# The Elder Scrolls
Welcome traveler from an antique land. Please sit and tell us of what you have seen. The unheard of monsters, who slither and bite. Tell us of the wondrous items and and artifacts you have found, their mysteries yet to be unlocked. Of the vexing vocations and surprising skills you have seen.
### D100
Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the game relies on rolls of 2 10-sided die, or a d100, to determine success or failure. Designate 1 dice to represent the 10s value, and 1 die to represent the 1s value. If you rolled equal or under the score, your action is successful. if you rolled under your value and both die shows the same result, it is a critical success. Similarly, if you roll above your value, its a miss, and if both die shows the same result, it is a critical failure.
Every character and monster in the game has capabilities defined by six ability scores and eightteen skill scores. The abilities are Strength, Agility, Endurance, Intelligence, Wisdom, and Luck. The skills consist of One-handed, two-handed, archery, heavy armor, light armor, block, sneak, lockpicking, pickpocket, speechcraft, smithing, enchanting, alchemy, illusion, conjuration, alteration, destruction, restoration.
### Advantage and Disadvantage
Sometimes, an ability check or attack roll is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d100 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you add or subtract 20 from your skill total respectively.
For example, if you have advantage and roll a 56 on a one-handed attack, with a one-handed score on 40, add 20 to the skill score, pushing it to 60, making the attack a success.If you instead have disadvantage, subtract 20 from the skill score, reducing it down to 20.
### Round Down
Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.
### Ability Scores
There are six ability scores, and each one has a purpose of its own. Derived any ability modifiers from the 10s value. For example, if you have a Strength score of 50, your ability modifier is 5. Ability scores capped out at 100, while skills cap out at 80.
##### Ability Scores
| Ability | Effects |
|:------------:|:---------------|
| Strength | Damage done with melee weapons, encumbrance and stamina |
| Agility | Damage done with range weapons, stamina and initative |
| Endurance | Total amount of health |
| Intelligence | Total amount of magicka |
| Wisdom | Magicka regeneration rate per round |
| Luck | How lucky you are in general |
### Skill Scores
There are seventeen skill scores.
##### Ability Scores
| Skills | Effects |
|:-------------:|:---------------|
| One-Handed | Accuracy with one-handed weapons, unarmed strikes or dual wielding |
| Two-Handed | Accuracy with two-handed weapons like mauls, greatswords or greataxes |
| Archery | Accuracy with ranged weapons like bows, crossbows, or thrown weapons |
| Heavy Armor | Amount of damage mitigated while wearing heavy Armor |
| Light Armor | Amount of damage mitigated while wearing light Armor |
| Block | Amount of damage mitigated while blocking |
| Sneak | Ability to move unnotice by people |
| Lockpicking | Ability to open locked doors, locked chest etc |
| Pickpocket | Ability to fish items from people's pocket |
| Speechcraft | Effectiveness in persuading, bluffing or intimidating people |
| Smithing | Crafting and improving weapons and armor |
| Alchemy | Crafting potions, exliers and poisons |
| Enchanting | Imbueing equipment with magical abilities |
| Illusion | Spells to beguile foes, to become invisible, or to remain silent |
| Alteration | Magical defenses, create light and to manipulate the physical world |
| Destruction | Harnessing the energies of fire, frost and shock |
| Restoration | Control over life forces. Able to heal, Turn Undead and magical wards |
| Conjuration | Raise the dead, summon creatures, and trap opponents souls |
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# Races
A visit to one of the great cities in the land of Tamrial shows colorful people walking through the streets. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.
players can choose to be one of the various races. Each race abilities scores are slightly modified, to represent the stronger part of the race and the abilities they are weaker in.
##### Race Ability Scores
| Ability |Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
|:-------------:|:-----:|:--------:|:------:|:------:|:------:|:--------:|:------:|:----:|:-------:|:--------:|
| Strength | 30 | 40 | 30 | 40 | 45 | 40 | 40 | 50 | 45 | 50 |
| Agility | 40 | 50 | 50 | 30 | 45 | 40 | 50 | 40 | 35 | 40 |
| Endurance | 40 | 40 | 40 | 30 | 40 | 40 | 30 | 50 | 50 | 50 |
| Intelligence | 50 | 40 | 40 | 50 | 45 | 40 | 40 | 30 | 30 | 30 |
| Wisdom | 40 | 30 | 30 | 50 | 35 | 40 | 30 | 30 | 50 | 30 |
| Luck | 40 | 40 | 50 | 40 | 30 | 40 | 50 | 40 | 30 | 40 |
##### Race Combat Skill Scores
| Skills |Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
|:---------------:|:-----:|:--------:|:------:|:------:|:------:|:--------:|:------:|:----:|:-------:|:--------:|
| Archery | 40 | 40 | 50 | 40 | 40 | 40 | 45 | 40 | 40 | 45 |
| One-Handed | 40 | 40 | 40 | 40 | 40 | 45 | 45 | 45 | 45 | 50 |
| Two-Handed | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 50 | 45 | 40 |
##### Race Defensive Skill Scores
| Skills |Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
|:---------------:|:-----:|:--------:|:------:|:------:|:------:|:--------:|:------:|:----:|:-------:|:--------:|
| Block | 40 | 40 | 40 | 40 | 40 | 45 | 40 | 50 | 45 | 45 |
| Heavy Armor | 40 | 40 | 40 | 40 | 40 | 45 | 40 | 40 | 50 | 40 |
| Light Armor | 40 | 45 | 45 | 40 | 45 | 40 | 40 | 50 | 40 | 40 |
##### Race Subterfuge Skill Scores
| Skills |Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
|:---------------:|:-----:|:--------:|:------:|:------:|:------:|:--------:|:------:|:----:|:-------:|:--------:|
| Lockpicking | 40 | 50 | 45 | 40 | 40 | 40 | 45 | 40 | 40 | 40 |
| Pickpocket | 40 | 45 | 45 | 40 | 40 | 40 | 45 | 40 | 40 | 40 |
| Sneak | 40 | 45 | 45 | 40 | 45 | 40 | 50 | 40 | 40 | 40 |
| Speechcraft | 40 | 40 | 40 | 45 | 40 | 40 | 40 | 45 | 40 | 40 |
##### Race Crafting Skill Scores
| Skills |Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
|:---------------:|:-----:|:--------:|:------:|:------:|:------:|:--------:|:------:|:----:|:-------:|:--------:|
| Alchemy | 40 | 40 | 45 | 45 | 45 | 40 | 45 | 40 | 40 | 40 |
| Enchanting | 45 | 40 | 40 | 40 | 45 | 40 | 40 | 40 | 45 | 40 |
| Smithing | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 45 | 45 | 45 |
##### Race Magicka Skill Scores
| Skills |Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
|:---------------:|:-----:|:--------:|:------:|:------:|:------:|:--------:|:------:|:----:|:-------:|:--------:|
| Alteration | 45 | 45 | 40 | 45 | 45 | 40 | 40 | 40 | 40 | 45 |
| Conjuration | 45 | 40 | 40 | 50 | 40 | 40 | 40 | 40 | 40 | 40 |
| Destruction | 45 | 40 | 40 | 40 | 50 | 45 | 40 | 40 | 40 | 45 |
| Illusion | 50 | 40 | 40 | 45 | 45 | 40 | 40 | 40 | 40 | 40 |
| Restoration | 45 | 45 | 40 | 45 | 40 | 50 | 40 | 40 | 40 | 40 |
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# Altmer (High Elf)
Credit: Jane Katsubo
*"We Altmer are proud, wise, and beautiful. The Empire is built on the arts, crafts, and sciences of the High Elves. Our pure blood protects us from disease, and makes us superior spellcrafters."*
### Physiology
As a race, the Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and even most other meri races. Their skin maintains a very pale golden hue, not quite the pale white of the northern human races such as the Nords, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes.
### Origins and identity
The Altmer are one of the oldest races on Tamriel, one of the earliest descendants of the original mer race of Aldmer, and from there, through the Ehlnofey to the divine et'Ada themselves. As a race, they are extremely proud of their Aldmeri heritage, and make a concerted effort to maintain their genetic lineage. Their name translates from the Aldmeri language as High Ones or Cultured Ones. For their part, the Altmer argue that they are the first true culture on Tamriel, and still the most civilized race, an argument that even human scholars find difficult to refute.
### Homeland
The Altmer primarily live in the province of Summerset Isle, a large island off the southwest coast of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri ancestors arrived on Summerset Isle after fleeing the catastrophic sinking of their original home continent, Aldmeris. From here, splinter groups of Aldmer spread throughout Tamriel, but the Altmer remained on the Isles, acting as the nominal head of the empire of meri nations on Tamriel. For most of the Merethic Era, the other races of elves on Tamriel acknowledged the Altmeri king as their own ruler, a practice which persisted until the founding of the Camoran Dynasty in Valenwood marked the start of the First Era and the beginning of the decline of Altmer-dominated Tamriel. Their influence is still felt across the continent, however, as their culture forms the basis for the religion, language, and even architecture of the Cyrodilic Empire.
### Traits
***Highborn:*** Once a day, using 2 action points, doubles magicka regeneration for 60 seconds
***Fortify Magicka:*** Passive increase in magicka by 50 points
***Speed:*** Base Movement speed is 5m
***Innate spells:*** Start with the spell **Fury**
### Additional info
Due to their increased magicka and magicka regeneration traits, the Altmer make excellent mages. While other characters can gain bonuses rivaling these through enchanted items, these inherent bonuses allow the player to focus on other things instead.
Credit: Korkuguvin
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# Argonian
Credit: Bethesda
*"The Argonian people have, throughout Temrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people."*
### Physiology
Argonians start out in life as eggs; when a clutch of Argonian eggs is laid, they are placed near Hist trees in areas known as hatching pools. When the eggs hatch, they form a connection to the Hist. If, for whatever reason, this connection to the Hist is not present or is severed, the unborn within the eggs die.
After being born, Argonian hatchlings drink the sap of the Hist and continue doing this through their infancy. According to them, the sap of the hist tree, when drank, gives a hatchling its soul. When that Argonian dies, his soul travels back to its Hist tree and is stored until another hatchling drinks that Hist. Thus, the Hist is giving it a soul, and so the cycle repeats. It is unknown if a hatchling would really have a soul of its own without receiving one from the Hist.
Because of the birthing rituals in Black Marsh and the hatchlings' dependency on the Hist, it is considered rare for a hatchling to be born out of the province and away from the connection of the trees. Argonians have gills on their necks and are covered in scales. This gives Argonians the unique ability to breathe underwater, which has proven to be an advantage in combat with other races, especially in the swamps of Black Marsh. Argonians are trained in guerrilla warfare to drown their enemies by dragging them to the water and holding them under.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be used as an effective weapon. When swimming they use their tails to propel themselves as they glide through the water like a fish An Argonian's tail is also used for balance giving them an extra advantage in certain situations. This is one of the many reasons Argonians are effective as thieves and assassins.
Argonians have a wide variety of cranial features such as fins, ridges, spines, spikes or horns. Female Argonians tend to pierce their cranial features.
### Shadowscales
Born under the constellation of The Shadow, certain Argonians are trained at early ages to become assassins for the Dark Brotherhood and are given the title "Shadowscale."
### The Hist
Argonians are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friend. Argonians are descended lizards who have licked the sap from the intelligent Hist trees of Black Marsh. Most of the Argonians are immigrants from Black Marsh, and all are highly skilled in the art of combat. Argonians are the only race not to suffer negative effects from drinking the Hist Sap.
### Oppression
Argonians, like Khajiit, were oppressed and enslaved by rich families and primary industries in Morrowind, the last province to abolish slavery. Though slavery is now illegal in Morrowind, some houses still practices it. The Argonians responded by invading Morrowind, following the Oblivion Crisis, which led to the near total destruction of Morrowind. Argonians are also frequently the victims of racial prejudices, as are all of the beast-races.
### Traits
***Histskin:*** Once a day, using 2 action points, gain regen 10 + Endurance Modifier
***Resist Disease:*** Gain 50% to your total Endurance score when rolling against diseases. For example, if you have 40 Endurance, against diseases, your endurance increases to 60
***Waterbreathing:*** Your Argonian Lungs can breathe underwater
***Speed:*** Base Movement speed is 6m. Gain swim speed of 6m
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### Additional Info
The Argonians' stealth and lockpicking make them brilliant assassins, thieves, scouts, and ambushers. Their lack of combat bonuses in archery and one-handed weapons can be overcome by natural progression. Argonians can be used fairly well as spellswords. They can also be useful mage-thieves due to their skills in both magic and stealth. Their Resist Disease ability allows them to become somewhat immune to biological agents without requiring any enchanted apparel.
Argonians have unique advantages due to their natural waterbreathing ability. This gives them an all-terrain versatility in an area that other races need magic, potions, or enchanted gear to fill. Argonians are able to make ample use of Skyrim's waterways as a means of quick travel, free from ambush and interference and also a quick means of escape should they find themselves in a dangerous situation that they cannot handle. River travel has its own share of hazards, however, such as waterfalls, rapids, and hostile animals such as Slaughterfish and Mudcrabs. Nonetheless, the Argonians can also be quite a "defender" in battle because of their Histskin ability that improves their natural health regeneration.
Credit: Zenimax
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# Bosmer (Wood Elves)
Credit: Unknown
*"Wood Elves, also known as Bosmer, are natives of Valenwood. This jungle nation is home to giant, migratory trees that house their cities."*
### Origins
Across the Empire, the various barbarian elven clanfolk of Valenwood forests are collectively referred to as "Wood Elves". They also call themselves "Bosmer" - which roughly translated, means "Tree Sap", denoting their wild vitality and youthful energy. The curious and adventurous nature of the Bosmer contrasts with that of their more dour cousins, the Altmer and Dunmer.
When the Aldmer abandoned their home of Aldmeris and landed in their new home of Tamriel. Most of these new inhabitants stayed in Summerset Isles, becoming the Altmers, but others ventured further to find a place for them to belonged. The elves that ventured into Valenwood had set their eyes upon the unconstrained and lush jungle and all understood that they could not change this for them to inhabit. Instead they decided to adapt to the new surroundings. This new mer became the Bosmer also known as Wood Elves, or Tree-Sap people. This transformation is credited by the Bosmer to Y'ffre the Forest God. In the doctrines, a pact was made to never to kill, injure, or eat any of the vegetation of this new residence as abiding appreciation. This became known as the Green Pact or the Treaty of Frond and Leaf.
### Culture
Rejecting the formalities of the civilized world, the Bosmer discarded lavish living for a life in the wilderness, among nature, the trees, and animals. In fact, their major cities are actually located in giant walking trees that roam the forest province of Valenwood. They decorate their bodies to resemble their forest surroundings. Because of this, many view them as barbarians. Despite their infamy, they are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. Many are well respected archers, due to their inherent mastery of the bow.
Elves of all three kinds (Bosmer, Dunmer, Altmer) live about three times longer than the other races (humans, Orsimer, Khajiit, and Argonians). A 200 year old elf is old, a 300 year old elf is very old. Anyone older than that has prolonged their life through powerful magic.
### Traits
***Command Animal:*** Once a day, using 2 action points, make a beast an ally for 60 seconds.
***Resist Disease and Poison:*** Your Bosmer blood gives you 50% resistance to poison and disease. For example, if you have 40 Endurance, against diseases or poisons, your endurance increases to 60.
***Speed:*** Base Movement speed is 7m
### Additional Info
Bosmer excel as stealthy archers, choosing Light armor due to their innate skills and abilities. Their natural resistance to both poison and disease protects them from vermins or poison traps. This is an advantage over other races which would require enchanted apparel to counter such biological agents. These resistances, along with their special Command Animal power, make Bosmer an excellent choice for a scout, thief, assassin or treasure hunter.
Command Animal them a way to avoid an otherwise suicidal combat with a powerful creature, such as mammoths or frost trolls. In addition, one may decide to weaken a beast by forcing it to fight its herder using Command Animal, and, once it's near death, make the finishing blow from afar.
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# Breton
Credit: Unknown
*"In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They are particularly skilled at summoning and healing magic."*
### Physiology
Bretons are the descendants of elves and men, and are consequently termed as 'the mongrel race of Tamriel.' Their elven blood is heavily diluted, due to their ancestors intermingling with the Nordic population in Skyrim and High Rock. Bretons are sometimes called "Manmeri" as a result of the interbreeding, literally translating to 'man-elf.' Although their Aldmeri ancestry is shadowed by their appearance, they still inherit the magical affinity of their elven blood. Their physical features resemble their Nedic ancestors, including their pale skin tone and the obvious physical resemblance to Imperials/Nords, but some still inherit the frail, sharp appearance of the elves, along with the arrogance, and some do have slight points in their ears.
### Culture
They are pure spell weavers and are advanced in all the Arcane arts. While lacking in physical skill, they make up for it in their ability to resist and cast spells that overwhelm most people. They are united in culture and language, but are divided politically. Their origins can be traced to the 1st Era of Tamriel's history, when the Aldmer intermingled extensively with the Nedic people. This mostly happened during the period in the First Era when Mer held Men as slaves, which lead to masters impregnating their female captives. Bretons are of medium height, with fair or medium hair. They are highly intelligent, willful, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to infuse their very being. Breton culture operates under the feudal system, and their society is agrarian and hierarchical.
### Traits
***Dragonskin:*** Once a day, using 2 action points, 50% of damage from hostile spells for 60 seconds is converted to magicka
***Speed:*** Base Movement speed is 5m.
***Innate spells:*** Start with the spell **Conjure Familiar**
### Additional Info
The magicka boost and skill bonuses make for a powerful mage. Illusion is supported by the magicka boost to balance out a Breton into a good sneak. The Breton strategy in battle is simple: Use destruction spells at the beginning to devastate the opponent until you run out of magicka, then take out a blade and finish them off, using restoration to heal off whatever wisdom gives back.
Dragonskin allows Breton characters to take advantage of spell absorption without investing in Alteration. Combined with Elemental Protection and potions or enchants further boosting elemental protection, it is possible to become immune to magic and elemental attacks. Heavy Armor provide the needed physical protection. This allows Bretons to become nearly impervious to all forms of damage and attacks.
Credit: Unknown
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# Dunmer
Credit: Zane Devon
*"Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid."*
### Physiology
Dunmer have red, glowing eyes with skin tones varying from somewhat greenish and the more common gray to the occasional light blue. They are known to be strong, intelligent, and quick, however, they are also said to be ill favored by fate. Both male and female Dunmer have a height similar to most of the human races. This means that they are generally taller than their Bosmer cousins and shorter than the Altmer.
### Culture
There are two major cultural groups among the Dunmer: the Great Houses, and the Ashlanders.
The Great Houses have their origins in ancient Velothi tribes, and function effectively as political parties within the Morrowind polity, as well as controlling much of the trade and local administration in the province. Representatives from each of the Great Houses form the Grand Council, which has ruled Morrowind since the late First Era. The Houses themselves also have ruling councils, which enforce House policy and conduct.
Ashlanders claim to be the direct descendants of the Aldmeri peoples who followed the prophet Veloth into Morrowind They live in camps of small, mobile huts, herding guar, and hunting wildlife for meat and hides. Ashlanders claim it is their right to raid settlements and other tribes for plunder and slaves. The Ashlanders worship their ancestors and are led by their Ashkhan, or warchiefs, and are counseled by the arcane wisdom and prophecies of their wise women. The Ashlander culture is an anachronistic survival of the ancestor worshiping tribal culture from which the Great Houses emerged.
### Religion
In Morrowind, the main religion is the worship of the Tribunal Temple but a large number of Dunmer also worship Daedric deities. They see Mephala, Azura, Boethiah as primary Daedric deities, and their lack of proper social behaviors links them to their dark worshiping of the gods.
### Traits
***Ancestor's Wrath:*** Once per day, using 1 action point, creates a 5ft fire aura around you. Anyone who starts their turn in this aura takes 2 + Int fire damage. This aura lasts for 60 seconds.
***Resist Fire:*** Your Dunmer blood gives you 50% resistance to fire damage passively.
***Speed:*** Base Movement speed is 7m.
***Innate spells:*** Start with the spell **Sparks**
### Additional Info
The Dunmer racial power, Ancestor's Wrath, causes fire damage which seems to benefit a melee fighter play-style. Their 50% resistance to fire is very useful when fighting against creatures with fire-based attacks, such as dragons, mages, and flame atronachs.
In terms of skills, the Dunmer is an advantageous race for thieves, assassins and mages, as they offer a good balance of stealth and magical talent. This race provides a middle ground between the other Mer species, as the Bosmer are adept at stealth and the Altmer are experts of magic.
Credit: Bryansclark
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# Imperial
Credit: Unknown
*"The Imperials are the educated and well-spoken natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are known for their enlightened rule of law and government, and the discipline and training of their citizen armies. Though physically less imposing than the other races, they are shrewd diplomats and traders. Their legions have enabled them to subdue all the other nations and races of Tamriel, and to have erected the monument to peace and prosperity that comprises the Glorious Empire."*
### Physiology
Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. The Imperial skin tone is not as dark as that of the Redguards, however. Imperials also have slightly sharper faces than other races of men.They typically serve as diplomats, traders, stewards, and craftsmen — which is well-suited, since Imperials are renowned for their diplomatic skills and cosmopolitan ideology.
### Origin
Imperials, also known as Cyrodilics, are humans native to the civilized, cosmopolitan province of Cyrodiil. Imperials are renowned throughout Tamriel as endowed orators, a trait bested only by their persistent and ardent approach to military expansion and development. This has profoundly fore-grounded Imperial social and political norms within modern Tamrielic cultures, contributing to the fortitude and esteem of the Empire and the Imperial Legion currently recognized throughout Tamriel. The Empire's dominion over Tamriel is a testimony to Imperial versatility. Having formed sturdy alliances with most of the humanoid races of Tamriel, and embraced the cultural conceptions of neighboring provinces into Imperial mores, the Cyrodilic Empire has managed to endure immense confrontation.
### Culture
The Imperials are considered clever and industrious, as well as educated and well-spoken. Placing faith in hard work, education, and discipline, they are known for their enlightened rule of law and government. Imperials also make for shrewd diplomats and traders. In general, Imperials prefer free trade and diplomacy over most other things, but are not afraid to use force if necessary. The Imperials accept freedom of religion alongside different cultures, and their Empires are held together by a strong Emperor, the bureacracy, the rule of law, and the Legions. Throughout the social classes where Imperial culture has flourished, education and wealth is broadly distributed, allowing many citizens to become literate. Imperial culture also enables free trade within the lands of the Empire.
Slavery is commonly shunned by Imperial ways, and is illegal within Imperial land. Due to the size of the Empire during the Third Era, Imperial culture has become a combination of various cultures of their subjects. As such, any of any race can advance in wealth and status in commerce, the bureaucracy, and the military. Near the end of the Third Era, moral and political corruption at the highest levels of Imperial society, and the cost of military occupations in hostile provinces, made people suspect the Empire was approaching a decline. Imperial taxes are handled by the Census and Excise, and are based on the head count of the taxed region. Imperial buildings are often of timbered, half-timbered, or stone construction, with peaked roofs, right angles and flat planes, and plain, undecorated exteriors.
### Traits
***Voice of the Emperor:*** Once a day, using 2 action points, calms a humanoid within 30ft for 60 seconds.
***Pride of the Heartland:*** Once a day as a half action, gain 2 luck die to use for 60 seconds.
***Speed:*** Base Movement speed is 5m.
### Additional Info
Due to their broad skill set, Imperials are ideal for creating your own unique class. Their versitility leaves them highly customizable and efficient at cross-classes, such as battlemages and crusaders. In particular, they excel when playing as a paladin type due to their high base restoration skill and bonuses in heavy armor and one-handed. Their Voice of the Emperor ability allows them to calm a humanoid target, giving them the opportunity to retreat and recover. This time can be used to prepare for when the spell eventually wears off and the hostilities resume.
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# Khajit
Credit: Nuare Studio
*"Khajiit are commonly considered one of the beast folks, one of the few survivors of the original inhabitants of Tamriel before the coming of mer and man, and Elsweyr is their home."*
### Physiology
The most notable characteristic of the Khajiit is their feline appearance. Being based upon real-life cats, they resemble them, and the range of facial feature combinations enable them to have numerous and varied faces. Some resemble New World mountain cats, such as lynx, bobcats, and cougars, while others display features tantamount to those of Old World cat species, including tigers and leopards, and more yet resemble domestic cats.
Their faces are often speckled with spots or dashed with stripes, although they are relatively faint, especially in comparison to the bold markings of real-world cats. Their range of accessories includes hair, similar to human and mer, in many compliments, along with some unique to Khajiit, such as lynx-like fur extensions of the ear tips. They also customize themselves with earrings and facial hair, most being similar to standard beards or mustaches and including tiger-like sideburns, optionally with beads tied in.
### Culture
The Khajiit, along with the Argonians, inhabited Tamriel long before the elves arrived (which could mean the two beast races are possibly native to Tamriel, unlike humans or mer, which migrated to Tamriel). Eventually, the elves and humans drove the beast races into the southern extremes of Tamriel, into the forests and marshes that humans considered uninhabitable.
There are records about the relationship between the different tribes before and after their agreement to form a unified race and the foundation of Elsweyr in 2E 309 by two powerful factions. There was constant warfare between the tribes before that date, and a rebellion against the union only ended when an alternate rule, depending on the states of the moons, between the different tribes was agreed on. Soon after, the Cyrodilic Empire began making diplomatic overtures with Elsweyr, leading up to Tiber Septim's unification of the entire continent.
Imperial influence has chiefly been felt in the southern regions of Elsweyr, where relatively large, semi-permanent cities have sprung up along trade routes. These cities are known to move around frequently, but within a small region in the jungles near the river basins. The primary source of income in Elsweyr is their export of moon sugar, which is used to make the highly addictive drug skooma. In fact, a sizable portion of the Khajiiti southern population are "sugar tooths," slang term for a skooma addict, although they seem to be more able to function under the influence than other races.
The government of the Khajiit consists primarily of the Clan Mothers of each clan of tribes. These wield power mostly due to their control of moon sugar harvests, but also maintain a hereditary position of power. The nominal head of the Khajiiti religion is a unique form of Khajiit known as the Mane. Khajiit legend claims that it is only possible for one mane to live at a time, and his birth is triggered by the birth of a newborn Khajiit when the two moons have fully aligned in the sky. The Mane is apparently bipedal, and clearly has the power of speech, but does not fall into any of the defined Khajiiti subtypes: he is simply unique. While he is, in theory, a neutral, unbiased religious leader, the Mane is the true power in Elsweyr, and was ultimately responsible for the success of the attempted unification of the province in the last Second Era.
### Public Image and History
Khajiit are typically viewed as second-class citizens due to their bestial appearance. Due to stereotypes, many are viewed as cheats, liars, thieves, and drug addicts. The distrust displayed to their race makes finding an honest living difficult. Because of this, citizens have difficulty trusting Khajiits. Racial slurs for Khajiits have emerged from this negative stereotype, being called "cat," or threatening to make them into a rug or carpet.
They were oppressed and enslaved by rich families and primary industries in Morrowind, until very recently when King Helseth outlawed slavery. Many Khajiit have a strong racial dislike for Argonians. This causes tension in the southern Cyrodilic cities of Leyawiin and Bravil, where Elsweyr and Black Marsh are both fairly close, and which have strong populations of both races.
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### Traits
***Night Eye:*** Darkvision up to 60 ft
***Claws:*** Unarmed attacks do 1d6 points of damage instead of 1 damage.
***Speed:*** Base Movement speed is 7m.
### Additional Info
Khajiits excel in stealth roles, making them extraordinary assassins, thieves, and archers. Their excellent Sneak level coupled with certain Archery and Sneak perks make them very deadly archers, especially when sneak attacking. They also have skill in melee combat, with their natural claws offering them damage while unarmed. This ability makes them ideal for brawling as they out-damage their foes.
With their Night Eye ability, it comes in handy when sneaking in dimly lit areas or snuffing out lights to attack from the shadows. This ability can be used to explore caves and other areas that lack illumination without the need for light-casting spells or torches.
Credit: Daria Eliseeva
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# Nord
Credit: Nord Art Village
*"Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold and their talent as warriors. Tradition has it that the Nords came to Tamriel from the continent of Atmora in ancient days."*
### Physiology
The Nords are a race of Men who typically are regarded as light-skinned, fair-haired which is often braided, and imposing in size and build. They are the direct descendants of the Atmorans, who in ancient days sailed to Tamriel from the frozen continent of Atmora, who were human natives of Tamriel that gradually interbred with the Atmorans over the centuries. The Nords, are on average more muscular and larger of size than the other races. They are known to have an innate resistance to the freezing cold as well as a fierce and uncompromising mindset in the face of adversity; physiological and psychological traits that are likely a consequence of countless generations having successfully endured the harsh, overcast northern climates of Atmora and Skyrim.
### History
Nords are a race that were led to Skyrim by Ysgramor. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. They issue a battle cry to make their enemies flee for a short time. Nords comprise the majority of the Stormcloaks, as well as the majority of the population of Skyrim.
### Traits
***Battle Cry:*** Once a day, using 2 action points, cause a target to flee for 30 seconds.
***Resist Frost:*** Your Nord blood gives you 50% resistance to frost.
***Speed:*** Base Movement speed is 6m.
### Additional info
Nords typically fared well as warrior, barbarian, or scout characters. They retain this advantage because of their specialization in both one-handed and two-handed weapons as well as light armor.Their Battle Cry makes most enemies flee for 30 seconds. This is extremely helpful when you are overwhelmed by enemies. The Nords' blood gives the player a 50% resistance to frost without having to equip enchanted apparel. This is of paramount importance when fighting mages or dragons that heavily rely on frost attacks.
Credit: Unknown
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# Orsimer (Orc)
Credit: Kyounghwan Kim
*"Orcs, also known as Orsimer, are natives of Orsinium, a small mountain kingdom between Hammerfell and Skyrim. It has been sacked and rebuilt many times."*
### Physiology
The Orsimer (Aldmeris for Cursed Folk), commonly known as Orcs, are considered to be barbarian people by most of the other races on Nirn and are from the mountainous regions of western Tamriel. They are centrally located in Orsinium, the City of Orcs, but are common in other locations in Tamriel. Orsimer are of Elven blood, but this heritage is either not recognized or is forgotten by many in Tamriel.
With skin tones ranging from light green to dark brown, a heavily muscular frame, and considerable stature the Orsimer stand apart amongst Mer and Men. They also are the only race to display tusks. Born without the magical affinity of their Mer cousins, and following in the footsteps of their revered Trinimac, the Orcs have developed a strong warrior culture that makes them highly valuable in combat. They often excel as adventurers and legionnaires in the Imperial Legion. This is not to say that they cannot wield magic, however.
### Culture
Most orcs hold Malacath as their chief deity, as he is believed to be involved in the creation of the race. As such, most orcs uphold the "Code of Malacath," which is a religious doctrine as well as a code of law used in the orc strongholds.
However, there is, or was, a religious conflict brewing which showed signs of becoming a major problem. The Orsimer have always worshipped the Daedra lord Malacath as their main deity. Orsinium's leader, Gortwog, however, has controversially claimed that Malacath is, in fact, a fake and has set up a priesthood dedicated to the worship of the ancient Aedric hero, Trinimac. This has caused controversy, as Trinimac was said to have been devoured by Boethiah, afterwards becoming Malacath. Gortwog's belief that Trinimac still lives and that Malacath is a mere demon is currently the official view taken by the majority of the leading priests in Orsinium. A handful of Orcs within and the vast majority of Orcs outside of Orsinium view Gortwog's beliefs as heresy.
### Traits
***Berserker Rage:*** Once a day, using 2 action points, take half damage and do double damage for 60 seconds. This does not apply to damage dealt by spells.
***Speed:*** Base Movement speed is 5m.
### Additional Info
"No one bests an Orc" is the saying when Orcs fight their enemies and this is a justified claim. Orcs excel above and beyond in warrior roles. Their natural abilities fall under the warrior banner with the exception to enchanting, but this isn't outside of the realm of the warrior and is a trait commonly used by the wives of chieftains. The variety and extent of their skill bonuses make Orcs arguably the best pure warriors in the game. Obviously focusing on use of heavy armor and on shields and dual wielding. Tie this into their racial Berserker Rage, and a tidy warrior is complete.
Credit: Jake Wissel
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# Redguard
Credit: Unknown
*"The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik’r as a test of endurance and discipline. Only the strongest survive."*
### Physiology
The Redguards' innate agility and high level of endurance allows them to excel in any activity that demands sustained effort, most notably in combat. They are largely average in height, with a well muscled and sturdy physique. Also, they are blessed with a very hardy constitution that allows them to resist poison. In appearance, the Redguards' skin tone can range from light brown to black and their hair texture ranges from thick and wavy to tightly curled and wiry.
### Culture
The Redguard culture is martial by nature. Every man, woman and child is schooled in the art of war and combat from a very young age. From Tiber Septim to the Aldmeri Dominion, none have been able to completely assimilate the Redguards, much less defeat them outright. Despite the schism in their culture that produced the Crown and Forebear factions, the Redguards of Hammerfell have proven time and again that they are more than capable of putting their differences aside for the sake of their lives and culture.
According to Trayvond the Redguard, in Hammerfell, they "Don't much like spellcasters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." They particularly hate Conjuration, relating it to Necromancy and Illusion because it tampers with the mind. However, he does mention that he and other Redguards are fond of Destruction spells which suits their culture well.
### Fourth Era
Hammerfell, the Redguard's homeland, survived a massive invasion by the Aldmeri Dominion. Though they were aided by the Imperial Legion, the following peace treaty gave a large chunk of the region to the elves. The Redguards refused to accept those terms, and succeeded in reclaiming their homeland from the Dominion, which lead to the separation of Hammerfell from the Mede Empire as an independent nation. There is now distrust between the Redguards and the Imperials.
Redguards pushed back the Elven armies twice before, and would have dominated Tamriel if not for the opposition in Cyrodiil during the Empire's formation. With the signing of the Second Treaty, the Aldmeri Dominion completely withdrew from Hammerfell. This makes Hammerfell the only country to have actually defeated the Aldmeri Dominion, and this largely without the aid of the Empire. The history of Hammerfell was filled with war until finally, because of forced cooperation between Forebears and Crowns, the civil wars ended.
### Traits
***Adrenaline Rush:*** Once a day, using 2 action points, fully recharge your stamina.
***Resist Poison:*** Your Redguard blood gives you 50% resistance to poison.
***Speed:*** Base Movement speed is 6m
### Additional Info
Redguards excel in combat. With Orcs as a possible exception, they make for the best defensive fighters due to having skills in One-Handed in addition to Block. Their poison resistance helps to withstand deadly biological agents of any kind, while the Adrenaline Rush ability allows for a continuous offensive onslaught. The fact that they also favor Alteration and Destruction alongside their traditional warrior abilities makes Redguards a great choice for a spellsword or battlemage.
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# Perks
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# Equipment
The marketplace of large cities teems with buyers and sellers of many sorts, not to mention. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds.
### Coinage
The Septim is the main currency in all of Tamriel. It is named after the dynasty that rules the Septim Empire founded by Tiber Septim. It is officially called a Septim due to the engraving of Tiber Septim on the obverse side. The legend on the front is: "The Empire is Law. The Law is Sacred." The reverse reads: "Praise be Akatosh and all the divines." It is colloquially known as Drakes, due to the seal of Akatosh on the reverse side.
The typical value of a meal is 5 septim, while staying at an cheap inn for a night is 10 septim.
Septim front
Septim back
## Armor and Shields
Adventurers have access to a variety of armor types, ranging from leather armor to chainmail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor and heavy armor. Many warriors supplement their armor with a shield.
There are adventurers that choose not to wear armor or shields, but instead, choose to augment their defenses via spells. These spells will be covered under the chapter "Spells".
Credit: Unknown
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# Light Armor
##### Light Armor
| Name | Cost | Soak | Stealth | Weight |
|:-----------------:|:-----------:|:-----|:-------:|:------:|
| Hide Armor | 75 Septim | 2 | 3 |4 kg |
| Leather Armor | 150 Septim | 3 | 3 |4 kg |
| Studded Armor | 350 Septim | 4 | 3 |4 kg |
| Elven Armor | 1000 Septim | 5 | 3 |4 kg |
| Scaled Armor | 1800 Septim | 7 | 3 |4 kg |
| Glass Armor | 12000 Septim| 8 | 4 |4 kg |
| Dragonscale Armor | 28000 Septim| 10 | 5 |4 kg |
##### Light Shields
| Name | Cost | Soak | Stealth | Weight |
|:------------------:|:-----------:|:-----|:-------:|:------:|
| Hide Shield | 75 Septim | 15 | 3 |4 kg |
| Leather Shield | 150 Septim | 17 | 3 |4 kg |
| Elven Shield | 800 Septim | 21 | 3 |4 kg |
| Glass Shield | 5000 Septim | 27 | 4 |4 kg |
| Dragonscale Shield | 28000 Septim| 29 | 5 |4 kg |
*"Lightly armored means light on your feet. Smart."*
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. Light armor are more affordable compared to heavy armor, and is mainly used by brigands, bandits, allowing them to be quick on their feet, outmanuvering their combatants.
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### Hide Armor
***Hide:*** The most basic form of light armor, both in cost and protection. Made from tanned leather and leather scraps, Hide Armor is very common and can be found throughout Tamerial, especially among hunters.
### Leather Armor
***Leather:*** Leather that has been boiled in oil and stiffened, are combined with softer and more flexible material to create leather armor.
### Studded Armor
***Studded:*** Studded armor is leather armor that is reinforced with iron studs.
### Elven Armor
***Elven:*** Through alchemical secrets closely guarded by the Altmers, they are able to combine silver ores and moonstones to create an extremely light weight yet strong armor that is typically worn by Thalmor soldiers.
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### Scaled Armor
***Scaled:*** The Imperial answer to Elven armor, a lightweight armor for their imperial scouts to travel zones quicker and faster. Although it is not as light as Elven armor, it makes up for it for slightly more protection.
### Glass Armor
***Glass:*** Made from a unique malachite ore that is more transparent instead of solid opaque, it is often mistaken for glass as a result of their likeliness.
### Dragonscale Armor
***Dragonscale:*** Forged from dragon scales and dragon bones, this armor is considered as one of the rarest armor in Tamerial. A full set of Dragonscale Armor is enough to last a family of 5 a full year living in one of the main cities. However, to the the difficulties in killing a dragon, Dragonscale Armor almost never shows up in the open market, and instead is passed down as a heirloom. To few times it does comes on the market, an auction will be held, and prices may go higher then what is mentioned in the tables above.
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## Heavy Armor
##### Heavy Armor
| Name | Cost | Soak | Stealth | Weight |
|:-------------:|:------------:|:-----|:-------:|:------:|
| Iron Armor | 500 Septim | 4 | 3 |4 kg |
| Steel Armor | 1000 Septim | 5 | 3 |4 kg |
| Nordic Armor | 2500 Septim | 7 | 3 |4 kg |
| Dwarven Armor | 6000 Septim | 8 | 3 |4 kg |
| Orcish Armor | 15000 Septim | 9 | 3 |4 kg |
| Ebony Armor | 30000 Septim | 10 | 4 |4 kg |
| Daedric Armor | 120000 Septim| 12 | 5 |4 kg |
##### Heavy Shields
| Name | Cost | Soak | Stealth | Weight |
|:---------------:|:-----------:|:-----|:-------:|:------:|
| Iron Shield | 75 Septim | 20 | 3 |4 kg |
| Steel Shield | 150 Septim | 24 | 3 |4 kg |
| Dwarven Shield | 800 Septim | 26 | 3 |4 kg |
| Orcish Shield | 5000 Septim | 30 | 4 |4 kg |
| Ebony Shield | 5000 Septim | 32 | 4 |4 kg |
| Daedric Shield | 28000 Septim| 34 | 5 |4 kg |
*"Best offense is a good defense, am I right?"*
Of all the armor categories, heavy armor offers the best protection. These suits of armor are designed to stop a wide range of attacks, at the cost of weighing more and being more expansive. Due to the weight of the armor, it becomes nearly impossible to move silently in heavy armor, making it more useful for defenders.
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### Iron Armor
***Iron:*** The most basic form of heavy armor, both in cost and protection. Rough and heavy, it provides a good amount of protection at the cost of weighing more.
### Steel Armor
***Steel:*** Typically worn by adventurers looking for more defense and with coin to spend. It is build similar to iron armor, but with a stronger reinforce material.
### Nordic Armor
***Nordic:*** Crafted by the nords, this armor consists of shaped interlocking metal plates to cover the entire body, with a lining of warm fur on the inside. Able to withstand strikes from dangerous beasts, and provide protection from the harsh winter in the north.
### Dwarven Armor
***Dwarven:*** Invented by the lost race known as the Dwemer, or Dwarfs, the knowledge of how to craft these ancient, bronze-gold armor is now lost to the world. Yet, adventurers are hired to explore Dwemer ruins and to bring back any armor they to be adjusted for sale. Surprisingly, most armors found in ruins are in perfect condition, a testament to the craftmenship of the Dwemers.
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### Orcish Armor
***Orcish:*** Similar to elves, the Orsimer guard the secret to working Orichalcum metal jealously. Those that make a living as blacksmithes, forge the orcish weapons and armor in secret, selling it only to people they trust.
### Ebony Armor
***Ebony*** A glass like volcanic substance from Morrowind, the armor is so named because of its opaque, jet black, glossy surface. Rarely found on markets, these armors are reserved only for Royalty or legends.
### Daedric Armor
***Daedric:*** An incredibly dark and sinister design, it has spikes protruding from various parts of the body as well as large horn-like spikes on the very top of the helmet to accompany the large eye-like sockets in the front, giving the wearer an incredibly malevolent and monstrous appearance. Forging it requires the hearts of dremoras, devilish beings inhabiting Oblivion, during a red harvest moon.
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# Weapons
Everybody can use any weapons. Whether you favor a longsword or a longbow, your weapons and your ability to wield it effectively can mean the difference between life and death while adventuring. Each weapon requires the use of either 1 action or 2 action points to attack with it.
### Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
***Ammunition:*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. You can use a weapon that has the ammunition property to make a melee attack. If you do, treat the weapon as a one-handed weapon.
***Loading:*** Because of the time required to load this weapon, it requires you to spend 1 action point to reload.
***Range:*** A weapon that can be used to make a ranged attack has two range. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
***Reach:*** This weapon adds 1m to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack using archery.
***Two-Handed.*** This weapon requires two hands to equip and attack with it.
### Improvised Weapons
You may not always have your weapons with you, and may have to attack with whatever is at hand. You can use any object that you can wield in one or two hands, such as a glass bottle, a chair or a backpack. Improvised weapons are treated as actual weapons, using your one-handed or two-handed skill depending the object and the DM discretion. At the DM choosing, the improvised weapon can do damage based on the weapon most similar to it. For example, a table leg is similar to a club, so players can treat it as a club and follows the club damage. However, improvised weapons do not add your ability modifier to damage rolls.
> ##### Example
> Tom the wants to grab a broken glass bottle and stab a bandit with it. Tom is training to be a fighter and has 60 strength and 60 points in one-handed.
>
>Tom rolls a 56 on attack, and he successfully stab the bandit with the glass bottle. As a glass bottle is similar to a dagger, it does 1d4 points of damage. Since the glass bottle is considered as an improvised weapon, Tom do not add his strength modifier to the damage roll.
Credit: Kyounghwan Kim
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## One-Handed
##### Daggers
| Name | Cost | Soak | Damage | Weight | Properties |
|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Dagger | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Dagger | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Dagger | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Dagger | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Dagger | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Dagger | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Dagger | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Dagger| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Dagger | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
##### Mace
| Name | Cost | Soak | Damage | Weight | Properties |
|:--------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Mace | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Mace | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Mace | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Mace | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Mace | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Mace | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Dagger | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Mace| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Mace | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
##### Swords
| Name | Cost | Soak | Damage | Weight | Properties |
|:---------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Sword | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Sword | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Sword | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Sword | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Sword | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Sword | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Sword | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Sword| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Sword | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
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##### War Axe
| Name | Cost | Soak | Damage | Weight | Properties |
|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Waraxe | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Waraxe | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Waraxe | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Waraxe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Waraxe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Waraxe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Waraxe | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Waraxe| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Waraxe | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
## Two-Handed
##### Battleaxes
| Name | Cost | Soak | Damage | Weight | Properties |
|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Battle Axe | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Battle Axe | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Battle Axe | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Battle Axe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Battle Axe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Battle Axe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Battle Axe | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Battle Axe| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Battle Axe | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
##### Greatswords
| Name | Cost | Soak | Damage | Weight | Properties |
|:--------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Greatswords | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Greatswords | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Greatswords | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Greatswords | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Greatswords | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Greatswords | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Greatswords | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Greatswords| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Greatswords | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
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##### Warhammers
| Name | Cost | Soak | Damage | Weight | Properties |
|:---------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Warhammers | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Warhammers | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Dwarven Warhammers | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Warhammers | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Warhammers | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Warhammers | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Warhammers | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Warhammers| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Warhammers | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
## Archery
##### Bows
| Name | Cost | Soak | Damage | Weight | Properties |
|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Longbow | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Hunting Bow | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Imperial Bow | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Orcish Bow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Bow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Bow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Bow | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Bow| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Bow | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
##### Crossbows
| Name | Cost | Soak | Damage | Weight | Properties |
|:--------------------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Crossbow | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Dwarven Crossbow | 6000 Septim | 8 | 3 |4 kg | 500 Septim |
| Heavy Crossbow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Heavy Dwarven Crossbow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
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##### Arrows
| Name | Cost | Soak | Damage | Weight | Properties |
|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|
| Iron Arrow | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Steel Arrow | 1000 Septim | 5 | 3 |4 kg | 500 Septim |
| Orcish Arrow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Elven Arrow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Glass Arrow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Ebony Arrow | 30000 Septim | 10 | 4 |4 kg | 500 Septim |
| Dragonbone Arrow| 15000 Septim | 9 | 3 |4 kg | 500 Septim |
| Daedric Arrow | 120000 Septim| 12 | 5 |4 kg | 500 Septim |
##### Bolts
| Name | Cost | Soak | Damage | Weight | Properties |
|:-----------:|:------------:|:-----|:-------:|:------:|:----------:|
| Steel Bolt | 500 Septim | 4 | 3 |4 kg | 500 Septim |
| Dwarven Bolt| 6000 Septim | 8 | 3 |4 kg | 500 Septim |
Idea for weapon damage
str or agility 10s value = X
Weapon damage = Xd10, xd6, xd12 etc
so if str 60, weapon dmg = 6d10 using a longsword
Weapon bonuses will come from perks
Crits = ignore soak
Heavy weapons = attack 1 action point, but 1 attack per turn (Heavy weapons recommended to power attack more often)
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# Order of Combat
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
### Surprise
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the players rolls Sneak Sneak checks. If they roll lower then their sneak value, they are successfull in hiding. If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't
### Initiative
Initiative determines the order of turns during combat. When combat starts, every participant determine their place in the initiative order based on their Agility score. The higher the score, the higher up the initiative order you will be.
If a tie occurs between players and monsters, monsters always win, unless an ability says otherwise.
### Player Turn
Each player starts with 2 action points per turn. These action points are replenished at the start of the turn, and are no cumulative. With these action points, a player can choose to do a number of actions.
#### Movement
Make your movement up to your maximum speed. Any remaining speed is lost once the movement action ends.
#### Opportunity Attacks
If a target leaves your range without shifting, you may make an opportunity attack immediately. This only triggers once per round.
#### Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. Roll a 1D100 against your weapon skill score. If the die roll is lower, you successfully attack the enemy. Roll your damage. Damage is calculated based on your weapon of choice. if using a longsword for example, you will do XD8 damage where X equals to your ability score modifier (Depending if you using strength or agility. Sometimes you may not have your weapon at your side in combat. In those situations, you can resort to using unarmed strikes, using your one-handed score.
Power attacks does additional damage based on the weapon used, and imposed the stagger condition on the target. You can power attack with any weapon, ranged included.
#### Blocking
With a shield equipped, you are able to ready a block by hiding behind a raised shield. While blocking, your movement speed is halved. Movement speed for the first action point spent is still halved, even if the blocking action is used as the second action point. Gain soak equals to your Block modifier plus your shield soak value. You can block without a shieldby using your weapon to parry the attack. If so, gain soak equals to your block modifier.
Shield-bash does damage equals to your shield soak value, and imposed the stagger condition on the target.
#### Aiming
With a bow or crossbow equipped, you can choose to take careful aim at a target, to gain a bonus in your archery skill.
#### Channeling Spells
Some spells requires 2 or more action points to cast. Once a spell is chosen to be cast, the player can use the channeling action to start saving action points. Once the action point needed to cast the spell has being reached, the spell will then be cast. When channeling, the player are not able to move or do any other action until the spell has being cast.
When channeling, your concentration cannot be broken. If the player choose to stop channeling a spell for whatever reason, all action points saved up in the bank is lost.
#### Readying an action
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger. When the trigger happens, you can choose to take the readied action, or choose to ignore it.
#### Hide
When you take the Hide action, you make a Sneak check in an attempt to hide. You must be out of line of sight from all targets, in order to Hide. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.
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## Table of Actions
Player Actions | Description |
Movement | Move a distance up to your speed using 1 action point. |
Shift | You can spend 1 action point to carefully move 1m away from the target, without triggering any opportunity attacks. More information on opportunity attacks will be given later. |
Attack | You can make an attack using 1 action point. |
Block | You can spend 1 action point and 20 stamina to hide behind a shield. |
Shield Bash | You can spend 2 action point and 35 stamina to make a shield bash. |
Power Attack | You can spend 2 action points and 40 stamina to make a power attack. This attack does damage based on the weapon, and staggers the target. |
Aiming | You can spend 1-2 action point to carefully aim at a target with a range weapon. Add 10-20 points to your archery skill for the next attack. |
Loading | Weapons with the loading properties will require you to spend an action point to reload it. |
Shield-Bash | Creature cannot hear and automatically fails any ability check relying on hearing. |
Spellcasting | Cast a spells. Some spells requires 1 action point, or 2 action. |
Channeling | Start channeling a spell and saving action points in a bank. See Channeling Spells for more information |
Readying an Action | Spend 1-2 action point to ready a specific action when a trigger happens. This action has to be an action that costs the same amount of action points, or the channeling action. |
Hiding | Spend 2 action points to hide. |
Grappling | Spend 1 action points to grapple a target or to escape a grapple |
### Attack Rolls
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a 1d100. If the roll equals or belows your skill score, the attack hits.
### Modifiers
When a character makes a damage roll, the two most common modifiers to the rolls are the ability modifiers.
### Ability Modifier
The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Agility.
### Rolling a Doubles
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the 1d100 roll for an attack is a double and lower then the skill score, the attack not only hits, but ignores the target soak value. This is called a critical hit.
### Unseen Attackers and Targets
Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can't see, you have disadvantage on the attack roll. As disadvantage stacks, it is possible to reduce your skill score by more then 20. For example, attacking an unseen target while prone will give 2 disadvantage, making the weapon skill score -40.
When a creature can't see you, any successful hits becomes a critical hit.
### Ranged Attacks
When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.
#### Ranged
You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a bow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.
#### Ranged Attacks In Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 1m of a hostile creature who can see you and who isn't incapacitated
### Two-Weapon Fighting
When you take the Attack action and holding two melee weapons, you can choose to attack twice, once for each weapon. If so, the offhand attack suffers a disadvantage, and deals half damage. You can choose not to take the offhand attack. If so, you can choose to block with the offhand weapon. Follows the block rules for blocking with a weapon.
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### Two-Weapon Fighting Power Attack
You can spend 2 action points and 55 stamina, to make a make a power attack with both weapons. Make 3 attack rolls, first one for the main hand, second one for the offhand, and the third for the main hand again. Add the relevant power attack bonuses to each attack based on the weapon, and imposed the staggered condition.
### Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. The target of your grapple must be same size or smaller than you and must be within your reach. Using at least one free hand, you try to seize the target by making an attack roll and using unarmed strike (One-handed): You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. You can release the target whenever you like (no action required).
#### Escaping a Grapple
A grappled creature can use its action to escape. To do so, it must succeed on a Strength or Agility check, to break free forcefully or wiggle its way out.
#### Moving a Grappled Creature
When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
### Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies.
Half cover gives a penalty of -20 to attack. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
A target with three-quarters cover gives a penalty of -40 to attack. A target has threequarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
## Damage and Healing
Injury and the risk of death are constant companions of those who explore Tamrial. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
### Hit Points
Hit points represent a combination of physical and mental durability, the will to live. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
A creature hit point maximum is double the value of their endurance value.
### Healing
Unless it results in death, damage isn't permanent. Rest can restore a creature's hit points, and magical methods spell or potions can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost.
### Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
#### Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.
#### Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds halve your hit point total.
#### Death Saving Throws
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now.
Roll a 1d100. If the roll is 51 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero once you finish a long rest.
***Rolling a double.*** When you make a death saving throw and roll a double below 50, it counts as two failures. If you roll a double above 51, you regain 1 hit point.
***Damage at 0 Hit Points.*** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds halve your hit point maximum, you suffer instant death.
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### Stablizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. You can spend 1 action point to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful Restoration or Alchemy check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after ld4 hours.
### Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe,
rather than deal a killing blow. When an attacker
reduces a creature to 0 hit points with a melee attack,
the attacker can knock the creature out. The attacker
can make this choice the instant the damage is dealt.
The creature falls unconscious and is stable.
### Temporary Hit Points
Some spells and special abilities confer temporary hit
points to a creature. Temporary hit points aren't actual
hit points; they are a buffer against damage, a pool of hit
points that protect you from injury.
When you have temporary hit points and take damage,
the temporary hit points are lost first, and any leftover
damage carries over to your normal hit points. For
example, if you have 5 temporary hit points and take
7 damage, you lose the temporary hit points and then
take 2 damage.
Because temporary hit points are separate from
your actual hit points, they can exceed your hit point
maximum. A character can, therefore, be at full hit
points and receive temporary hit points.
Healing can't restore temporary hit points, and they
can't be added together. If you have temporary hit points
and receive more of them, you decide whether to keep
the ones you have or to gain the new ones. For example,
if a spell grants you 12 temporary hit points when you
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points
doesn't restore you to consciousness or stabilize you.
They can still absorb damage directed at you while
you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points
has a duration, they last until they're depleted or you
finish a long rest.
## Mounted Combat
A knight charging into battle on a warhorse, a wizard
casting spells from the back of a griffon, or a cleric
soaring through the sky on a pegasus all enjoy the
benefits of speed and mobility that a mount can provide.
A willing creature that is at least one size larger than
you and that has an appropriate anatomy can serve as a
mount, using the following rules.
### Mounting and Dismounting
Once during your move, you can mount a creature that
is within 5 feet of you or dismount. Doing so costs an
amount of movement equal to half your speed. For
example, if your speed is 30 feet, you must spend 15
feet of movement to mount a horse. Therefore, you can't
mount it if you don't have 15 feet of movement left or
if your speed is 0.
If an effect moves your mount against its will while
you're on it, you must succeed on a DC 10 Dexterity
saving throw or fall off the mount, landing prone in a
space within 5 feet of it. If you're knocked prone while
mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your
reaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in a
space within 5 feet it.
### Controlling a Mount
While you're mounted, you have two options. You
can either control the mount or allow it to act
independently. Intelligent creatures, such as dragons,
act independently.
You can control a mount only if it has been trained
to accept a rider. Domesticated horses, donkeys, and
similar creatures are assumed to have such training.
The initiative of a controlled mount changes to match
yours when you mount it. It moves as you direct it, and
it has only three action options: Dash, Disengage, and
Dodge. A controlled mount can move and act even on
the turn that you mount it.
An independent mount retains its place in the
initiative order. Bearing a rider puts no restrictions on
the actions the mount can take, and it moves and acts
as it wishes. It might flee from combat, rush to attack
and devour a badly injured foe, or otherwise act against
your wishes.
In either case, if the mount provokes an opportunity
attack while you're on it, the attacker can target you
or the mount.
## Underwater Combat
When adventurers pursue sahuagin back to their
undersea homes, fight off sharks in an ancient
shipwreck, or find themselves in a flooded dungeon
room, they must fight in a challenging environment.
Underwater the following rules apply.
When making a melee weapon attack, a creature
that doesn't have a swimming speed (either natural or
granted by magic) has disadvantage on the attack roll
unless the weapon is a dagger, javelin, shortsword,
spear, or trident.
A ranged weapon attack automatically misses
a target beyond the weapon's normal range. Even
against a target within normal range, the attack roll has
disadvantage unless the weapon is a crossbow, a net, or
a weapon that is thrown like a javelin (including a spear,
trident, or dart).
Creatures and objects that are fully immersed in
water have resistance to fire damage.
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# Spellcasting
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# Spells
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# Conditions
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# Gods of Tamriel
\page
# The Land of Tamriel
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Example Character sheet
## Brolly the Nord
At level 1, this is Brolly the Nord starting stats.
##### Ability Scores
| Ability/Skills| Nord |
|:-------------:|:-----:|
| Strength | 50 |
| Agility | 40 |
| Endurance | 50 |
| Intelligence | 30 |
| Wisdom | 30 |
| Luck | 40 |
| One-Handed | 45 |
| Two-Handed | 45 |
| Archery | 40 |
| Heavy Armor | 40 |
| Light Armor | 50 |
| Block | 50 |
| Sneak | 40 |
| Lockpicking | 40 |
| Pickpocket | 40 |
| Speechcraft | 45 |
| Smithing | 45 |
| Alchemy | 40 |
| Enchanting | 40 |
| Illusion | 40 |
| Alteration | 40 |
| Destruction | 40 |
| Restoration | 40 |
| Conjuration | 40 |