The elder legend

Playable Races

Nords hail from the province od Skyrim. They are a tall and fair-skinned people who are strong, willful, and hardy. It is rumored that the growing in their arctic environment has inured them to it's effects, for they seem to shrug off all but the coldest of attacks. Nords take half damage from Cold based attacks, and on a successful saving throw take no damage.

Khajiit hail from the province os Elsweyr. They are a fair skinned people who are extremely hardy, intelligent, and agile. Legend has it that they descended from an intelligent feline race, for they still retain a strange cast to their features. Many Khajiit have taking to painting their faces to more resemble their distant cousins, the predatory cats that hunt the great desert. Khajiit are expert climbers, able to scale chasm wall sides with speed unmatched by any other race.

Redguards hail from the province of Hammerfell. They are a stocky, powerful race that are known to be extremely hardy and quick. Legend has it that the Redgaurd are innately more proficient at weapons than any other race. Redgaurds receive their (level /3) as a bonus to hit and damage with any melee weapon. They are excellent in all arts concerning the blade and shield.

Bretons hail from the province of High Rock. They are tall, dark-haired people. Bretons are a highly intelligent and willful people, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. As a result Bretons take half damage from any Magic based attacks, and no damage on a successful save. They are excellent in all the arcane arts, more so than any other human race.

Argonians hail from the province of Black Marsh. They are highly evolved race of reptilians, at home in any marsh-like environment from which they hail. They are known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily while swimming, and seldom drown. They can also swim faster than any other race. They are adept at any art involving the arcane, or involving thievery and sleight of hand.

Bosmer hail from the province of Valenwood. They are people of the forests, matching their features to all that is found growing in the green woods of their homeland. They are known to be extremely agile and quick. Bosmer receive their (level /3) as a bonus to hit and damage with any bow weapon. They are well suited towards any class, although their nimbleness serves them best in any art involving thievery.

The Altmer or Hight Elves hail from the island province of Summerset. They are tall, golden-skinned people with almond shaped eyes. High Elves are extremely intelligent, agile, and willful. High Elves seem drawn to magic as a moth is to a flame. They have a natural affinity to its use, and often make quite formidable wizards. High Elves are naturally immune to paralysis. They are adept at any art involving the arcane.

The Dunmer or Dark Elves hail from the province of Morrowind. They are tall, Dark-skinned people with red, glowing eyes. They are known to be extremely strong ang intelligent, and very quick. Dark Elves seem innately attuned to weaving magic with weapons. Dark Elves receive their (level /4) as a bonus to hit and damage with any melee or ranged weapon. They are adept in any art involving the blade and shield combined with arcane arts.

Orcs are superior version of goblins. Indeed, Scholars have often speculated that these two creatures are somehow related. Nevertheless, they are stronger than their cousins, and are very dangerous, often equipping themselves with weapons found on their opponents. They are not overly intelligent, but are cunning enough to stalk their prey and set up ambushes. Orcs also receive a bonus to their starting health and stamina.

The Lizard Man once thought to be distant cousins of the Argonians, it was soon evident that these Lizard Men had little to nothing related to them whatsoever. They are a race of carnivorous reptiles, whose use of language stretches only far enough to communicate the location of their prey to the rest of their hunting party, which then move to attack and feed. But some would say the Lizard Man are still not done evolving. Due to their unstable gene's Lizard Man starts with a bonus to a random Attribute. 

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Classes

The classes listed below are just the standard classes if you wish to make your own that's fine just make sure you talk to me about it 1st and we can go from there, Thank you.

Warriors
Warriors are the basic stock of the world of Tamriel. They are a versatile character, able to employ their skill at arms in almost any situation. They may use any weapon, armor, or shield. With the exception of Knights and Rangers, Warriors are the only other class able to wear plate armor. This fact is important, for only plate armor is strong enough to be enchanted. Therefore, only Warriors, Knights and Rangers may wear enchanted armor. Warriors are the second fastest to rise in experience, Thieves being the fastest. At high levels this, along with the use of magical equipment, puts them in equal standing with Mages and their ilk.
Weapon: Any
Armor: Any
Shield: Any
Starting Health: 25 + d20

Knights
Knights are the fighters of the noble class. They are well schooled in the ways of chivalry and conduct themselves with honor and dignity. Knights may use any weapon, wear any armor except for leather, and use any shields. In addition, because of a Knight’s innate strength of character, he/she is immune to paralysis, whether they by carried by spells or poison. They also have the ability to repair damaged weapons or armor. This ability is done automatically to any weapons or armor in their inventory. Knights and the other Warrior subclasses do not rise in experience as quickly as a Warrior.
Weapons: Any
Armor: Not Leather
Shields: Any
Starting Health: 25 + d18

Rangers
Rangers are woodsmen and hunters, adept at tracking, survival, and pathfinding. Rangers may wear any armor up to and including plate armor, and use any weapon. Rangers because of their skills at tracking and survival automatically decrease their traveling time between cities. In addition, Rangers do extra damage equivalent to their level to their opponents.
Weapons: Any
Armor: Any
Shields: Any except Tower
Starting Health: 25 + d18

Archers
Archers are the marksmen of the Empire, adept at using any missile weapon during melee. They may wear any armor up to and including chain, and use any weapon. They may not use shields. Archers have a chance of causing a critical strike upon a target per experience level when using any missile weapon (longbow or shortbow). A critical strike equals 3x the normal damage caused for the weapon used.
Weapons: Any
Armor: Any Leather or Chain only
Shields: None
Starting Health: 25 + d16

Monks
Monks use the discipline of their mind to hone their bodies into lethal killing machines. Monks may not wear armor or use shields, but may use any weapon they prefer. Monks have a chance per level of experience to deliver a critical strike (3x damage) when engaged with an opponent. They do not have this ability with missile weapons. Further, Monks deduct from their opponents base chance to hit for each level of experience they have attained. Because of their mental discipline, Monks can actually reduce the amount of damage they would normally take. If they successfully save versus a spell, it will result in no damage, as opposed to the normal result of taking half damage.
Weapons: Any
Armor: None
Shields: None
Starting Health: 25 + d14

Barbarians
Barbarians are warriors who have learned to fight in order to survive the harsh life of their homeland. Barbarians may wear armor up to and including Chain, and may use any weapon or shield. Barbarians begin with the most hit points of any character class. Because of their hardy upbringing, Barbarians have a natural immunity to poison. Barbarians, because of their incredible physique, heal additional health points based upon their endurance.
Weapons: Any
Armor: Up to Chain
Shield: Any
Starting Health: 25 + d30

Mages
Mages are born and bred for manipulating magic. They may not wear armor or use shields. They may however use a limited assortment of weapons. They depend upon spells for offensive and defensive power. Mages have 2x their INT in spell points.
Weapons: Dagger, Staff
Armor: None
Shield: Buckler only
Starting Health: 25 + d6

Sorcerers
Sorcerers are a strange breed of magic users. They are those born with the potential of casting spells, but with no power to generate spell points internally. This does not make them any less powerful; in fact Sorcerers have the potential to be the most powerful of all the Mage classes. This is because of the unique way in which they manipulate magic. Sorcerers are in essence, magical ‘batteries’. They absorb spell points from spells that are targeted at them. Sorcerers may absorb up to 3x their INT in spell points. If a spell is absorbed, the Sorcerer takes no damage, but instead adds the spell’s total power points, divided by the Sorcerer’s level, to his/her own spell points. These points are permanent until used. If a Sorcerer fails to absorb a directed spell, they take the normal effects, whatever they may be. Sorcerers do not regenerate spell points and they do not absorb points from their own spells. If a Sorcerer has absorbed spell points to his/her maximum, he/she will be unable to absorb more spells, and will take damage from spells just as any other character. Regardless of these restrictions they have the ability to cast more powerful spells because when they are fully ‘charged’, they have more spell points than any other Mage class. They can therefore cast more powerful spells at lower levels, provided that the spell is in their spellbook. Sorcerers have a wide selection of weapons and armor, but cannot use shields. Without a charge of spell points, they would quickly succumb to attacks if they did not practice defending themselves.
Weapons: Any
Armor: Any up to Chain
Shield: None
Starting Health: 25 + d6

Healers
Healers are mages dedicated to treating injuries and helping those in need. Their powers tend to be powerful in a defensive nature, and weak in an offensive nature. Healers have an increased base healing rate. Certain defensive spell effects in the Spellmaker are cheaper for a healer to purchase. Healers have 1.75x their INT in spell points.
Weapons: Dagger, Staff, Mace, Flail
Armor: Any Leather or Chain only
Shield: Any up to Round
Starting Health: 25 + d8

Battlemages
Battlemages are mages trained and bred to manipulate the essence of magic in battle. They are highly skilled at delivering offensive spells at their targets. They have 1.75x their INT in spell points. Certain offensive spell effects in the Spellmaker are cheaper for a Battle Mage to purchase. In combat, a trained Battle Mage has few equals.
Weapons: Any
Armor: Leather only
Shield: Any up to Round
Starting Health: 25 + d10

Spellswords
Spellswords are those few mages who have found that they have a unique ability cast spells while in armor or using weapons. They are warrior- mages, dedicating their lives to learning not only the arts of war, but the ethereal ways of power. They may use any weapon, almost any armor, and any shield except for the tower shield. Spellswords, because of their dedication to learning both arts, receive only 1.5x their INT in spell points. This is more than made up for by their versatility in combat and their increased starting hit points.
Weapons: Any
Armor: Any Leather or Chain only
Shield: Any except for Tower Shield.
Starting Health: 25 + d12

Nightblades
Nightblades are those mages who have perfected their arts to help in activities involving infiltration, spying, and stealth. They are much like thieves, creatures of the night, able to use their considerable powers to help them in their nocturnal activities. In combat, Nightblades receive a chance per level of scoring a critical hit (3x damage). Nightblades can pick locks about as well as Rogues. They also receive 1.5x their INT in starting spell points.
Weapons: Dagger, Staff, Short Bow, Short Sword, Saber.
Armor: Leather only
Shield: Buckler only
Starting Health: 25 + d8

Thieves
Thieves are quick, agile, cunning, Thieves use agility and speed to steal for a living. They are useful in combat to surprise the enemy, scout, or try for critical hits. Thieves have a chance per level of experience to score a critical hit when attacking an opponent. A critical hit is defined as 3x the damage the weapon normally does. Thieves are the fastest to rise in experience levels. They start with 25 health points plus a d10 in health. Thieves have the ability to pick locks and pockets. This ability increases as the Thief increases in levels.
Weapons: Dagger, Shortsword, Broadsword, Saber, War Axe, Short Bow
Armor: Leather only
Shield: Buckler only
Starting Health: 25 + d10

Burglars
Burglars are adept at picking locks and infiltrating different areas. They do this better than any other class, honing their skills to be able to find ways into areas thought inaccessible. They are very useful when exploring new dungeons, palaces, or other areas where others may be stopped by locked doors and/or chests. Because of the delicate nature of their work, they are restricted in the armor they may wear and the weapons they may carry. They may not use shields. Burglars also receive a chance per level to score a critical strike (3x damage) when attacking an opponent, though they are not as adept at this as Thieves.
Weapons: Dagger, Short Sword, Tanto, Short Bow
Armor: Leather only
Shields: None
Starting Health: 25 + d8

Assassins
Assassins are the dark hand of the night, their skills honed to the killing of others. They are very adept at this, able to find weak points or critical areas to strike, often felling opponents much more powerful than themselves. Assassins have the greatest chance per level to score a critical hit (3x damage) when attacking. Because of their training, Assassins have a wide variety of weapons from which to pick, but because of their need for stealth, they are not allowed to wear armor greater than leather or allowed to use shields.
Weapons: Any
Armor: Leather only
Shield: None
Starting Health: 25 + d12

Rogues
Rogues are thieves who have also trained in using arms and armor. They have combined the agile and cunning of their brethren with the skill of arms found in warriors. This makes them formidable and versatile. They are comparable in combat to the warrior class, but still retain the ability to pick locks and pockets. Rogues may wear up to chain armor and use any weapon or shield, with the exception of the Tower Shield. Rogues have a slight chance per level to critical strike an opponent (3x damage).
Weapons: Any
Armor: Any Leather or Chain only
Shield: Any except for Tower.
Starting Health: 25 + d14

Acrobats
Acrobats are thieves who have honed their physical skills in agility and balance to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling. They retain the ability to score a critical hit. They also have the ability to leap great distances and climb walls more securely and faster than the average thief. They are, in general, the fastest characters on foot. Further, because of their nimbleness, Acrobats deduct a certain percentage from their opponent’s base chance to hit when engaged in combat with them. This makes them difficult foes to hit, and dangerous adversaries. Because of their need for agility and speed, Acrobats use only leather armor, but never shields, and have a reasonable selection of weapons.
Weapons: Dagger, Shortsword, Broadsword, Tanto, Shortbow
Armor: Leather only
Shield: None
Starting Health: 25 + d8

Bards
Bards are the proverbial ‘Jack of all Trades’. They are able to perform many tasks, including but not limited to: critical strikes, weapons skill, picking locks/pockets, and magic. They are a very versatile class, able to take up slack in almost any situation. Bards receive an amount equal to their INT in spell points. They have a wide selection of weapons, may wear armor up to chain, and use any shield except the Tower Shield. A Bard’s critical strike capability is useful when cornered by stronger opponents, though their chance to score is not as great as Thieves and the others in this subclass.
Weapons: Dagger, Shortsword, Broadsword, Saber, Mace, War Axe, Shortbow
Armor: Any Leather or Chain only
Shield: Any except Tower.
Shield Starting Health: 25 + d10

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Wild Creatures

Daemons
These creatures are from the Netherworld, often gating themselves into our plane of existence on some errand of their choosing. They are dangerous foes, highly intelligent, completely chaotic in nature, and powerful in the ways of magic. Often they have high fire resistance, and are subject to attack only by special weapons. They are very dangerous to face. Fire Daemons also have the ability to see invisible creatures.

Goblins
Goblins are vile, nasty creatures, short in stature and almost rodent-like in their frenzy to feed. Rather unintelligent, but dangerous to the inexperienced.

Golems
Golems are creatures created by those practicing in the arcane arts. They are fashioned from a material to resemble a human form, then animated and set to particular tasks, whether that be questing for an object, or guarding a tomb. There are three varieties known to exist in the land; Ice Golem, Stone Golem, and Iron Golem. Any of these are dangerous, each with its own special abilities, immunities, and spell casting powers. Defeating one is a feat well worth praise, for they are very formidable opponents.

Hell Hound
These canines are actually from the nether planes, usually summoned by some powerful being to perform a service. They attack with their powerful jaws, or with a fire breath that burns their intended victims. They are resistant to fire based spell.

Homonculus
Homonculus is a strange being usually created by a higher level Wizard, who has somehow combined the properties of certain spells with parts of various demons. These creatures are often set to guard areas, using their ability to fly to patrol corridors. They have the ability to cast spells, using these effectively with their normal attacks to ward whatever areas they have been set to guard.

Lizard Men 
Once thought to be distant cousins of the Argonians, it was soon evident that these Lizard Men had little to nothing related to them whatsoever. They are a race of carnivorous reptiles, whose use of language stretches only far enough to communicate the location of their prey to the rest of their hunting party, which then move to attack and feed.

Medusa
The Medusa is a creature with the upper body of a woman and the lower torso of a snake. It writhes along using its hands and body to wind its way through it's lair. Medusae are very strong and intelligent, and armed with a fearsome weapon. Their stare has the ability to paralyze an opponent. Because of their magical nature, they are immune to weapons below a certain quality.

Minotaur
Minotaurs are a combination of both man and bull, having the body of a man and the head of a bull, and are cruel man-eaters. They are not particularly intelligent, but can track a man by their scent alone. They are very strong and slightly resistant to magic.

Orc
Orcs are a superior version of goblins. Indeed, scholars have often speculated that these two creatures are somehow related. Nevertheless, they are stronger than their cousins, and are very dangerous, often equipping themselves with weapons found on their opponents. They are not overly intelligent, but are cunning enough to stalk their prey and set up ambushes.

Rats
Scavengers, these disease-ridden vermin crawl through many of the cities sewers, or make their home in places where they can use their numbers to attack and bring down large prey.

Spiders
These arachnids are of the giant variety, very poisonous, and extremely fast. They often inhabit places underground, where the moist depth can keep their chitinous skin pliable. They are able to reproduce quickly enough to take control of and inhabit any location they find in only a matter of days.

Trolls
Trolls are shaggy, green-skinned creatures, which often are set to guard areas by high-level mages. They are generally unintelligent, but regenerate any damage done to them quickly. Killing a troll is almost impossible, for doing so would require that the damage be done in such a way as to destroy the flesh, rather than just sever it. It is for this reason that they make such formidable adversaries.

Wolves
Wolves are cunning, dangerous hunters who mostly live in forests and glens. They use their highly developed sense of smell to track their prey. They hunt in well-organized packs, and are known for their ferocity in battle. It is rumored that far to the North, is a large and more dangerous version of the normal wolf. These Snow Wolves are said to be able to freeze their prey using some sort of magic.

Ghosts
These spirits were once human, but are now trapped between here and the ethereal plane. They exist as spirits only, but have a chilling effect upon those they attack. Ghosts have the ability to drain a wizards spell points at range. Ghosts are difficult to hit, and often hide themselves in the shadows, where they are effectively invisible. Ghosts also have the ability to see invisible creatures.

Ghouls
Ghouls are a type of undead are the carrion eaters of dungeons, crypts, and other burial places. They feast on human corpses and rotting flesh. Although they are not very intelligent, they have a natural cunning that aids them in finding food. Because of their vile habits, ghouls have a chance of transmitting a disease to those they bite.

Liches
Liches are Wizards who have attempted to cheat death by prolonging their life through the use of spells and such, eventually turning themselves into a form of the undead. Few have ever faced such a creature and lived to tell the tale. It is known that they are very powerful, able to defeat high level characters easily, and able see the invisible. They are known to have immunity to most forms of weapons, regeneration capabilities, and any other powers that would be associated with higher level mages. Be cautioned, these creatures are beings of such power that it would be unwise to face one without properly preparing yourself with powerful equipment or artifacts.

Skeleton
Skeletons are undead creatures, once human, now animated by some forces either magical or supernatural. They usually are set to guard certain places, such as burial crypts or vaults. They have a single-minded purpose, and will track their foes until the hapless victim is found and destroyed. Skeletons are resistant to edged weapons.

Vampires
With the exception of a Lich, vampires are perhaps the most feared of all the creatures, which prowl the land. Vampires are exceptionally intelligent, very strong, and very fast. They are immune to most normal weapons, and regenerate lost health points. Silver weapons do double damage towards them, however. Because of their reclusive nature, not much else is known about these powerful undead Lords. They are believed to have spell casting ability, the ability to see invisible creatures and the ability to command other creatures.

Wraiths
Wraiths are the spirits of long dead mages, trapped into this state either by the circumstances surrounding their death, or by being called up from the dead by a more powerful Wizard. They often are set to guard things, or to patrol different areas. It is known that Wraiths can cast spells, and will do so in order to destroy any who trespass into their domain. Wraiths also have the ability to see invisible creatures.

Zombies
​​​​​​​Zombies These undead are dangerous indeed, for they carry with them the curse of their deaths. Those who are struck by a zombie have a chance of getting a rotting disease, which will slowly but surely eat away at their health, eventually turning the victim into a zombie.

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