to the tracker for that particular Attribute (the same kind of
tracker as used on Character Level). Again, once the Attribute has acquired the needed ten (10) dots filled in (including the “phantom” dot), then it can be increased by one (1) point.
ADVANCED MECHANICS:
Alchemy System: Ability to create magical potions via the manipulation of assorted reagent items that are collected through the utilization of alchemical apparatus.
Enchant System: Ability to create magical items via the channeling of magical energies into assorted items through the utilization of enchantment apparatus.
Combat System:
System: The mechanics behind the Combat System are rather straight forward, though on first appearance they can be rather intimidating (I assure you in practice they work much better). The first thing to understand in regards to the Combat System is how time works during a combat situation in
the game. Once it is determined that combat is going to begin, the game slips from its normal mechanics system to the Combat System. Time begins to function in Rounds, equivalent to roughly five seconds worth of time. As such, time will be moving forward at a slower rate than it normally would. Once the storyteller calls for the game to move to Rounds, the next matter to address is just how and when the different player characters and NPCs in the situation will be acting. First we will concentrate on the second portion of that statement, we need to find out just who will be acting when – this is handled by the Initiative Check (INIT).
The Initiative Check is handled by making a simple roll, and utilizing a pair of Attribute Modifiers (Agility and Endurance) that are collectively known as your Initiative Rating with any particular Conditional Modifiers (CDTL) that apply. The check for Initiative is as follows:
INIT=d100+(INIT MOD+/-CDTL MOD)
Once everyone has there Initiative score, determine who in the involved characters has the highest score working your way back to the lowest score. The person who scored the highest (be it a player or NPC) will be acting first in the situation. All other characters involved in the combat will follow suit
with their actions in the prescribed Initiative order as determined by their scores.
The Initiative Check can be handled in two different yet equally viable methods. The first of these is to only do a single Initiative Check at the beginning of the encounter. The Initiative Score would then be used for the duration of the encounter in all subsequent Rounds. This method provides less rolling during the encounter, but at the same time does not allow someone to suddenly gain the upper hand by being able to act first in later Rounds. That is where the other method comes into play, where on every Round of the encounter an Initiative Check is made and new Initiative Scores determined. This method does incur more rolling of dice, but it also allows the flow and ebb of combat to change from Round to Round as well. In the end the choice is yours.
When it comes to actually acting in a combat situation, there are actually a number of different things to consider before you act and strategy will actually be a rather paramount aspect of the process (hopefully more so than the actual dice rolling itself). The first thing to consider is the limitation of actions that your character has, primarily that you are allotted one offensive and one defensive action per combat round. You also have neutral and passive actions that you can consider, but these must take the place of either your offensive, defensive, or both actions (in the case of neutral actions) or are extremely rare and apply to a slightly different system of their own (in the case of passive actions). Lets consider some of the options a character has available to them when it comes to their turn in combat.
Offensive actions are the complicated side of combat, though in practice it works rather elegantly. You can attempt to ready a weapon (if this was not done before combat, this also qualifies as preparing an Archery or Marksman item for use after last discharge), change weapons, use a General Attack,
or use a Spell. Some of these actions are rather straight forward, such as readying or changing a weapon. On the other hand, Spells are a little more complex and are thus covered by their own individual sections in further detail. In regards to the General Attack, some weapons have a couple of options that fall under this basic category and they are conducted through a simple Skill Check process described further below.
Defensive actions are a little bit more straight forward than Offensive actions by a considerable degree. You can Block, Parry, or Dodge. Essentially, these are actually based off of skill checks alone.
Neutral actions are the most simplistic of all of ones options in a combat situation. You can attempt to use a Potion, move or take cover, or Actively Recoup. Using a Potion is extremely basic, the character is able to imbibe the elixir and will be graced its effects at the beginning of the next combat round. Actively Recouping is a process that essentially simulates doing nothing other than attempting to catch ones breath. It can allow for the regeneration of Fatigue. Moving and taking cover are fairly simple, as a character can cover a distance equal to their movement speed.
Passive actions are very rare but they do occur, and are simply things that you character will do naturally and do not count as an action on their part per se. The primary application for a passive action is the Resist, Soak, or Natural Recoup. Natural Recouping is a process that all characters undertake at the end of the combat round. This is where they actually get a little bit of Fatigue back from the brief moments of downtime that occurred in the round itself. Soaking is a simple check to see if ones armor is able to weather the brunt of a blow for them, transferring some of the damage to Armor Durability rather than it all being taken by health. Resisting will be covered in the Magic section.
The truth of the matter is this, in the end combat actually comes down to a process of opposed tests made for the characters and the NPCs involved. This process will basically look like the following when simplified, and will be repeated multiple times during combat:
Offensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CDTL MOD)) vs Defensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CTDL MOD))
What comes out of this formula is quite a bit more complex than the formula itself. Should the Offensive Score result in anything other than a Catastrophic Failure then the Defensive Score must be made (in the result of a Catastrophic Failure on the initial Offensive Score then the Offensive character has either disarmed themselves or gotten their weapon lodged into something in the environment requiring a full Round to pull free). If the Defensive Score results in a Catastrophic Failure then things move to Damage with no chance to make a Soak Check (all Damage is applied to Health Points to represent the Offensive Character striking a weak point in the armor by chance), otherwise the two scores must be compared. Should the Offensive Score come out as being higher than the Defensive Score, the Defense Action is considered to have failed, and things then move to a Soak Check. If the Offensive Score should be double the amount of the Defensive Score then a Critical Strike has been made and the Damage Score will be doubled. If the Defensive Score should come out as being higher than the Offensive Score, then the Offensive Action is considered to have been defeated and things move to a Soak Check (Bock applies Damage Scores to Shield, Parry applies Damage Scores to Weapons, and Dodge negates all of the Damage Score). If the Defensive Score is double the Offensive Score, then the character making the Offensive Action has been disarmed due to the Action taken.
A Soak Check is a simple process where the character who has been hit can attempt to have their armor take the brunt of the blow and reduce the Damage Score applied to their Health Points (in the case of the Unarmored Skill, this represents an ability to “roll with the impact”). The Defensive character makes a simple Skill Check again, this time with their applicable Armor Skill. This is a Closed-Open Test, meaning that the Defensive Player makes a Closed Test with the Difficulty Check represented by the previous Offensive Score. In practice, this process would look like the following:
Soak=Armor Skill+Attribute Modifier vs Offensive Score
Should the Score result in a success, then an amount of Damage equal to the Armor Rating of the Character can be taken to the Durability of the Item hit (Clothing Items also have a Durability and Armor Rating, and these will be impacted in the case of Unarmored use), the rest will be taken to Health Points. Should the roll result in a failure then all of the applied Damage is taken to the Health Points of the character. A Great Success or Catastrophic Failure have no special result in the case of a Soak Check.
Damage is determined by the Offensive Character's damage rating (as dictated by the Weapon being used), with applicable modifiers applied to this. This is one of the easier processes in the Combat System, as such, the process for this will look like the following:
Damage=Weapon Damage Roll+STR Modifier
Damage is applied as per the descriptions provided above, any that is not lost or applied to different Durability Ratings is then applied to the Hit Points of the character that has been struck. In addition to the Hit Point damage taken, the impact of the blow will also result in the hit character taking half of the total damage applied to their Fatigue Points as well. This loss of Fatigue is in addition to the Fatigue that is lost per the descriptions of the various Actions that have been taken over the course of the Combat Round.
At the end of the Combat Round (after the last person in the Initiative has acted) a small Recoup Phase occurs. During this period of the Combat, the storyteller summarizes the action that has occurred over the course of that particular Combat Round in the style one would imagine being used to write a book or describing a scene in a movie. This allows everyone to get a better understanding of where things have progressed to from the start of the Combat Round to the end of the Combat Round (this is very important after sitting through everyone making their respective decisions during the course of the Round as this can be slightly time consuming). Further, the characters will be allowed to regenerate a little bit of the Fatigue that they lost over the course of the Combat Round. The amount of Fatigue regained is actually equal to the Endurance Modifier of the character. After this the process is repeated again from the top until the Combat itself comes to some sort of conclusion (this seems to happen in many ways, so storytellers are encouraged to go with the flow in this area).
So, to recap the actual process we will be seeing through the course of Combat Rounds, here is the process:
Step One: Initiative Check; d100+(INIT MOD+/-CDTL MOD)
Step Two: Combat Actions; Offensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CDTL MOD)) vs Defensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CTDL MOD))
Step Three: Soak Check; d100 + (Armor Skill+Attribute Modifier) vs Offensive Score
Step Four: Damage Check; Weapon Damage Roll+STR Modifier+/-Feat Mods
Step Five: Recoup Phase; +END MOD to FP
As you can see, in the long run of things, the Combat System really comes down to a fairly painless five step process that is simply repeated over and over again as you move through combat situations through the course of the game.
Magic System:
System: Immediate spell effects costing Magicka and Fatigue as ignition source. Derived from utilization of the Willpower Based Magic Skills (Example: Alteration = Levitation).
Ritual System:
System: Stored effects with varied costs for ignition source, and requiring a process that requires the passage of time to complete. Derived from utilization of Intelligence Based Magic Skills (Example: Necromancy).
EQUIPMENT DETAILS:
Material: (Listed by Overall Quality, Uses also listed: Clothing = C, Armor = A, Weapon = W)
Cloth (Uses: C)
Silk (Uses: C)
Fur (Uses: C/A)
Leather (Uses: C/A)
Boiled Leather (Uses: A)
Wood (Uses: W)
Chitin (Uses: A/W)
Studded Leather (Uses: A)
Newtscale (Uses: A)
Ringmail (Uses: A)
Iron (Uses: A/W)
Chain (Uses: A)
Steel (Uses: A/W)
Bonemold (Uses: A/W)
Mithril (Uses: A/W)*
Trollbone (Uses: A)
Silver (Uses: A/W)*
Dragonscale (Uses: A)
Dreugh (Uses: A/W)*
Adamantium (Uses: A/W)*
Glass (Uses: A/W)*
Ebony (Uses: A/W)*
*=These weapon classes can naturally harm creatures normally immune to standard weapons.
Craft:
Imperial: +1 AR/Damage, +10 Durability
Elven: +2 AR/Damage, +20 Durability
Dwemer: +3 AR/Damage, +30 Durability
Nordic: +4 AR/Damage, +40 Durability
Orcish: +5 AR/Damage, +50 Durability
Specials:
Templar (Imperial Knights)
Indoril (Tribunal Warriors)
Daedric (Daedric Lords)
WORLD DETAILS:
Skyrim
Population: 4.5 million
Predominant Races: Nord 41%, Imperial 24% Breton 13%, Dunmer 8%, Others 15%
Capital: Winterhold
Largest Cities: Solitude, Dawnstar
Beliefs: Nine Divines Cult 90%, Daedric Cults (Hermaeus Mora) and other 10%
Climate: Low -30? C, High 20? C
Hammerfell
Population: 2.2 million
Predominant Races: Redgard 44%, Imperial 19%,Orc 13%, Breton 9%, Others 15%
Capital: Sentinel
Largest Cities: Skaven, Rihad
Beliefs: Nine Divines Cult 78%, “Beliefs Redguard” 7%, Daedric Cults and othe 15%
Climate: Low 0? C, High 45? C
High Rock
Population: 5 million
Predominant Races: Breton 37%, Orcs 29%, Imperial 16%, Nord 8% Others 10%
Capital: Daggerfall
Largest Cities: Wayrest, Orsinium
Beliefs: Nine Divines Cult 65%, Daedric Cults 18%, Tribal Beliefs of Orcs and other 17%
Climate: Low -15? C, High 25? C
Summerset Isles
Population: 2.8 million
Predominant Races: Altmer 80%, Imperial 9%, Redgard 6%, Bosmer 3%, Others 2%
Capital: Alinor
Largest Cities: Sunhold, Dusk
Beliefs: Nine Divines Cult 96%, Other 4%
Climate: Low 5? C, High 35? C
Valenwood
Population: 1 million
Predominant Races: Bosmer 48%, Imperial 21%, Khajiit 18%, Altmer 5%, Others 8%
Capital: Falinesti
Largest Cities: Haven
Beliefs: Nine Divines Cult 69%, The Cults of Trees and Nature 20% Other 9%
Climate: Low 15? C, High 35? C
Elsweyr
Population: 3.3 million
Predominant Races: Khajiit 51%, Imperial 15%, Argonian 15%, Bosmer 10%, Others 9%
Capital: Torval
Largest Cities: Dune, Senchal
Beliefs: Nine Divines Khajiit variety of Worship 45%, Nine Divines Cult Classic 40%, Daedric Cults and other 15%
Climate: Low 15? C, High 40? C
Black Marsh
Population: 1.5 million
Predominant Races: Argonian 44%, Dunmer 16%, Bosmer 14%, Imperial 13%, Others 13%
Capital: Archon
Largest Cities: Soulrest, Stormhold
Beliefs: Nine Divines Cult 40%, Belief in Trees Hist 36%, Church of the Holy Trinity 12%, Daedric Cults and other 12%
Climate: Low 10? C, High 35? C
Morrowind
Population: 5.1 million
Predominant Races: Dunmer 45%, Argonian 12%, Imperial 12%, Khajiit 10%, Nord 7%, Orc 6%, Others 8%
Capital: Mournhold
Largest Cities: Necrom, Vivec
Beliefs: Tribunal Temple 51%, Nine Divines Cult 30%, Daedric Cults (Azura, Mephala, Boethiah) 16%, Other 3%
Climate: Low -10? C, High 25? C
Cyrodiil
Population: 7 million
Predominant Races: Imperial 36%, Nord 16%, Redgard 15%, Orc 11%, Breton 7%, Bosmer 5%, Khajiit 4%, Others 6%
Capital: Imperial City
Largest Cities: Skingrad, Anvil
Beliefs: Nine Divines Cult 95%, Daedric Cults and other 5%
Climate: Low -5? C, High 35? C