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About this mod

PRoT Intends to enrich the game play of each race by giving them unique lore based abilities and powers that add new strategic options. Intended to be fun and useful through endgame, designed with a moderate to heavily modded game, but it can be played and enjoyed on any install, thus the abilities and powers and indeed powerful!

Requirements
Permissions and credits
Changelogs
Major Update 2.0 all Powers now level with the PC greatly increasing balance and usefulness from beginning to end.
Needs new save if on 1.9 or earlier.

New expansion is now live, Powerful and Unique Summons of Tamriel gives each race 6-10 unique NPCs to summon to aid them in battle, it is available in vanilla and PRoT add-on versions. Can be downloaded here or at the link above.


Powerful and Unique Races of Tamriel
is a complete race overhaul
.

PRoT intends to enrich the game play of each race by giving them unique lore based abilities and powers that add new strategic options to expand combat tactics. The abilities and powers are intended to be useful all the way to endgame and level up in power for the player and NPCs as you level. PRoT  is designed with a moderate to heavily modded Oblivion that leans toward the side of difficulty, however it can be played and  enjoyed on any install. The the abilities and powers are indeed powerful! They are lore based racial abilities and powers (lesser and greater) that not only match each races natural affinities but provide strategic options that integrate with and supplement them, far beyond what is in vanilla Oblivion.

You will have access to powers that provide creative and effective ways to prepare for combat,  enhance conventional combat ability, enhance magicka ability, enhance defensive ability, disarm opponents, assassinate, evade, control crowds, incapacitate  crowds, damage crowds,  fortify your steed,  summon legendary warriors (many more in PSoT addon) and much more... Again, all done in a way that is fun and true to Elder Scrolls lore. This will provide and require new and unique strategies on the battlefield for each race and when fighting against each race.

Enemy NPCs will also have access to these abilities and powers through leveled spell lists, depending on your setup this can effect gameplay in different ways.  Mainly it will makes each race much harder to deal with, having the same unique and powerful abilities the player has each race truly has a much  different strategy to defeat and each battle becomes a real challenge.  You will really notice what races you are fighting against and apply different stratgies due to their abilities now. If you want to win your battles efficiently you will NEED different tactics for different situations. Something that vanilla mostly lacked. If you want to stop NPCs from using them or use them more often NPC and Creature Buffer  has options to control/modify their use in its included ini file.

You can see the details for each race listed below

I highly recommend paring this mod with

Ultimate Leveling , Maskar's Oblivion Overhaul , OOO - Oscuro's Oblivion Overhaul - Updated , Av Latta Magicka and  Dynamic Oblivion Combat

 NONE of these are required

However they will help to make Oblivion much more dynamic, dangerous and expand gameplay greatly.

They will help you get the best experience with this mod, (and modded Oblivion in general) the increased difficulty, increased spawns and diversity of enemies MOO and OOO offer can be overwhelming when out numbered, some of the powers in this mod offer fun and immersive ways to deal with difficult enemies.  Av Latta Magicka will provide new and creative but balanced ways to enjoy spell casting, also offering LINK setting sliders that will help you fine tune your game. Finally Ultimate Leveling is great for any version of modded Oblivion but the "uncapping" of attributes and skills really allow this mod to reach it's full potential when you get toward max levels and skills.

Also it is always a good idea to use Wrye Bash to create a bashed patch.Then check the patch to suit your intended changes.

Powerful Races of Tamriel is inspired by the awesome mod Immersive Races created by OikeaHetki If you enjoy this mod please endorse Immersive races as it was my go to race mod that got me thinking about the possibilities concerning lore based  abilities and powers that change the depth of game play.

A quote from the Immersive races description:

"This balance mod alters the races of Oblivion to largely do away with natural immunity (and favoring resistances), while also restoring missing abilities seen in Morrowind (or those later added in Skyrim). In addition, a secondary goal is to have some racial powers and lesser powers continue to be useful into the late game.'

Immersive races inspired me by adding more depth to each race, making more choice for strategy, the vanilla race abilities and powers are somewhat bland and not always viable late game Immersive races does indeed change this. I want to further enrich these principles.

Thus Powerful Races of Tamriel intends to expand on this in a way that makes each race have  more strategic game play options. There are powers that will help you survive certain death, attack and evade, distract, intimidate, incapacitate crowds of enemies and more, with hopefully more to come in the future. Built for a difficult modded version of Oblivion, if it is perfectly balanced or not was a part of development but not my top priority, rather expressing each races qualities with fun, unique and powerful abilities/powers that are  effective. Remember there is a difficulty slider, don’t be shy to adjust it to tune a challenging and rewarding play style.

If anyone has any suggestions or requests I will consider integrations, changes or alternate versions.

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All Lesser and Greater Power stats are listed at or near the Master level, the PC will start with Novice level powers and progress as they level. From Novice Lv 1>  Apprentice Lv 14 >  journeyman Lv 26 >  Expert Lv 38 >  Master Lv 50

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Argonians


Argonians prefer the term "Saxhleel" when referring to their kind. The Saxhleel were created by the Hist.They are the foremost experts in guerrilla warfare all throughout Tamriel, They are also naturally adept spell casters and excel in the art of stealth. Argonians have tough snake-like skin, though it is not as strong as alligator skin or armor and because of their gills, they can not drown.

Saxhleel Gifts: (Constant Ability) Resist Disease, Poison 100, Water Breathing, Fortify Magicka 30, Resist Normal Weapons 10

The Saxhleel are agile and cunning, are swift swimmers and can breathe underwater thanks to their gills. They also possess natural immunity to poison and disease, all traits that serves them well in Black Marsh, their treacherous homeland. A land full of danger, where mere survival is a feat of it's own, however the Saxhleel are fit with the traits for more than survival. They thrive in the foreboding swamps of Black Marsh, a lush and threatening land teeming with poisonous plants and violent predators, sharpening the senses and abilities daily.

Saxhleel’s Cunning
: (Greater Power) Fortify Speed, Agility, Blade 50 for 60 sec.,Fortify Sneak 50 for 15 sec.


The Saxhleel's natural abilities give them an advantage in feats of speed, agility and the arts of assassination. Combine that with the skills inherited from living in Black Marsh and their general way of life, the result is a cunning that exceeds most in Tamriel, making them very efficient in combat, assassination and evasion when the opportunity arises. Making them some of the most versatile warriors in Tamriel.

Hist
Magic: (Greater Power) Absorb Health 150 on touch, Paralyze 5 sec. in 15 ft. on touch, Shield 50 for 30 sec


Hist-magic is a unique form of magic associated with Argonians born in Black Marsh and their connection to the Hist.Practitioners of this magical art are known a Histmages, Hist-magic operates on distinct principles compared to traditional spellcasting. Argonians spellcasters, such as the Hist Speakers, are known to draw power directly from the Hist. Argonians are capable of wielding Hist-magic, which doesn't operate on the same rules as conventional spell craft, practitioners can summon a cloud of spores to incapacitate a target.

Daril Jelly
: (
Greater Power) Detect Life 60 sec., Fortify Speed 25 for 120 sec., Fortify Agility 25 for 120 sec., Fortify Sneak 25 for 120 sec.

Daril, literally meaning "seeing everything in ecstasy." The Jel, is a dangerous substance derived from moon adder venom. Daril is very difficult to acquire; the venom is usually fermented in a swamp jelly gas bladder. Some Argonian users coat tiny quills in daril and insert them into the skin around their eyes for an intense sensory experience. Those who use Daril can see sounds, hear tastes, and smell sights. According to the  Naga-Kur the Saxhleel can see into the spirit realm when on the Jel as well as having their physical abilities enhanced.

Daril Quills: (Lesser Power) Damage Health 15 for 5 sec., Frenzy 100 in 15 ft. for 10 sec.

Daril venom is fatal and panic inducing to all but Argonians, and is transformed by an agent in Argonian blood. Daril unfolds in stages, each unlike the last, and it confuses the senses. It cannot be safely taken by non-Argonians. Outside of Blackmarsh it is not uncommon for the Saxhleel to use Daril as a poisoning agent. Any contact with Daril coated quills causes a hallucinogenic induced fear and illness, able to to consume any warrior, no matter their toughness or training.

Blade of the Shadowscale: (Lesser Power) Invisibility 4 sec, Fortify Strength, Blade 50 for 4 sec

While not all are assassins by trade, many are, these are know as the Shadowscales.  They are an order of  Saxhleel  assassinss originating in Black Marsh. A longstanding monastic order that  worship Sithis, the Void, and consists of those born underneath the  sign of The Shadow. Some are said to serve as personal assassins to the  Kings of Black Marsh, and the protectorate of the ancient members of the  royalty. These skills have proliferated throughout Black Marsh and many of the Saxhleel have learned at least some basic level of  Shadowscale ability.



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Bretons


Breton, from the Ehlnofex Beratu meaning "half" for they are a hybrid race of both human and Elven ancestry. Druidic spell craft  (also known as Vinebeards or Y'ffre's True Way)  which differs from the arcane is said to be the first truly Breton creation. They have a natural affinity for environmental manipulation, which druids believe should be utilized to enhance or perfect nature, reshaping it just as their god Y'ffre once did. They are known for their intelligence and have a quick and perceptive grasp of spell craft, enchantment, and alchemy. Knighthood is pivotal to the Breton identity. In their free time, Breton youths of all walks of life imitate knights through chivalric pursuits in their thoughts or by their actions. The average Breton mage is said to perform "flamboyant gesticulations"when spell casting.
 
Ehlnofex Beratu: (Constant Ability) Resist Magicka 25, Fortify Magicka 65,Fortify Light Armor 15, Fortify Alchemy, Luck 10

Even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. Despite the inherent Altmeri weakness to magical attacks, this trait did not carry over to the Ehlnofex Beratu. Making them very well rounded and versatile, beyond the other inhabitants of Tamriel, only the Dunmer can rival them in battlefield adaptability. These abilities make them dangerous in any situation and to any opponent.

Knightly Order of the Divines: (Greater Power) Resist Normal Weapons, Fortify Strength, Fortify Block 25 for 60 sec., Restore Fatigue 10 for 60 sec.

Knighthood is pivotal to the Breton identity; its earliest practitioners served under Clan Direnni, but knights are credited with kick starting High Rock's modern cultural history through tales of liberating the race from their Elven oppressors. These knights of old set the example for those that followed by going on grand quests for adventure and glory. These cultural customs create a strong base for the Breton's melee ability.

Scales of Akatosh: (Greater Power) Spell Absorption 50 for 60 sec.

Some wealthy Bretons crafted enchanted armor that was created with metalworking tools blessed by Akatosh and Zenithar. This armor was then coated with a rubedite metal enamel, and then tempered with captured dragon flame.  Legend states that a few Bretons found a way to harness these enchantments unto themselves, creating a protective layer of scales completely covering them.

Y'ffre's True Way
: (
Greater Power) Disintegrate Weapon, Armor 200, Drain Fatigue 100 in 25 ft. for 25sec.

The Nedic ancestors of the Bretons were a people that survived in ancient High Rock by tapping into and nurturing nature they followed Y'ffre's True Way. This tradition remains with some Bretons to this very day, and has been adapted from the ability to manipulate nature to the ability to manipulate inanimate objects also. Some believe they developed this particular form of magicka to deal with Altmer who wear enchanted gear which protect their weaknesses. While The Altmer Direnni didn't enslave the Nedes as the Ayleids of Cyrodiil did; instead, they ruled them as a noble caste. The elves established a system of feudal vassalage over their new subjects and took Nedic concubines. Something the Bretons fear could have dire consequences if it were ever to happen again.

Vinebeard's Thunder Charge: (Lesser Power) Shock 10 in 10 ft. for 5 sec., Paralyze 1 sec., 15 ft., Light 100 in 10 ft. for 15 sec.

Druids also known as Vinebeards are children of the land whose kind have their origins in ancient High Rock. For shortly after the Breton race emerged, Druidic spellcraft became the first truly Breton creation, and a distinct identity was fully realized. Breton Vinebeards embrace this heritage as the modern Breton has a natural affinity for environmental manipulation. Harnessing the electric charge in the air the Breton Vinebeard infuses it directly into their foes. With a shining glow they are electrifying them from within.

Readiness of the Battlemage: Fortify Magicka 75 for 25 sec., Shield 35 for 25 sec.

The natural traits and cultural identity of the Ehlnofex Beratu make for a unique ability and skill set. Their ascendancy from the Altmer give them enhanced magicka attributes, likewise their human traits give them a notable fortitude and their affinity to knighthood round out a truly battle ready skill set. Adaptable and experienced the Breton can handle nearly any situation they may find themself in.



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Dark Elves


The Dunmer, also known as Dark Elves, or the archaic Moriche. Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers.  The Goddess Azura cursed them, transforming the color of their skin gray their eyes red, because they broke an oath they had sworn to Nerevar  and Azura by stealing the divine power of the Heart of Lorkhan for  themselves. In the Empire, "Dark Elf" is the common usage, but they and their Aldmeri brethren prefer the term "Dunmer". "Dark" is variously interpreted as meaning "dark-skinned", "gloomy", and "ill-favored by fate", with the Dunmer and their national identity embracing these various connotations with enthusiasm.

Moriche’s Dedication
: (Constant Ability) Fire Resistance 50, Fortify Magicka 66, Fortify Blade, Marksman, Destruction 10

On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magicka. This versatility allows them to be efficient and generally safe in many combat situations even against numerous opponents and is a foundational reason why the Dunmer make such prolific and reliable assassins. It has long been a debate who is more well rounded in battle, the Dunmer or the Bretons.

Dark Sorcerers' Blade: (
Greater Power) Fortify Blade, Agility 50 for 30 sec.,Reflect Damage 50 for 30 sec., Restore Fatigue 10 for 30 sec.

The Dunmer are swift and deadly, without warning their blade and sorcery can eliminate foes in seconds. They are often called proud, clannish, ruthless, and cruel, and  have a reputation for quick tempers. In Morrowind, glass, ebony, and Daedric longswords are precious heirlooms passed down through generations of noble warriors in a Great House. It is considered a rite of passage for the Dunmer to be proficient with any of these heirlooms passed down, not something they take lightly.

Lorkhan’s Whispers
: (
Greater Power) Fire 66 for 15 ft 3 sec., Frenzy 50 for 25 ft. 10 sec., Restore Magicka 20 for 10 sec.

Lorkhan, the Missing God, is the Creator-Trickster-Tester deity present in every Tamrielic mythic tradition.  The general Vivec, the sorcerer Sotha Sil, and his wife Almalexia, stole the divine power of the Heart of Lorkhan for themselves,even after being cursed for this action the whispers of Lorkhan's power remain. Lorkhan's Whispers can be confidently used when out numbered to even the odds in a quick and devastating manner.

Summon Vivec
: (
Greater Power) Summon Ancestor Guardian Vivec for 120 sec., Fortify Intelligence, Willpower 25 for 60 sec., Resist Magicka 50 for 30 sec.*

Summon Vivec the Warrior Poet god of the Dunmer and a pillar of the divine Tribunal. Warrior-Poet deity of the Dunmer and Vi in the AlmSiVi, was the Guardian God-King of the holy land of Vvardenfell, and ever-vigilant protector from the dark gods of the Red Mountain, the gate to hell. He is also called the Master of Morrowind. You can summon this legendary warrior to fight at your side, Vivec is a truly powerful ancestor guardian.

* This is the only power NPC's do not have access to, NPC's have the vanilla Ancestor Guardian, I thought it was immersion breaking to have you and another Dark Elf both summon Vivec at the same time. SO they can summon that slow moving generic ghost and you can summon Vivec the Warrior Poet, legend of Morrowind

(Powerful Summons of Tamriel addon allows the player to summon Vivec, Almalexia and Sotha Sill (or Dagoth Ur*) all at once if you have the conjurers skill. There are three versions available, PSoT, PSoT Vvardenfell Imports, *PSoT Morroblivion)

Touch of the Morag Tong
: (Lesser Power) Paralyze 2 sec.

Morag Tong, in the language of the Dark Elves means "Foresters Guild." The "peaceful" status quo for Dunmer is considered quite 'savage' by westerners. Assassinations are common; with the legally established Morag Tong assassin guild providing expert service.  The Morag Tong is unique in its sanctioned status under the Morrowind government to perform legal executions, bound under contracts called 'writs', although extralegal 'gray writs' are rumored to exist. The Guild has a technique that renders their prey helpless, usually leading to a clean and uncontested execution.

Dark Elven Energy: (Lesser Power) Fortify Magicka 100 for 30 sec.

Dark Elves have a natural affinity for the arts of magicka and even able to focus their inner energy to fortify their magicka reserves.



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High Elves


The Altmer, or self-titled "Cultured People" also known as High Elves by the denizens of Tamriel, or the more obscure term Salache. . They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users. They are generally viewed as being proud or snobbish and consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions.

Strength of the Salache
: (Constant Ability) Fortify Magicka 100, Resist Disease50, Resist Paralysis 100, Fortify Mysticisim, Destruction 10

The Altmer are the most gifted in the arcane arts of all the races, and they are very resistant to diseases and immune to paralysis. Their powerful magicka is a result of their high intelligence due to their culture and long life spans. Their ability to cast incredibly powerful spells is second to none and makes them possibly the most dangerous foe in all of Tamriel.

Weakness
of the Salache: (Constant Ability) Weakness to Fire, Frost and Shock Magicka 20

However, it does not come without a downside, they are also somewhat vulnerable to magicka, fire, frost, and  shock, in particular. This makes their greatest strength also their greatest weakness. To remedy this it is not uncommon for Altmer mages to seek out clothing and armor enchanted with protections for said weaknesses, making them even more of a threat to any who would stand in their way.

Highborn
of Anu: (
Greater Power) Restore Magicka 25 for 30 sec., Chameleon 75 for 10sec.

The creation myth of the Altmer begins before the start of the Dawn Era and the beginning of time: the primordial force of Anu, stasis or order, created Anuiel, the soul of all things, so it could know itself. Anuiel in turn created Sithis for the same purpose, who was the force of change and chaos and the sum up of all limitations, and their interrelation created the Aurbis, where the Original Spirits, the Aedra and Daedra, emerged before the creation of the Mundus.  The Altmer draw from the power inside them to regenerate their magicka reserves and even render themselves near invisible.

Guidance of Anu: (Greater Power) Resist Magicka, Fortify Intelligence, Fortify Willpower 25 for 30 sec.

The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestor spirit") they continue to call to them for guidance. For doing so they are gifted with increased intelligence and willpower when in need, making the already deadly Altmeri an even greater threat to any in opposition.

Psijiic Stasis: (Greater Power) Paralyze 25 ft. for 5 sec., Drain Health 100  in 10 ft. for 2 sec.

The Psijics decided to follow the mystical Old Ways of Aldmeris and broke away to settle Artaeum. Psijic mysticism while not totally distinct from common Magicka, has the ability to cast spells of great magnitude. The Order relates to the sheer scale of the spells they cast, enough power to  move the island of Artaeum at will or render it insubstantial. Ripples of this great power can be seen in Psijic Stasis, for a single Altmer can render an entire platoon of troops incapacitated and potentially lifeless.

Path to Alaxon: (Lesser Power) Drain Health 25 for 5 sec. on target, Fortify Intelligence 30 for 30 sec.

One of the dominant philosophies of the Altmer of Summerset is the "Path to Alaxon". Alaxon is the state of perfection that every High Elf strives for. The Path to Alaxon represents the approach Altmer take to achieve that state. Practice of the Path requires intense dedication and concentrated effort. Those who are judged to have attained a degree of perfection are granted an an alaxon sphere, which, like calians, may be destroyed if they are judged to have fallen from it.

Altmeri Energy: (Lesser Power) Fortify Magicka 100 for 30 sec.

Altermeri Elves have a natural affinity for the arts of magicka and even able to focus their inner energy to fortify their magicka reserves.

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Imperials



The Imperial Legion, also known as the Red Legion, Imperial Army, Dragon-Tribe of the Emperor, and the
Ruby Ranks, is the main fighting force of the Empire of Tamriel. Also known as Cyrodils, Cyrodilics, and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as infantry,  The Imperial race emerged out of the original Nibenese tribesman, Nedes and Cyro-Nords in the Merethic Era. Imperial Religion primary focuses on the Eight Divines, or the Eight and One which includes the ascended Talos.

Imperial
Vitality: (Constant Ability) Fortify Health, Fortify Luck 50, Fortify Heavy Armor, Speed 10, Resist Normal Weapons 10


Imperial cooks approach food with a  proud manner, when eating in an Imperial city one can expect the best. As shrewd diplomats and traders, they stock their cities with many of the best ingredients Tamriel has  to offer. Cyrodiil's central location in Tamriel, paired with its wealth and power, assures that the Imperials eat well from a variety of meats, vegetables, and spices from across the continent, this promotes overall health and well being, this is displayed by above average physical attributes.

Star of the West
: (
Greater Power) Absorb Health, Magicka, Fatigue 50 for 4 sec. On touch

Star of the west is a near mythical power that only the elite soldiers of the Imperial army are able to harness. It is only taught to those that have the potential to learn it,  and only the best of those that have such potential. Typically many of those are of Akaviri descent. While many Imperials can claim some Akaviri descent, Akaviri surnames are rare as is purity of their blood. Once a year the Elder Council selects a single cadet in the top 1% of excellency who shows the most promise. It is believed but unconfirmed that only a true Akaviri can harness the power of the Star of the West.

Voice of the Emperor
: (
Greater Power) Command Humanoid 100 (up to level 50) in 25 ft. for 30sec.

The authority of the Emperor has been known and respected by many throughout the eras. Although some Imperials may be the most arrogant in Tamriel, culturally they are very conciliatory and congenial, making them skilled diplomats and traders.Imperials use their authority and skills regularly to take leadership positions, some with an honest heart and others for nefarious purpose.

Cloak of Talos: (Greater Power) Resist Fire, Frost, Shock 50 for 30 sec.

Imperials possess the "frontier spirit" of their ancestors, leading them to inherit their simplicity, heartiness, and loyalty to their own. True to their name as Cyrodiil's iron hand, they are the strength of the Emperor, and make up the majority of the Ruby Ranks. Those that are true to the Empire are granted blessings from Talos. one such blessing is the Cloak of Talos, shield against elemental magicka.

Imperial Charm: (Lesser Power) Charm 50 10 sec., Fortify Personality, Mercantile 30 for 10 sec.

Imperials are typically charming and well mannered, even Imperial Vampires claim some
semblance of civility. Their belief in and honoring of a "social contract" by the common citizen is a core component of their ability to hold the Empire together. Growing up in this culture lends it self to being kind, couple that with the education of the average Imperial and Imperial Charm can cultivate. A handy trait when dealing with merchants or trying to get information from a stranger.

Imperial Steed: (Lesser Power) Fortify Speed 25, Water Walking for 120 sec. on touch

Imperials are know to keep the finest steeds in all Cyrodiil, this is in part because they have the best equine grooming skills but also because the Imperial understands the importance of proper equine care.

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Khajiit


Ta'agra, meaning desert-dweller are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. They are rarely known to be mages. Khajiit martial efficiency is a priority in Khajiiti culture, and armor and weapons are built for their naturally lithe frames and dexterity. To the Khajiiti people, exposed claws are necessary for dexterous hand movements and to ensure that they can never truly be disarmed.

Gifts of Akha
: (Constant Ability) Fortify Speed, Fortify Agility, Fortify Acrobatics, Fortify Athletics, Resist Normal Weapons 15


Featured prominently in a Khajiit's spiritual journey is "the Path", a road they take during their journey through life, Many Paths were created by Akha after he left behind trails as he explored the heavens, how each Khajiit reaches their fate or place in the universe varies per Khajiit. With these extreme physical gifts and complementary powers the Khajiit should always be able to pounce first and obtain victory.

Eye of the Ta’agra: (Greater Power) Detect Life, Night Eye 100 ft. for 120sec., Fortify Sneak 75 for120 sec., Restore Fatigue 10 for 120 sec.

The Khajiit only need about one-sixth of the amount of light that humanoids do to see in low light situations, their eyes is their curved cornea, vertical pupil, and large lens. Their vertical pupils can expand up to 135-300 times in low light, as compared to only 15 times in humanoid races. They are also more agile than a werewolf and are known to be good jumpers, agile, sneaky, all complimented by having a bold spirit. All of this combines to form a predator that is near impossible to escape from or sneak up on.

Eye of the Ne Quin-al: (Greater Power) Demoralize 200 for 30 sec. on target, Fortify Strength, Speed, Agility 50 for 60 sec.

Eye of the Ne Quin-al is an ancient technique of the Ne Quin-al who were a clan of warriors expertly trained in martial  arts disciplines and the most effective battle tactics, it is rumored that some Khajiit retain this knowledge. It is said that a Khajiit's glare can strike fear into the heart of most on the battlefield. A key part of martial arts is courage, and a key to victory is diminishing the opponents courage, something the Khajiit know well and have ingrained in their culture. The Khajiit of Pellitine design their armor to intimidate, such as their helmets being shaped to look like snarling cat-demons.

Claw Dance
of Two Moons: (
Greater Power) Shield 40 for 60 sec.., Fortify Strength, Speed 40 for 60 sec

The art of Claw-Dances refers to the Khajiiti martial arts, which play a major part in the race's history and philosophy. They are considered
synonymous with the unarmored form of defense. There are many different  disciplines that can generally be taught in the Temple of Two-Moons. Only an expert of this form is able to  execute it's true ability, and those who have relentlessly trained are said to be able to withstand great punishment without a sign of wavering but rather fighting harder.

Ta'agra Strike: (Lesser Power) Fortify Blade 25 for 30 sec. of self, Weakness to normal Weapons 20 for 30 sec. on touch

The claw-dances draw upon the nervous energy that emanates from the monks, which finds expression in raw physicality. The predatory instinct of the Khajiit and the natural range of motion of their claws give rise to this distinct form of martial art that incorporates claw-strikes and wide leaps. Khajiiti weapons are designed to be lightweight, and boots and gloves are designed to have claws uncovered. To the Khajiiti people, exposed claws are necessary for dexterous hand movements and to ensure that they can never truly be disarmed. Some Khajiit have developed a technique that allows them to strike with the blade and their claws in a single motion.

Strike of the Nightblade: (Lesser Power) Invisibility 4 sec, Fortify Strength, Blade 50 for 4 sec

Nightblades are  Khajiit assassins, they are opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades, and speed, Nightblades thrive on conflict and misfortune, trusting to their luck and cunning to survive. They wield magic and use it to enhance their mobility, concealment, and stealthy close combat. They move swiftly and with haste by darkness and use spells to benefit their circumstances.



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Nords



The Children of the Sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people. When you total all the traits and abilities of the Nord the result is an efficient, dangerous and consistent warrior.


Nordic
Woad: (Constant Ability) Shield 15, Resist Frost 50, Resist Shock, Resist Disease, Resist Paralysis 25, Fortify Health 100, Fortify Fatigue 50


The Nords trace their lineage to Atmora the northernmost known place on Nirn, Legends say that Atmora was once very green and prosperous, until "the freezing" turned it into an inhospitable wasteland plagued by civil war. Nords adapted to the harsh climate and even more unforgivable warfare giving them a natural resilience against the elements  of the north and conventional weapons. Their warrior spirit and war training has additionally given them increased vitality and stamina.

Dragonborn’s Call of the Aedra:
(
Greater Power) Resist Normal Weapons, Resist Magicka 50 for 60 sec., Restore Fatigue 10 for 60 sec.

Nordic religion is focused on the Aedra,  the spiritual relationship between the Nords and breath is crucial to understanding Nordic beliefs and motivations, those that hear the call of the Aedra are granted protections from them. Mara is present in her role as a mother goddess, she is thought to be the actual mother of the Nords, she keeps her eye on even the lowest of the Nords in the most treacherous of times..


Saarthalic Rage
: (
Greater Power) Reflect Damage 25 for 30 sec., Fortify Strength, Speed 50 for 60 sec., Restore Fatigue 15 for 60 sec.

Elves and men lived in relative peace and prosperity for a great deal of time, but racial tensions grew along with the human population, and eventually violence erupted. It's unclear how it started, but the Elves razed the Nordic capital city of Saarthal, killing the defenders and everyone unable to flee, in a slaughter now known as the Night of Tears. The remembrance of this is enough to cause Nords to go into a furious rage. Being locked in battle with an enraged Nord is like trying to fight a hail storm, even if one manages to strike a successful blow it seems they are left with more wounds then they themselves scored.

Thunder Clap of Kyne: (Greater Power) Shock Damage 100 in 10 ft., Frost Damage to 50, Paralyze to 3 sec 15ft. all on Touch

Kyne, or Kaan in the dragon language, is the Nordic goddess of the Storm, and is considered the chief deity of the Nordic pantheon. Nords believe she first taught them how to wield the thu'um, or Storm Voice, while Nords  of the Third Era are not commonly  learned in thu'um, they still have  been taught powers of the storm. With a great clap of thunder some Nords are able to kill and paralyze entire bands of enemies, those who  witness this and survive are said to flee in fear.

Companion's Weapon Mastery: (Lesser Power) Fortify Blade, Blunt 25 for 30 sec. on self, Shield 20 for 30 sec.

According to legend, after the slaughter now known as the Night of Tears the only humans to survive were Ysgramor and his two sons, who fled back to Atmora, where they gathered the famous Five Hundred Companions and sailed back to expediently slaughter any Elves they came across, founding new cities as they went and clearing the way for new settlers. Their legacy is purportedly carried on by the Companions, a group of nonpartisan mercenaries who are renowned as impartial arbiters on matters of honor. They remain to this day and offer Nords great training and employment opportunities.

Ysgramor's Preperation
: (Lesser Power) Restore Health 4 for 30 sec on self

Through many years of battle the Nord has a wealth of experience to draw upon and thus understands basic combat preparations. They also have a natural advantage in intelligence and willpower and a affinity for restoration magicka. This has given the Nord a unique and useful trait, they are able to regenerate  a small but steady amount health during in battle, while it is not a large amount of health it surely supplements the combat ability of the Nordic warrior.

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Orcs


Also called Orsimer or "Pariah Folk" by followers of Trinimac and in ancient times, and Ornim in their native tongue, are the elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, Skyrim and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be both Beastfolk and Goblin-ken. According to most accounts, the Orcish race was created when their patron god Trinimac was transformed by Boethiah. He
became Malacath and his faithful became the cursed folk, or 'Orsimer', and were henceforth known as Orcs.

Orsimer's Fortitude:
(Constant Ability) Resist Magicka15, Resist Normal Weapons 15, Resist Paralyze25, Fortify Blunt 15, Fortify Strength, Speed 10

Warfare and conflict is a common theme among the Orcs and is deeply ingrained into their culture. According to some, an Orc is more likely to strike first than start up a conversation, and that strike is always meant to maim or kill. The high frequency of physical altercation has continued to make the combat abilities of the Orsimer a savage and dangerous threat.

Orsimer
Berserker: (
Greater Power) Fortify Strength, Blunt 50 for 60 sec., Fortify  Speed 60 for 60 sec., Restore Fatigue 30 for 60 sec.

Orc warriors in heavy armor are among the finest front-line troops in all Tamriel, and are incredibly fearsome when they go into full berserker rage. Very few have experienced the rage of Orsimer warrior first hand and lived to tell about it. Some have witnessed it from afar and report a psychotic whirlwind of blood and gore at the hands of the least of Orsimers.

Orsimer's Courage:
(
Greater Power) Shield, Resist Normal Weapons, Resist Magicka 50 for 30 sec., Restore Fatigue 20 for 30 sec.

Orcs demonstrate unshakeable courage in battle and uncompromising endurance in hardships that would overwhelm anyone of another race. They are able to withstand great amounts of damage. Fierce and strong, the Orcs ability to wage war cannot be underestimated and their physical size and prowess make them gravitate toward blunt two-handed weapons. A giant war hammer in the hands of an Orsimer plus their ability to endure great punishment is a nearly unstoppable combination.

Blood Rage
: (Greater Power) Fortify Strength, Speed, Blunt 50 for 60 sec., Damage Health 1 for 40 sec. All on self

As if the Orc was not volatile enough they have been known to cut themselves in preparation for battle, when an Orc sees their own blood they instantly go into a focused rage, bolstering their natural abilities while in exchange losing some health.

Malacath's Madness: (Lesser Power) Fortify Blunt , Strength, Speed 25 for 20 sec.

The mind of the Orc is in continual madness and rage as a result of the curse upon them, yet they still call out to Malacath for strength.

"God of curses, hear my prayer! Lord of the betrayed, give me strength!  Keeper of the grudge, harden my heart!  Holder of the broken promises,  ignite my anguish! Master of the sworn oath, grant me the ferocity to  overcome my enemies! Malacath, hear my prayer!"
Prayer to the Furious One, Malacath

Orismer’s Flame
: (Lesser Power) Fire Damage 50 in 8 ft. on touch

While Orc's are not known for excelling in the arts of magicka they have been know to engulf the area they stand within in flames. Orcs that pass onto the afterlife are "thrust into Malacath's coals", honed, tempered and made whole in the "cleansing fires of Malacath". When in need they are able to call upon these "cleansing fires of Malacath" to aid them in battle.

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Redguards



Redguards (formerly"Yokudans") hail from the western continent of Yokuda, 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 detailed knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military, which consists mainly of various knightly orders; Redguards don't traditionally have a standing army, and they are expected to prove themselves worthy by facing death. These warriors from Hammerfell seem born to battle and have cultural affinities for many armor styles and weapons, particularly swords. Even their entertainment, like snake charming, bears some risk to it. Unlike most other human races, they are not believed to have any connection with the ancestral Nordic homeland of Atmora, but and show a remarkable capacity for surviving in hot, dry climates.

Yokudan’s
Talent: (Constant Ability) Fortify Blade 10, Fortify Speed, Athletics, Acrobatics 15, Fortify Health, Resist Poison 50


Yokudan Redguards are the most naturally talented warriors in Tamriel.  They possess above average human strength and agility, are also physically blessed with hardy constitutions, resistance to poison, and  quickness of foot. All this adds up to make a formidable foe, for any incursion even with a single Redguard Yokudan can be deadly, if you find yourself outnumbered, it could be a swift defeat.

Yokudan’s Focus
: (
Greater Power) Fortify Strength, Blade, Block 50 for 30 sec., Reflect Damage 30 for 15 sec.

Redguard magicka was  known to be able to harness the powers of the air and sand associated with deserts. Certain schools that teach the Way of the Sword forbid students to use magic and enchanted weapons. However some retain the knowledge of the Alik'r wizards and are able to focus their magicka into reflection wards and other useful powers.

Redguard Rush: (Greater Power) Fortify Strength, Speed, Athletics, 40 for 60 sec., 15  Fatigue for 60 sec.

Yokudan’s history of war  in the Ra Gada Invasion, the Goblin Invasion, life in a harsh climate and their warrior culture all combine to give them a sense of urgency in battle. Add the natural physical abilities they possess and when there is need, the Redguard Yokudan knows how to raise their ability with a sustained adrenaline rush. It is so well known by any possible adversary that it is commonly called "the Redguard Rush."

Tu’whacca’s Defiance
: (
Greater Power) Absorb Health 100 for 2 sec. on touch, Bound Sword 50 for 60 sec., Fortify Blade 50 for 60 sec., Shield 50 for 15 sec.

When a Redguard dies, priests typically perform a consecration ritual in the name of Tu'whacca at their funeral.In ancient times, while Tu'whacca is still reveared, none are in a hurry to ""walk through the Hall of Heroes and find your way to the eternal sands of the Far Shores."  Therefore some have sought the ancient practices of the Yokudan war wizards. As they were a powerful part of their armies, albeit rare. Sword-singers were said to have forged swords woven with magicka and indeed the Shehai itself is believed to be this form of magicka. Shehai or Spirit Sword is an ability used by the Ansei to manifest a sword from their very soul. By sheer force of will, an Ansei warrior could create this ethereal sword of pure thought and it would take shape in their hand.

Yokudan's Wind: (Lesser Power) Restore Fatigue 15 for 30 sec, Restore Health 6 for 30 sec.

Yokudan Redguards are able to perform great acts of physical endurance, granting them not only the ability to be deadly in a short and furious fight but just as efficient in a sustained incursion. If the are not able to defeat their enemies with their extreme quickness and agility they can still be victorious. Concerning conventional combat this gives them an upper hand against any foe.

Assassin's Blade: (Lesser Power) Invisibility 4 sec, Fortify Strength, Blade 50 for 4 sec

While Yokudan Redguards don't have an affinity for stealth their natural abilities in speed, acrobatics and athletics paired with skills with the blade have made them fitting assassins. Many have since sought the skills of an assassin to support their nomadic caravans, armies and fulfill a useful role for their people.

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Wood Elves


The Bosmer formerly the Boiche, are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but they typically call themselves Bosmer.The Tree-Sap people.Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves.However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading.

Gifts of Auri-El
: (Constant Ability) Resist Disease 75, Fortify Marksman, Agility 10, Fortify Magicka 50
, Fortify Speed 5

 Most Bosmer claim direct descent from Auri-El, granting them keen senses and agility as well as being intelligent and adept at magicka like their Elven kin. Combine that with great marksmanship, high disease resistance and  powers that compliment those abilities and you will soon see why a true Valenwood Bosmeri Jaqspur can be near untouchable.

Master Jaqspurs
: (Greater Power) Fortify Marksman, Speed, Agility, Acrobatics 50 for 60 sec.


Jaqspurs are renowned Bosmeri archers, who have achieved legendary status for their remarkable skills,  they are even rumored to have invented the bow. it is their style of draw, "snatching and releasing in one continuous motion", which has made the Bosmer famous as archers. Also demonstrating extraordinary skills such as the ability to split arrows in mid-flight. Hailing from Valenwood, these archers are known for their exceptional long-distance shooting abilities.

Call of Valenwood
: Greater (Power) Summon Bear 120 sec., Chameleon 75 for 10sec., Fortify Marksman 25 for 30 sec.
, Shield 25 for 30

Bosmeri have many natural and unique abilities; beyond those expert marksmanship. Notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas, giving them an advantage beyond anything most opponents would possess. There are stories of Bosmeri woodsmen sending bears to attack while the volley deadly arrow while remaining undetectable.

Green Pact of
Y'ffre: (Greater Power) Chameleon 75 for 30 sec., Fortify Marksman 50 for 60 sec., Fortify Blade 30 for 60 sec., Restore Fatigue 10 for 60 sec.

The Bosmer regularly leave a variety of offerings at Y'ffre's temples, from beverages to gems to living animals.are bound by the terms of the Green Pact of Y'ffre to not harm the Valenwood. The Bosmer do not eat anything made from plant life; fruits are only allowed if they have already fallen from the tree, and the seeds must be replanted, lest they face the wrath of the forest. The elves of Valenwood have always stood ready to defend themselves against aggression, and have done so on many occasions. They often rely on their forest-coupling skills to make use of guerrilla tactics.

Bosmeri Evasion.: (Lesser Power) Calm 100 for 30 sec., Fortify Sneak 25 for 30 sec., Invisibility 30 sec.

The Bosmer have long been known for the masterful evasion skills, skills they have developed from a life in Valenwood as well as the natural physical and magicka traits. These abilities support each other to give the Bosmer an unmatched ability to evade.

Bosmeri Energy: (Lesser Power) Fortify Magicka 100 for 30 sec.

Woodf Elves have a natural affinity for the arts of magicka and even able to focus their inner energy to fortify their magicka reserves.

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