The Elder Scrolls Sandbox
The Elder Scrolls Sandbox
This article is part of Elder Effect

There exists a wide variety of races in Aurbis. Though different in terms of biology, as well as cultural and societal norms, scientists theorize that they may have stemmed from the very same origin of life during the beginning of the known universe. Despite their distance to one another, there is an uncanny similarity and resemblance the races share, as well as traits which they all have in common. Most of the sentient races in Aurbis are bipedal, have a set of two eyes, and have five digits on both set of extremities. They also have distinct sexual dimorphism, separating the two genders physically.

Interbreeding between the races is possible, however the offspring will always result in the race of the mother, with some traits, such as eye and/or hair color, with likeness, carried over from the father. For example: a union between an Argonian father and an Imperial mother would result in the live birth of an Imperial child. Changing the races, however, to that of a union between an Argonian mother and an Imperial father would result in the laying of an egg and an Argonian offspring.

What follows here is a list of the known races found in Aurbis:


The Mundus Galaxy


The tall and proud golden Elves of Summerset.


Altmer stand taller than any other race in the Mundus Galaxy, even taller than Nords and Orsimer. They do, however, have a more frail body structure, more fine-limbed, slim and not as broad as the previously mentioned races. As expected they possess the characteristically pointed ears found in other races of Mer. The Altmer have an unblemished complexion as well as a golden saturation to their skin color, making them appear practically radiant to the observer. Their eye colors tend to vary in a mix ranging between yellow and gold, and although other colors have been recorded, these traits in particular seems to be dominant.

Culture and Society

Though they would claim otherwise, there is no denying that most Altmer have a superiority complex. This prude view stems from their origin as one of the oldest, still thriving cultures, dating back to over 50 000 years of recorded history. Their disregard of other races and their cultures as being "lesser", has earned them animosity and contempt throughout the galaxy. This social norm of putting themselves above others, however, is of course one that not all Altmer share. Various movements exists within their society that are actively trying to improve and maintain good relations with the other races, despite any backlash they receive from their own kinsmen.

The Altmer, in general, seems to hold a particular disdain for the races of Men, especially the Bretons. They regard the Bretons' natural ability to absorb and harness Elder Effect as something sacrilegious. The Altmer are very religious and spiritual, believing themselves to be the "chosen race" of the Aedra, the Creator Gods, and thus the only ones blessed with the gift to use Elder Effect freely. The knowledge that another race is capable of doing the same naturally, and by adding insult to injury; that this race is not of the Mer, has made their contempt for the Bretons into something of a cultural competition.

The pious nature of Altmer has led to the creation of the Ithriál Cult, an order of fanatics and zealots that consider any misuse of Elder Effect to be heresy, and warrant of a purge from the face of the galaxy. While many Altmer share the view that Elder Effect shouldn't be used for other purposes than religious rites, they don't share the extremist views of the Ithriál Cult. Though reluctance to use Elder Effect with machinery and weaponry is great among the Altmer populace, it's not forbidden. Every engine and/or Elder Effect-based weapon, must be blessed before being put into permanent usage.


The reptilian people of Argonia, or Black Marsh, the swamp planet.


Argonians range in height from medium to tall. Their projecting snouts can be pointed or rounded, resembling that of either monitor lizards, snakes, or even alligators. The complexion of their scaly skin come in a wide variety of colors, brown and green being the most common; but also black, grey, white, beige, and pale yellow. Though Argonians have hair growth on the top of their heads, they sometimes shave this off in favor of showing off their horns, which they usually adorn with ornaments and rings, signaling their social status. Like the Khajiit, the Argonians can have either slit or rounded irises in their eyes, however the former is more usual. As skilled swimmers and divers all Argonians are capable of water breathing.

Culture and Society

The Argonians are proud, intelligent and loyal. Though they boast a disciplined and well-organized military force, they lack any actual means and initiative of ever putting it to use for their own self-interest. As such they often offer their assistance in joint operations with other races. Many Argonians take pride in serving their own society, and as such every endeavor or work is considered beneficial for the well-being of the entire race. Due to the oceans and the swampy terrain of Black Marsh being so rich with life, Argonians have prospered in establishing an aggregation and fishing culture.

According to Argonian religion, their existence stem from the Hist trees, a race of supposedly sentient trees that dots Black Marsh's landscape. As a result of this belief, many Argonians are pious and deeply religious, treating their nature with the utmost respect. The sap harvested from these trees is an integral part of Argonian religion. Once consumed it will enhance the prowess of the one who drinks it, as well as triggering visions which allows the Argonians to communicate with the Hist trees on a subconscious level. Skeptics, however, claims that the sap is hallucinogenic in nature and dangerous to the mind.

Argonians born under the sign of the Shadow are sought after by the Shadowscales, a religious order of assassins, to join their ranks. Though outlawed in the Mundus galaxy, and despite any efforts to root the order out, their headquarters' and their membership status remains unknown. Though highly skilled in the assassinations they undertake, they are hard to get in contact with. They can only be reached, if ever, by a third party contact.

Aside from the Shadowscales, the most notable faction to come from Black Marsh is the lucrative Blackwood Company, a mercenary group primarily composed of Beastfolk. They are considered unethical due to their practice of consuming hist sap before battle, something that, according to Argonians, should only be done so for religious purposes.


The discreet and stealthy Mer of Valenwood.


The Bosmer normally stands one or two heads shorter in height than the average human being. Their complexion ranges from light green or pale tan to a very soft brown. They are fine-limbed and sleek in their body structure, allowing them to easier maneuver through the thick, great mangrove forests of Valenwood.

Culture and Society

The Bosmer are separated into several clans strewn across the planet within their own given region of the perpetual forests of Valenwood. While some get along better with others, there are some clans who remain in everlasting feuds, spanning centuries of old grudges. The only thing that truly holds the race together is the Green Pact: a highly religious oath that forbids them all from ever harming, consuming, or altering plant life in any way. The only exception is fallen fruit and nuts, which are considered main ingredients of a majority of the Bosmeri cuisine.

The clans live in gigantic migratory trees within their own regions, leading to some feuds occurring whenever these rivaling clans' trees move too close to one another. Due to their stance of treating vegetation with the utmost respect, Bosmer mainly get their source of food from meat consumption, not just from beasts, but also among themselves. Warring clans often devour their fallen enemies and comrades, not just for nutrition but also in the religious belief that they will absorb the strength of their fallen foes and friends. This act of cannibalism is not considered to be shameful in any way. Their belief is that the consumption of a fallen warrior within their own clan will mean that the spirit of the fallen live on in their consumers, making them stronger and a more reliable asset for the clan as a whole. Traditionally a small ceremony is held for the fallen, whether they are friend or foe, in honor of their spirit and that they will live on through their consumers.

Bosmer are seldom seen outside the Nirn sector. They mostly keep to themselves and generally tend to stay away from the affairs of other races, whether it's for their own advantage or not. The few freelancing Bosmer snipers there are however, are considered among the finest, if not best, sharpshooters in the Mundus Galaxy, and are highly sought after in war efforts and/or assassination missions.


The inhabitants of the rocky meadow and highlands planet High Rock.


Bretons are of medium height with distinguishable sharp physical traits. Most Bretons are fair-skinned and have red, auburn, or brown hair. Their frail physical features is theorized to be the result of Men and Mer interbreeding at one point many thousands of years ago. Some Bretons also have a tendency to have more freckles than any other known race.

Culture and Society

Similar to Nords, Bretons are ruled by clans or families of great influence, each represented by a chosen "warlord". Though united in culture and language, the Bretons are politically divided on plenty of subjects, something that has led to plenty of scheming and plotting within their government.

Unlike the other races of Mankind, Breton education, work and research is almost completely focused on the usage of Elder Effect, and how it affects both organic and inorganic matter, as well as augmentations for improved usage of the energy in both machines and sentient beings.

The Bretons strange affinity to Elder Effect and their ability to naturally utilize it as they please without the usage of augmentations, have swayed many scholars to support the claim that the Bretons are the result of interbreeding between Men and Mer at some point back in history. Due to this supposed Mer ancestry, all Bretons possess a natural aptitude to absorb and manipulate Elder Effect, unlike the other races of Mankind who needs augmentations in order to use it.

The Adamantine Tower is a location highly revered by Breton society. The gigantic complex serves as a university, a research facility, a military academy and a workshop. It's dedicated to all the scientific pursuits within the field of Elder Effect usage. People come to train and/or study its usage at the university and the military academy. At the research department, scientific breakthroughs are made on a yearly basis on how to develop new augmentations, methods and machinery that are able to absorb and utilize Elder Effect, resulting in the indigenous company known as Adamantine Augmentations. Finally at the workshop department, new inventions using Elder Effect are actively being worked on, sometimes employing foreign work forces from both Morrowing and Elsweyr.


The ancient, winged reptiles of Aurbis.


Gargantuan in comparison to most modern ships, the Dragons could truly be considered to be monsters among monsters. The older they get, the bigger they get, and as of now there are no individuals who can tell for how long the Dragons have existed or lived. Described as gigantic winged lizards, the Dragons are considered as both a thing of beauty and terror.

Culture and Society

The Dragons are an enigmatic, but highly sophisticated race. Believed by many to be among the oldest, if not the oldest race in the explored spaces of Aurbis. Their very nature have fascinated scientists and anthropologists alike. They seem to have a strong, unexplained affinity with Elder Effect, often found in systems were the flow of the energy is stronger than usual. They have been witnessed and documented to have been able to manipulate it through will, manifesting their own willpower into sheer force, indicating that the Dragons do indeed possess a higher knowledge that would elevate them from common beasts.

Since Dragons are scarce and rarely seen on planets, it is speculated that they might thrive somewhere in the unexplored dark space outside of the Mundus Galaxy, or even live in the mysterious, unexplored Oblivion Galaxy. It's uncertain as to how Dragons breed and multiply, if such a need or purpose exists. Their varying size might indicate their given age or maybe even some form of social rank construct, though the latter is mere speculation.

The Dragons do possess a major intellect and an intriguing culture, as well as varying personalities. Encounters with Dragons have proven to be both hostile, friendly, and neutral, all alike. Hostile encounters with Dragons using ships have proven to be devastating, as Dragon scales are thicker than most modern ship hulls, and because of the Dragons' uncanny ability to spit concentrated E2-based fire from their massive jaws.

They possess their own established language. And though most of their language remain obscure, some attempts to have the language translated seems to have been successful in rare encounters and communications with them. It's currently unknown as to just how Dragons are able to fly through space without the need for oxygen, leaving much of their biology and nature a mystery. Studies made from excavations of ancient Dragon bones have yielded little results in understanding their physiology.


The semi-aquatic sea-people of the Mundus Galaxy.


The Dreugh are described as having a "crustacean" look to them. A fully matured Dreugh have pincer-like appendages on their arms, attached to a humanoid-shaped torso layered with a thick carapace, carried by two pairs of claw-like limbs. The head is vaguely humanoid in shape and appearance, covered with scales, sharp teeth in their jaws, and a distinctive frill at the back of their skull. A young Dreugh, more adapted to a life at sea has tentacles instead of legs, as well as an extra pair of arms with pincers to ward off predators. Though there is little difference in terms of sexual dimorphism, the females generally tend to grow bigger than the males. Even in their land-dwelling form all Dreughs are perfectly capable of breathing underwater.

Culture and Society

Though the Dreugh's spoken language remains incomprehensible to the other races, they possess the means of writing, or rather carvings, that have been successfully translated, and from these inscriptions the culture of the Dreugh unfolds. The Dreugh live in vast underwater cities of stone, where they will aggressively ward off approaching submarines and divers. Some of their cities are even exposed to the surface when the tide is low, allowing visits and explorations on foot to be made. Though sparsely populated nowadays, due to uncertain circumstances and reasons, the sheer size of their cities alone tell the tale of how far and wide their underwater empires used to stretch.

Though obviously not a space-faring race, the presence of the Dreugh can be found on multiple planets with vast areas of open water throughout the Mundus Galaxy, such as Morrowind, Summerset, Pyandonea, Cyrodiil, and Thras. Through the inscriptions found on the walls in their city ruins, it has been revealed that not even the Dreugh knows from where they originally originated.

The Dreugh start out their lives, hatched from eggs, as small grubs, no bigger than a thumb, whereas they grow into their basic sea-dwelling, premature forms in about 4-5 years. It has been suggested that the cause behind their inexplicable spread across the galaxy has been due to space-faring races carrying water reserves between planets, unknowingly carrying Dreugh eggs, and introducing them into their own eco-system as grubs.

As premature Dreughs, they are generally curious about other life forms, and will as such often roam close to the shorelines where they can observe the surface dwelling species. Eventually the Dreugh will wander up to land once they have grown fully mature and developed legs. In their mature stage they will mate with their females, providing them with gifts from the depths in order to earn their affection. While the female lay her eggs close to the bodies of water, the male will act as a guardian of their nest, aggressively attacking anything that comes too close. As soon as the eggs hatch and new grubs escape into the water, both the male and the female reaches a stage of rapid aging. They will shed their carapaces on land, consuming them for sustenance, before descending into the waters again. This time never return to the surface, but instead live out their lives on the bottom of the sea.


The bitter and fretful Elves of Morrowind.


Similar to other races of Mer, the Dunmer have elongated faces. The Dunmer are of medium height, standing a bit taller than the Bosmer. They are also easily distinguishable by their dusky complexion, almost the color of ash, their glaring red eyes, as well as sharper facial features than those of other Elves.

Culture and Society

The Dunmer is a race composed of various generations with clashing traditional and cultural values. There are the nomadic tribes of Ashlander Dunmer of Morrowind's northern hemisphere, who shun the use of anything more technologically advanced than mechs to keep their cattle safe from roaming predators. They prefer to live their lives in seclusion far away from the bustling of modern life. They try to maintain the old traditions and oral stories of the origins of the Dunmer. Though disgruntled by the presence of outsiders and the younger generations' quick acceptance of the modern ways and technological development of the rest of the Mundus Galaxy, they do not hesitate to trade when given the opportunity. Each Ashlander tribe are ruled by an Ashkhan and a Wise Woman, who oversees the ways of their tribe.

The House Dunmer is how the more modern Dunmer have chosen to style themselves. Morrowind is overall ruled by a group of great houses: Hlaalu, Redoran, Telvanni, Indoril, Dres, Sadras, Dagoth, Mora, Ra'athim, Salothan and Sotha; each with their own jurisdiction of the planet, and ever at conflict with one another. Though the nobility of each great house are the ones using the house name as their surname, every Dunmer born under a certain house's jurisdiction is considered to "belong" to said house, bound by law and allegiance alike. A Dunmer born to be loyal to one house, yet chooses to work or live in the jurisdiction of another, is generally shunned by their kin.

The Dunmer are a proud, yet bitter people. They regard anyone not born on the home planet (including other Dunmer) as outsiders or n'wah in the old native tongue. The Dunmer culture is one slow to change and progress, and they generally frown upon adapting new ways of development from other races unless they personally find something that would benefit them as a whole. Slavery on the planet has been an outspoken issue in the Elder Council for generations, and has only as of the recent decade been abolished, much to the dismay of a majority of the great houses.

Honor killings is an ancient and ongoing tradition found within Dunmer culture, carried out by the sanctioned assassination order Morag Tong. The Dunmer also has an ongoing problem with the criminal syndicate known as the Camonna Tong, which has roots that go deep into Morrowind's government. Luckily their schemes are often countered by the Ordinators, an unforgiving force of stern lawmen, sworn to keep the peace.

The Dunmer take a special pride regarding their contributions to the fields of archaeology and development of Animunculi or mechs. Seeing as Morrowind is riddled with ruins from the ancient and lost race the Dwemer, the Dunmer were early with their research of just what made the race into such a force to be reckoned with. This resulted in them basing most of their technology from blueprints and schematics left behind by the Dwemer, leading to the creation of two powerful industrial entities named Kagrenac Corporations and Animunculi Armorers.


The extinct and mysterious master craftsmen of the Mundus Galaxy.


Little is known about what the Dwemer looked like in terms of appearance, as they left behind no physical remains. However, if the Dunmer's claim of being the distant descendants of the Dwemer is true, one could assume that the original Dwemer would be of dark complexion, and similar to other races of Mer with sharp facial features and pointed ears. Judging by what architecture they left behind, it can also be assumed that they stood shorter in height than that of an average Bosmer. Wall paintings and ancient statues suggests that all Dwemer males braided or curled their beards, even suggesting that the beards themselves represented some sort of status or rank. No depictions of female Dwemer exists.

Culture and Society

Roughly 50 000 years ago the Dwemer was among the first, if not the first, civilized race in the entire galaxy. The collective memory of them have long since disappeared from the other races, leaving much of the Dwemer's existence and ultimate fate a mysterious, but popular subject among historians and archaeologists alike. Their vast empire stretched over several planets in other systems, including the homeworlds of Morrowind, Skyrim, High Rock, Hammerfell, and Wrothgaria.

The Dwemer boasted a superior intellect based upon the advanced technology of the contraptions and inventions they left behind in their dead ruins. They were highly skilled engineers, architects, inventors, scientists, and are even theorized to have unlocked the means to traverse through space and time (one of the more popular theories among historians as to why they disappeared).

Schematics and mechanical contraptions left behind by the race indicate that the most of the Dwemer's success in exploration, and possible domination of other races at the time, stemmed from their development and advancement of Animunculi or mechs. Though the blueprints and schematics that they left behind have been severely improved over the years, it just goes to show that even the very first basic forms of these technological wonders would've been enough to replace the common foot soldier with a mechanical monstrum to fight in their stead.

Archaeological undertakings of their ruins indicate that at some point and time in their late history they were involved with a devastating war against an unknown race, whereas the outcome of the war remains a mystery.

And as indicated by their ruins, the Dwemer lived underground in massive subterranean cities with advanced technology and trappings that would ward off hostile invaders. Yet further evidence exists that the Dwemer most likely had more than one race whom they were at odds with. Though the Dwemer are completely gone, their legacy lives on in the technology used by the modern races which is more or less based upon everything that the Dwemer researched and constructed.


The subterranean, cave-dwelling Elves of Skyrim.


The Falmer or Snow Elves, are a race of Mer living deep under and within the frozen caves and cliffs of Skyrim. Similar to other races of Mer, they have pointed ears, but unlike their Elven brethren the Falmer are gaunt and short, even shorter than the Bosmer, and their complexion ranges from a white-yellowish hue to an unhealthy, milky pale. All Falmer are born blind, having vestigial slit eyes as a result from centuries of adapting to a subterranean environment. They have instead developed a great sense of hearing and smell. Their limbs are thin and sleek, almost spider-like in their appearance, developed to make it easier for them to maneuver through the tightest nooks and crannies of their underground kingdoms.

Culture and Society

Little is known about the Falmer and their culture. Even their history seems to have become forgotten. They are mentioned rarely in the few properly translated texts left behind by the Dwemer as a proud race of Mer with "skin as white as the snow of the planet they called home". Their presence in the Dwemer ruins on Skyrim also indicate perhaps some sort of relation between the two races.

Other instances in which the Snow Elves are mentioned in ancient Dwemer texts seems to imply that they weren't always what they have become as of present time. A couple of passages refers to them as sophisticated race who "carved spiraling cities from mountain tops", implying that the Falmer were once surface-dwellers. As for the reason of their change of habitat and the discrepancy of their description, scientists theorize that its a possibility that the Falmer were driven into the depths of the planet by another war-faring race, perhaps even the Dwemer themselves as that would explain the presence of Dwemer ruins on Skyrim and the lack of Falmer architecture.

The modern Falmer is a hostile and unintelligible creature of predatory nature. They thrive in the depths of dark, frozen abysses, waiting for prey to come into their abode. Though physically frail and weak, the Falmer's strength lies in numbers. Survivor accounts reports that the Falmer came crawling out of holes in the walls in immeasurable droves to overpower their hapless victims. They seem to follow some sort of shamanistic religion with a female in the role as high priestess or maybe even as chief of the tribe to guide her Falmer brethren. And as the high priestess of a tribe has been confirmed to be able to perform minor miracles, it can be safe to assume that the Falmer does possess some unexplained natural inclination to use Elder Effect without the need of implants, albeit very basic and primitive.

The Falmer are carnivores, eating whatever living thing that stumbles into their underground kingdoms, and have even been documented to feed on each other when other sources of food are scarce. Eyeless cave-dwelling fishes makes up for the main source of food for their daily meat intake.

Though described as not particularly intelligent, the Falmer does possess a language of their own, and has been shown to domesticate the cave-dwelling Chaurus which they breed as cattle and mounts.


The towering humanoids of Skyrim.


Though generally described as humanoid in appearance, the Giants have more in common with the races of Mer, leading to scientists sometimes referring them to by the unofficial name of Galmer. The Giants are extremely tall, towering over the other species of the Mundus Galaxy with several feet. Though they vary greatly in height. The females are generally shorter, standing between 13-14 ft. while the males can grow up to be 22-24 ft. tall. Aside from that the sexual dimorphism is present as with most other mammals. The Giants have long, lean arms and legs with big hands and feet. Their faces are sharp and gaunt. Some of the older males have small horns protruding from their foreheads. The reason for this is unknown, though it might be a part of a mating display or some sort of social status, as they are too short and blunt to serve as feasible weapons. They have jutting lower canines and pointed ears (another sign indicating some undisclosed relation to Mer).

Culture and Society

Giants are nomadic in nature. They wander the frozen tundras and deserts of Skyrim in small packs of 8-12, usually accompanied by a herd of mammoths. Giants are regarded as neutral and don't normally interact or interfere with the other inhabitants of Skyrim, unless provoked. They prefer to be left alone and will angrily defend their tribe and their mammoths if they feel threatened by outside interference.

Giants leave ritualistic markings on rocks of the sites they visit. Though their true meaning remains unknown, it's safe to assume that the markings serves as some sort of basic landmark or proprietorial sign, as the tribe will always return to their markings given enough time in their wanderings.

Though Giants are divided into groups or tribes, there has been no sign of direct leadership among them, thus making it hard to identify who is the head of each tribe, if there even is such a thing. There has also been no records of fighting between two or more tribes, which has led some to theorize that the Giants may be referring to themselves as a "whole" and that the divided tribes are actually just scouting and gathering parties. Gentle trading between several parties adds some credence to this, as the Giants have been reported to exchange goods with each other such as mammoth cheese, hides, furs, pelts, rocks, clubs and wildlife meat, exhibiting an organized system in which they supply the each other with necessities of present priority.

Human interaction with Giants and its reception has been varied, but mostly positive. They will actively try to chase away anything they feel pose a threat to their tribe, but if the approaching spectator can visually demonstrate that they do not mean any harm, the Giants will passively regard their visit as harmless, albeit always on their guard for unforeseen events. Some interactions has even proven to be fruitful for both parties as resources from domesticated mammoths are hard to come by without angering the Giants. In return for basic materials with which they can improve their armor or construct their makeshift camps, humans have been given both unblemished mammoth bone and rare minerals found during the Giants lengthy travels across Skyrim.

Though Giants do not possess any real technology more advanced than that of a basic tree club, some scavenging of crashed ships has led to some basic understanding of armor and EE-based weaponry, as well as the dangers of it.

Giants have a language of their own, though its rough and guttural inconsistency has rendered it an impossibility for linguists to translate and learn. Despite this communication efforts have been made successful via simplistic sign language and drawings.


The pest of the Mundus Galaxy.


Commonly described as hairless apes, Goblins are regarded as generally unpleasant and a nuisance by the majority of sentient, intelligent races of the Mundus Galaxy. Their complexion ranges from ashen gray, to pale green and murky brown. They have jutting lower jaws and canines similar to that of Orsimer, and low foreheads with sharp little eyes in the color of dark brown, sickly pale or completely black. Goblins walk hunched, making them appear shorter than the average human, though the bone structure of their spines indicate that if walking upright they would rival the Altmer in terms of height. They have sleek arms and legs, leaving them to rely on numbers and vicious tactics to overcome dangerous foes rather than sheer physical strength. Goblin males and females are near indistinguishable in terms of sexual dimorphism save for the obvious comparison of their reproductive organs. Similar to the Falmer, Goblins does possess some basic understanding of Elder Effect and the ability to use it.

Culture and Society

Goblins thrive in tribes or clans usually run by a chieftain or a priestess, though never in unison. Goblins have a very simplistic world view in which they follow the ideals of the individual strongest enough to become their leader by killing the previous one. This results in tribes entirely focused on either melee combat, range combat, stealth, or even Elder Effect usage. Tribes are ever at war with one another, and outposts settled nearby two warring Goblin territories are in for a rough ride. Their society seems to be based entirely on the premise of autocracy: whomever is the strongest should lead, resulting in a lot of bullying and group pressure among their ranks.

Goblins are born and grow up fast within a matter of days as small and vicious creatures, able to hide themselves well enough in the cargo holds of freighters and trade ships travelling between world. Their quick puberty and breeding habits has become something of a nuisance, since they multiply incredibly fast and by the dozens. No one alive knows from where the Goblins originally stemmed or where their original homeworld is located. All that is known is that Goblins have been introduced to multiple planets all over the Mundus Galaxy, with an uncanny ability to acclimate to new environments, multiply, and learn from their surroundings. Fast learners and quick to action, Goblins are able to swiftly adapt to dangerous situations in which they are faced by technology beyond their comprehension, and in which they have to rely on numbers to overcome their foes. Though by no means intelligent enough to develop technology on their own, Goblins do possess a vicious form of low cunning in which they can simply observe alien technology being used a given number of times to grasp a basic understanding of how to put it to use themselves.

The religion of the Goblins revolve around idol worship. Though the true details of this strange faith remains unknown, some notes of interest include that whenever a previous leader of the tribe has been killed by the usurper, the Goblins engage in a ritualistic killing: severing the former's head. They then mount the severed head on a spike and let it serve as a totem. Perhaps as some sort of tribute, or as a token of respect for their former leader, hoping that his or hers strength will carry over to the next in line.

Though Goblins communicate with one another through a language of shrieks, grunts, and groans unintelligible to Men and Mer, they do not have any kind of scripted language.


The imitating ape-folk of Valenwood.


Covered in thin layers of hair from top to toe, the Imga stand approximately as tall as the Bosmer whom they share the same planet with. A simian race, with long, lean arms and legs, the Imga are very capable of walking and running on all fours as they are standing upright.

Culture and Society

Often mistaken for common apes at first glance, the Imga are in fact highly intelligent, and capable of comprehensible speech. A common theme that seems to be running among the Imga is the sense of an inferiority complex. The Imga are eager learners and regard all other races and their societal, cultural and technological advancement with envy, wishing to become just as smart and crafty as they are.

They first started to copy the lifestyle of the Bosmer, establishing a society of clans. This later led to the clans having an elected "head ape" overlooking his or her people. A long time ago when some Altmer charted Valenwood and landed on the planet, the Imga were immediately impressed by the Elves' clothing and armor. Fascinated and inspired by this they sought to craft similar equipment of their own with whatever materials they had available to mimic the Altmers' style.

Later visits by races of Men such as Imperials, have continuously contributed to the Imga culture. Though they still regard their society as inferior, they strive to one day become as equals, if not superior, to that of the other races.


The organized citizens of Cyrodiil, the heart of Empire space.


The Imperials are similar to Bretons in terms of height, with sharp facial features. Imperial complexion tend to range from fair to swarthy. Generally more darker in comparison to the races of Bretons and Nords, but brighter than Redguards. Though their eye colors can range from pretty much anything within the known pigmentation found in Mankind, brown and green seems to be the most commonly distributed among the Imperial population. The most common hair colors are brown and black.

Culture and Society

The Imperials of Cyrodiil carry on a proud legacy dating back to approximately 1000 years ago when their ancestors ruled Tamriel, in the established Empire space, and governed all of the other races of Mankind. However, with the deterioration of Tamriel's health and the exodus of all the races of Mankind to other planets, the once so mighty Empire crumbled, and is now nothing but a distant memory. That memory however lives on among the Imperial populace even to this day. The living standards of the former Empire, are legendary, and is a lifelong achievement for many citizens of the resurrected New Empire to pursue. The modern citizens of Cyrodiil have a decent living standard with schooling, welfare and housing all payed for in their taxes.

Currently ruled by Emperor Siberius II, the Imperials of Cyrodiil are proud and loyal. They boast a sharp intellect and extraordinary charisma. Imperials have a tendency to become excellent traders, politicians, ambassadors, diplomats, military officers and tacticians. The well-organized Imperial Legion is a military force to be reckoned with and is even recognized by other races outside of Empire space as an exemplary military faction.

The Empire has been criticized for their usage of the Penitus Oculatus, a shadowy group of agents serving as the Emperor's eyes and ears throughout Mundus. Their primary directive is to gather intelligence from other races that may benefit the Empire, however it is also theorized that they may be involved in meddling and influencing the politics in other governments than their own.

Dating back to ancient times the Imperials also established the Blades, a group of naturally gifted Elder Effect users who trained in the ways of the sword, incorporating the usage of Elder Effect into their swordsmanship. These well-trained knights became the elite forces of the Empire, even standing above the Imperial Legion in terms of camaraderie and skill. And though their numbers are scarce, a Blade is treated with respect throughout all of the galaxy. They are rarely called upon, lest a mission requires as much lethal outcome as subtlety. However, though they were once exclusively loyal to the Emperor, the Blades no longer answers to the Imperial government, but instead to the Elder Council on causes they deem to be just, righteous and capable of spreading goodness.

It is not uncommon to find that many Imperials within the fields of military interests or politics, due to their outgoing personality and genuine interest in creating contacts internally or abroad, more often than not have individuals of three or more races within their circle of close friends or confidants.


The "snow-demons" of the planet with the same name.


There have been few interactions with the Kamal to properly describe their appearances. Not all too different from that of the trolls of Skyrim and Cyrodiil, they are described as a sordid mix of humanoid, bear, and simian in appearance. Large, hulking brutes, covered in coats of snow-white, thick, stray fur. They have long elongated claws on their paws and a pair of large eyes under a low brow. Their eye color seems to range from a dark blue, almost pitch black, to an icy white. A pair of tusk-like appendages protrude from their upper jaws. Their purpose remains unknown as they seem too inconvenient for predatory purposes or to display in battle for mating rights.

Culture and Society

Next to nothing is known about the Kamal as a race. They have no comprehensive language and does not seem to show any signs of understanding the common tongue or writings. They communicate with roars and growls, with frequencies and tones rendered impossible for linguists and scientists to understand.

Though their ineffective tusks would claim otherwise, Kamal are in fact predators. They feast on the flesh and drink the blood of other snow-dwelling creatures on their home planet. The presence of ancient ruins found deep in the ice caves of Kamal indicate that their ancestors may have possessed some more sophisticated culture, though scientists argue that it's possible that the ruins were constructed by another race that were there before the Kamal, and were simply annihilated and devoured by the latter. There is no physical evidence to support this, but it's a plausibly theory since the Kamal does not seem to expand or continue the construction of these strange pieces of architecture, hinting that may not have been the original creators after all. This does not seem to hinder them from occupying the ruins however, using them as their lairs where they sleep during the day and hunt during the night.

The Kamal live in very small groups, consisting at a documented maximum of 4 to 5 individuals, each with various basic roles; hunters, gatherers, scouts, guards, and explorers. It's not established if the roles are given to them or if they simply learn to co-exist with their own choice of preferred lifestyle in the group.

The most unique trait of the Kamal is their ability to hibernate in freezing temperature hundreds of degrees below zero. Though Kamal is trapped in a perpetual environment of snow and ice, it has seasons in which the climate is milder. But once winter comes, the Kamal go into hibernation where they let the snow and ice encapsulate them for the remainder of the year, until summer when they "thaw" out and life goes on.

Ka Po' Tun

The tiger-folk of the planet with the same name.


Not all too different from the Khajiit in appearance, the Ka Po' Tun is a race of feline humanoids. Whereas the Khajiit are much more nimble and slender in their body structure, the Ka Po' Tun are regarded as generally athletic, bulky, and muscular, males and females alike. Described as tiger-like in appearance, the fur color of the Ka Po' Tun is striped with black, with a matte color that ranges from dark and bright orange, to an albino white. The color of their slit eyes ranges from a haunting yellow to burning red and even icy blue. The Ka Po' Tun stand taller than any race of Men and Mer, on par with the Altmer in terms of height, and rivaling the Orsimer in terms of average body mass. The males are typically a head taller than their females.

Culture and Society

The origin of the Ka Po' Tun has often been linked with the Khajiit, and vice versa. There are some scientists that theorize that the Ka Po' Tun are an off-shoot of space-faring Khajiit, just as there are many that theorize the opposite, and that the Khajiit originally hailed from the Arm of Akavir.

The Ka Po' Tun is composed of an aggressive society of warriors and fighters. Their entire culture revolves around the idea of warfare, hell-bent on dividing and conquering. They seem to thrive on the idea of conquest and domination and will as such more often than not linger in a time of warfare with another race. In fact there seems to be nothing else of subjective interest for an individual of the Ka Po' Tun than to fight. Though this could be considered alarming, the Ka Po' Tun also follow a strict warrior's code of discipline and honor which prevents them from outright attacking anyone and anything on sight unless they are at war. They frown upon mindless bloodshed, which allows trade and transport ships to safely traverse Ka Po' Tun occupied space. And individuals that are not considered to be of "warrior" status in the eyes of the Ka Po' Tun are not worthy of engaging in combat with.

Though fallen friends or family members are mourned, the Ka Po' Tun hold no ill will against the victor, and will even bestow gifts upon the killer for granting their loved one a "worthy death". This strange cultural phenomenon seems to indicate that the Ka Po' Tun in fact yearns for nothing more in life than to be granted a death in combat against a worthy adversary.

Though the Ka Po' Tun has yet to reach the innermost sectors of the Mundus Galaxy, they make life a living hell for the races of the Arm of Akavir whom they are locked in a perpetual warfare with, such as the Tsaeci, the Kamal, and the Tang Mo, and as a result all of the aforementioned consider the Ka Po' Tun to be their natural enemy.

The race is led by the enigmatic Tosh Raka, sometimes known as the Tiger-Dragon Emperor. A powerful warlord who is said to have been a Ka Po' Tun that turned himself into a dragon. Whether this transformation is literal or figurative remains unknown, since no one but the Ka Po' Tun has ever seen him. He is said to have been alive for thousands of years, leading his race into crusades and wars, but this is also debatable. Modern scientists suggest that parts of the Ka Po' Tun tongue has been lost in translation and that Tosh Raka is in fact just a title and not an actual name, meaning that there could've been multiple Tosh Raka carrying on the legacy of warfare.

Marriage and courtship is rather straight-forward within the culture, but the couple is forbidden to bear children unless both parties have taken at least one life each. This is due to simple religious belief that the "warrior spirit" of both parents is carried over to their offspring, but without the killing there is no spirit, and as a result the child would be born weak and sickly.

Intricate warpaint on their fur and tails of the Ka Po' Tun signify some unknown status.

Khajiit (Cathay)

The cat-folk of Elsweyr with surrounding moons.


Feline and fur-clad, with body shapes ranging from slick and slender to athletically muscular. The Khajiit of Elsweyr are agile and swift, with an impeccable eyesight and hearing. Due to Elsweyr's short day span, they are generally nocturnal in nature. On their toes and fingers, Khajiit have sets of sharp claws, capable of denting and/or scraping metal. The irises of their eyes can either be slit or rounded and come in any nuance of the color spectrum, while the color of their fur can range from anything from spotted golden brown to a shiny pitch black.

Culture and Society

The Khajiit of Elsweyr space, or the Cathay, are a reclusive bunch. Though they are polite and welcoming to foreigners, they mostly keep to themselves as their numbers grow more and more scarce. Khajiits are highly intelligent and creative, and their ingenuity in technological improvements remain unchallenged throughout the Mundus Galaxy. Khajiits live in a scavenger culture, picking apart the carcasses of crashed ships and mechs, to use the parts for their own spontaneous tinkering. This norm stems from their struggle for survival, as they are continuously fighting a losing battle against their own creation, the Suthay-raht, an artificial race of former android servants. The Cathay reside on the southern hemisphere, known as Pellitine, while Suthay-raht, have claimed the entire northern hemisphere, known as Anequina.

Despite being broken as a people and a society, the Khajiit are ruled by their religious leader: the Mane; living in Senchal, in Pellitine.

Due to their impressive progress in technology, Khajiits are highly sought after by various governments to serve as engineers, inventors, and technicians. However, few Khajiits ever leave Elsweyr space. Despite their love of tinkering with all things technological, such as ships, most Khajiits have an ironic fear of flight. Due to their unwillingness to leave Elsweyr space in order to seek a patent for their creations, interference from outside companies often steal Khajiit inventions for mass production. Those few Khajiits who travel outside Elsweyr space to serve foreign powers within the technological field, are jokingly called "grease-cats" by their own. As a result of the invention of the Suthay-raht, the Khajiit are forbidden by law of the Elder Council to individually develop artificial intelligence above the consciousness level of Sphere class in the Animunculi categorization, however they are allowed to assist other races in such endeavours.

A societal norm among the Khajiit includes possessiveness; anything that isn't being used or is currently being used by someone, is free for their taking. This behavior has led to the trope that the Khajiit are naught but beggars and thieves. Some Khajiits, however, do indulge in criminal activities such as smuggling, industrial espionage, hacking, and even assassinations. These are often found working for the indigenous criminal organization known as the Renjijra Krin, but also for other lucrative groups such as the Blackwood Company or the Dark Brotherhood.

To keep up with their hyper-active minds, some Khajiits rely on moon sugar whenever they are tinkering and inventing. Though the drug has been outlawed in the majority of the Mundus Galaxy and considered dangerous to the other races, the Khajiit remain unaffected by any negative traits and addiction.

Most Khajiit marriages are arranged and often planned long before the two parties have even met.

Khajiit (Suthay-raht)

The feline android race of Elsweyr.


The appearances of the Suthay-raht varies. However, they strongly resemble the Cathay to the exterior, whereas their interior is naught but an endoskeleton for internal support. They also wear various attachments that marks their intended purposes.

Culture and Society

Next to nothing is known about the society of the Suthay-raht, other than their history. Roughly 2000 years ago, they were created as laborers, servants and soldiers of the Cathay. But for reasons unknown, the race gained self-awareness and revolted against their creators, resulting in the exile of the majority of the Cathay, whereas the Suthay-raht claimed almost the entire northern hemisphere of Elsweyr for themselves.

The Suthay-raht are infamous for being overly aggressive and hostile, firing upon outsiders on sight. For further reasons unknown, the race has never sought to expand their territory outside of Elsweyr space. Though they constantly improve themselves and their defenses, by upgrading and fine-tuning their equipment or constructing outposts, they have never tried to completely occupy Elsweyr beyond the boundaries of Anequina, much to the delight of the Cathay.

Though other races have tried to establish contact, they have been met by either radio silence or open hostility. As such, the Elder Council has declared the northern hemisphere of Elsweyr, or Anequina, to be an unsafe zone, and that travels within the vicinity of the planet should not be encouraged without proper military support.


The pale silver-haired people of Black Marsh.


The Kothringi are a mysterious race of Men, standing approximately a head shorter than that of the average Breton. Their sleek and slim body structure make them look relatively frail and weak in comparison to their brethren on the planets of Skyrim, High Rock, Cyrodiil and Hammerfell. Their complexion can be best described as ghost-like with snow-pale skin. The eye color of the Kothringi ranges between gray, white and blue nuances, while their hair is predominantly silver-colored. Apart from their pale and almost ethereal appearance, there is nothing that separates Kothringi from that of other races of Men in terms of physiology.

Culture and Society

No one knows just exactly how the Kothringi came to be, and any theories and speculations have all been dismissed. Since the Kothringi are so biologically similar to the other races of Men it would be foolish not to assume that they once stemmed from Tamriel as well. However this does not add up with the chronology of the Human races' exodus from the planet and later evolution into the four sub-races, as Argonian accounts claim that the Kothringi were around even long before Mankind left Tamriel, making their origin a subject of complete mystery.

The Kothringi, unlike the other races of Men, have thrived in complete seclusion from interference of the outside world, leaving them relatively stunted in terms of technological improvements. This does not mean however that the Kothringi are incapable of such feats, as they are fast learners and quick to adapt. Their strength lies in their ingenuity to develop and invent things needed from whatever material they have available. Thus the Kothringi are quite handy as well as quick in finding alternative and possible solutions in otherwise seemingly hopeless situations.

Though the Kothringi possess a language and an alphabet of their own, they have no trouble in communicating with other races, having adapted from trading with the nearby Argonians and Lilmothiit to gain a basic understanding of the foundation of other languages and from there learnt how to construct the common tongue, albeit not perfectly as they still have a tendency to place some words in the wrong order.

They also have a simple shamanistic religion, believing in the unnamed spirit of a goddess that dwell in the ground and who provides them with fruits, vegetables and game to hunt.

Roughly 1000 years ago their race along with the Lilmothiit were almost completely annihilated by the infamous Knahaten Flu, a plague that terrorized a majority of the planet. And as a result Kothringi are extremely close to each other, regarding a member of their race as valuable as that of their own family.

Having grown up close to each other with little to no contact with the outside world, the Kothringi prefers to walk around in their settlements naked, as they do not share the other races' objective understanding of the meaning of "shame".

It's rare to see a Kothringi outside of Black Marsh as they see little reason in leaving the comfort zones of their homes and loved ones. But every now and then a couple of Kothringi lets their curiosity get the better of them and they leave their settlements to explore and bring back new ideas to share with the rest of their community. The few Kothringi outside of Black Marsh regularly outsource their fast learning skills to all matter of endeavors such as trading, engineering, and even piloting ships.


The shy and reclusive fox-people of Black Marsh.


Described as vulpine-like in appearance, there are not many who have seen the Lilmothiit outside of their natural habitat on Black Marsh. They stand about as tall as the average Khajiit, and the color of their fur ranges from red-brown to an albino white. A sleek and nimble body structure, a pair of hind legs with padded digitigrade feet allows them to become very quick, agile, and dexterous. As they grow older the color of their fur takes on a more silvery grey hue.

Culture and Society

The Lilmothiit are peaceful, albeit very distrustful of everything alien and foreign. Their empire once thrived on Black Marsh alongside the Argonians and the Kothringi, where they erected temple cities of stones in the vast jungles. Though there were some historical wars that divided the races, there were always more times of peace and prosperity. However, it was during one of these times of prosperity that marked the steady decline of the Lilmothiit. Approximately 1000 years ago, a disease of unknown origin, known as the Knahaten Flu, nearly wiped out the Lilmothiit and left many of their impressive cities as ghost towns dotting Black Marsh's landscapes.

It's a popular belief among the Lilmothiit that the plague was introduced by another race, possibly the Argonians, who seemed to be unaffected by the symptoms. As a result the Lilmothiit are wary of outsiders, even the other races of Black Marsh, maybe even a little bit paranoid, fearing for the safety of the remainder of their kin.

The Lilmothiit live in complete seclusion from civilization, deep into the jungles of Black Marsh in dwellings built in caves, under rocks, and under roots. Due to superstition they have refused to return to their city ruins, fearing that either the plague is still present and that the tormented ghosts of their ancestors are still haunting these locations. Due to their dwindling numbers a Lilmothiit will always protect members of their own kin. It is frowned upon for members to leave the safety of the clans they live in, and pursue interests outside of Black Marsh. Those few who do often finds themselves resorting to work as scouts, pathfinders, or in the field espionage.

The race engage in bigamous relationships where it's encouraged for a male to take several wives, as many as he can support. Though this practice was unheard of in the "Glory Days", it has become a tradition as of late in order to efficiently multiply and repopulate. An oral tradition speaks of the day when the race is safe from extinction, and their ancestors will be at peace again. When the signs are in their favor, they will be able return to return to their cities and reclaim what was once was lost.


The tropical, sea-faring Elves of Pyandonea.


The Maormer has been described as similar to the Altmer in appearance. They are tall, sharp-faced and possesses an otherworldly elegance. Unlike their golden-skinned brethren on Summerset, the Maormer all have bleached white skin, almost completely colorless. Their eyes are milky-white and has a soft glare to them. Unlike other races of Mer, the Maormer possesses the natural ability to camouflage and blend in with their environment. They also have stronger and more capable lungs, rendering them able to stay underwater longer than any of the races of Men and Mer, but are incapable of water breathing like the Argonians, the Dreugh, or the Sload.

Culture and Society

Hailing from an aquatic planet, the Maormer has few places where they can keep their feet on the ground save for some small specks of tropical islands. As a result of this, the Maormer construct floating cities that reaches both above and below the waves, powered by both E2 and solar energy.

Generally peaceful, the Maormer has at times in history shown a far more darker and vicious side, by crossing over into the Merethic Rim and launching attacks on Summerset and the Altmer, whom they consider their sworn enemies. The reasons behind this thousand year old grudge and hatred is unknown, even to the Maormer themselves. And though they have been the cause of much destruction and mayhem on Summerset, all of their invasions have been repelled each time.

The Maormer are ruled by the God-King Orgnum, a powerful E2-user who has with his power elongated his own lifespan and thus cheated death. He is worshiped by his people as the incarnation of the Primordial Sea-Serpent Satakal, and is as such revered as a living god.

Though not particularly wealthy or influential as a race, the Maormer possesses some of the finest wares and tradesmen in the galaxy. Their economy thrives on trading exotic fish, fruits, minerals and pearls from the bottom of the warm oceans of Pyandonea. Some of the planet's few islands are popular vacation resorts for other races, and some interstellar celebrities have even purchased permanent homes here.

On the bottom of Pyandonea there is plenty of underwater exploring to done. Strange ruins on the sea floor constructed by an unknown, extinct race, has perplexed the Maormer for millennia, and as a result has become a popular subject for archaeological expeditions and research. The Dreugh seem to enjoy inhabiting these ruins as well, and the two races are on well terms with one another, even though they are incapable of communicating.

The wedding celebrations of the Maormer tend to last the longest of all the known races in the Mundus Galaxy. The pair is wedded out at sea, whereas a boat takes them to a nearby island where the couple will spend their privacy with one another, while the remainder of the guests stay on the shore, supplied with food and drink and entertainment to last them weeks. A wedding celebration lasting less than a week is considered a dull affair, whereas a celebration lasting as long as one or two months is the sign of a healthy marriage and prosperous life. Sometimes when pairs are wedded in same span of time and on the same island, the wedding celebrations are merged to create an even bigger party.

Though the Maormer have a language of their own, they can understand and speak the common tongue fairly well.


The brusque bull-men of Cyrodiil.


Humanoid in body structure, and standing taller than even the tallest Altmer. A Minotaur's muscular body mass is equal to, if not greater, than that of the average Orsimer. The Minotaur's most distinguishable feature is the head which resembles that of a bull or cow, for males and females alike. From the waist and down they are also quite similar to that of a bovine, in appearance, complete with hoofs and a tail.

Culture and Society

Though the Minotaurs are capable of understanding the common tongue, and to some extent even speak it; albeit a few words or broken and incomplete sentences, they mostly communicate with bellows, roars, and guttural groans and grunts, incomprehensible to anyone not of their kin.

Minotaurs move in nomadic herds and build no temporary dwellings, as they prefer to sleep under the open sky on the grassy plains of Cyrodiil. They do however raise standing stones for reasons unknown. It has been speculated that they carry some sort of religious purpose or perhaps serve as landmarks for good lands where they can graze and hunt.

One alpha bull tends to his herd and will aggressively defend them from threats like Goblins, whom they consider their natural enemies. The alpha bull also maintains the right to mate with the females. During summer other males will compete with each other and the alpha bull for the right to take over leadership. Though these duels can be harsh and brutal, they are rarely fatal, and the defeated will simply fall back in line with little to no ill will. They will either make way for a new alpha bull or accept that the old one maintains his role for another year, until the next summer when new challengers will arise.

As a very primitive culture, the modern concepts of society found in other races, is completely lost on the Minotaurs. They do not understand the meaning of trade, warfare, diplomacy, unless it's broken down to the basics and explained to them. They do not possess any means of writing.


The reserved inhabitants of the frozen planet Skyrim.


Tall, fair-haired, pale-skinned, bright-eyed and often sturdy, gaunt and stout in their body structure; Nords are considered the naturally strongest of the races of Mankind. Their traits are believed to be the result of having endured the harsh climate of Skyrim, and as a result they are generally more tolerant to cold and frost.

Culture and Society

Nords take great pride in traditions of warfare, revelry and family honor. They rarely, if ever, tell lies as they value honesty in almost every aspect of their lives. However, Nords are also generally reserved and suspicious. They have a hard time trusting foreigners as well as their own kin, which has more than often led to grudges and battles within the Clans, the ruling families of Nord society. However, to make up for this kind of social paranoia, Nords have also proven themselves to be extremely loyal, once trust and respect has been earned. They will gladly take bullets or hits from melee weapons in order to save the life of a beloved or a friend. Nords have also made themselves famous with their fighting capabilities and craftsmanship.

Though their Stalhrim Alloys, Ylgermet Industries, and Skyforge Steel manufacturers have made the term "Nordic craftsmanship" into something to be associated with quality outside of Empire space, it is the ingenuity of their shipbuilding that really outshines the other races of the Mundus Galaxy in terms of technological advancement.

Due to their efforts and participation in the art of war, it is not uncommon to find most Nords becoming freelancing soldiers or mercenaries. And Nordic shipbuilders, along with weapons and armor manufacturers are considered among the finest in the Mundus Galaxy. However, due to a strong sense of pride and duty to their own kin, they will more than often join up with or serve the Nords' own national forces, the Stormcloaks, over any other race.

Nord courtship has been the subject of many jokes told throughout the Mundus Galaxy. Nordic marriages are built upon the principles of basic survival and support, rather than love and emotions. That doesn't mean, however, that Nordic marriages are without the latter, as the two parties may grow closer to one another during their time as a married couple.

The Nords are ruled by a coalition of powerful families, or clans, who make up the foundation of a functional government. They dictate the laws and rules of their society whenever a council, or a moot, is being held. More often than not, the interests and opinions of these families clashes, which sometimes results in long-lasting, petty grudges, and sometimes even duels to the death. However, all of these families answer to the High King, who serves as the de facto ruler of Skyrim and who has the final say in the decisions made during a moot before enforcing them as established laws and rules.


The brutish natives of war-torn Wrothgaria.


Orsimer or Orcs, as they are more commonly known, are the most physically imposing of all the races in the Mundus Galaxy. They are tall, broad, muscular and sturdy, making them incredibly strong and resistant, but also slow. An Orc can easily be recognized by the appearance of their green skin, their pointy ears, their projecting lower jaws and sharp, tusk-like canines. They have low foreheads, often giving them a sinister look.

Culture and Society

The Orsimer of Wrothgaria are a battle-hardened people who thrive on the ideas of battle and bloodshed. Talented warriors and craftsmen, the Orcs are known for their love of warfare, and as such have proved themselves to be an excellent freelance resource used by many warring factions throughout the centuries.

Though their weapons and armor arsenal belong to the highest and reliable quality septims can buy, it is rare for Orcs to craft equipment for others than their own kin. They consider their craft to be very personal and has to be earned through other means than bought for gold.

Orc society is built upon the concept of tribes, each ruled by its own war-chief. These tribes are locked in a never-ending competitive struggle to prove which one of them that is the most strongest and honorable. This has led to the complete and utter devastation of Wrothgaria's surface, and the destruction of many cities.

The only way for an Orc to become the war-chief is by killing the previous war-chief. The brutal lifestyle of Orcs includes polygamous patriarchy, and thus only the war-chief of the tribe is allowed to have wives, and preferably many. Though it is considered a great honor for a woman to be the bride of the war-chief, she can reject him, shaming him and lowering his respect within the tribe. For the war-chief to restore his honor, he must undertake a task given to him by the tribe's wise woman; which can range from anything such as slaying a specific beast or even killing the woman who shamed him. The practice of multiple partners, in theory, is to ensure that only the strongest genes are carried on to the next generation of Orcs that will prove to be stronger than the previous. The life pursuit of an Orc is thus to make sure that in the end, their tribe is the strongest and last one standing to rule over Wrothgaria, having vanquished all the other, weaker, worthless tribes.

An old saying that perfectly captures the lifestyle of an Orc is: "If you are weak, you are better off dead."


The reclusive and hostile men and women of the Reach.


Virtually there is nothing separating the Reachmen from their Breton heritage in terms of appearance. A life adjusted to the harsh and cold climates of the asteroid belt has left them with a sturdy posture and increase in muscle mass.

Culture and Society

The Reachmen are divided into clans with varying alliances and feuds amongst each other. While no one among the Reachmen is particularly fond of "outsiders", as they refer to people not native to the Reach, they are not all openly hostile and will tolerate trade and visits to some extent. Each clan is ruled by a chieftain and a Briarheart, the clan's high priest. Though the chieftain holds all the responsibility of his clan's well-being, the Briarheart generally holds more power. The Reachmen are a superstitious people and as such both the clan and its chieftain turns to the Briarheart for counsel and guidance.

The Reachmen believe in entities they refer to as the Old Gods, beings from beyond space and time. However this worship stems from a place of fear rather than piety. They believe that the Old Gods are cruel and bloodthirsty and that they will eventually consume the every living being in the universe unless they are appeased with sacrifices. Something the Reachmen has an inexhaustible supply of in terms of either hapless visitors or from unpopular members of their own clan. While usage of E2 is not forbidden among the Reachmen, it is frowned upon. It is believed that using Elder Effect attracts the attention of the Old Gods and as a result they will target the caster.

At certain points during the year, the Briarhearts from every clan convene, whether they are on friendly terms or not, at a sacred location somewhere deep within the Reach in order to commune with the Old Gods through ancient relics. This event is forbidden for everyone, including the Reachmen, to participate in or even bear witness to, apart from the Briarhearts themselves. As a result, not even their own clan members knows what goes on at those communions.

While the Reach is rich with minerals and precious metals, the Reachmen are very suspicious of trade and mostly keep their riches for themselves. As a raider culture the Reachmen take pride in constructing new ships to plunder, raid, and enslave unsuspecting ships and colonies; provoking the anger of the Elder Council in the progress. While more than one attempt has been made to invade the Reach in order to retaliate against piracy and raids, the Reachmen have resisted by staying hidden deep in the asteroid fields.


The talented warrior people of the sands of Hammerfell.


Redguards stand tall, sturdy and muscular, though not as much as the Nords. Their complexion ranges from light brown to black, and they often have black or brown hair with texture that of thick curls or wiry strings. Due to their imposing and balanced physiology, Redguards generally have better endurance and agility than any other race of Mankind, and their hardy constitution makes them very resistant to the effects of poisons.

Culture and Society

Similar to the Nords, the Redguards take great pride and finds honor in the art of war. It is mandatory for boys and girls to be trained from an early age to become skilled soldiers, however once their years of education within the field are over, they are free to pursue any other interests or lines of work as they see fit. However, since combat and militaristic traditions has been taught to them from a very young age, few Redguards ever seek to become something else other than a soldier, serving within the military intelligence department, or working for Shamshir Corporations, a widely renown weapons manufacturer.

Being the most naturally gifted warriors of the races of Mankind, most Redguards frown upon the usage of Elder Effect for other purposes than fueling machinery and weaponry. They dislike the idea of becoming living weapons and as such tend to look down upon Elder Effect users with contempt.

With their militaristic and adventurous mindset, Redguards tend to form mercenary groups with close friends from their training years, after graduating, and then travel abroad to seek employers, often in the service of foreign governments, the most famous one being the Alik'r. Those with a sense of nationalistic pride stay on Hammerfell to serve the Crowns, the elite forces of the Redguards. These skilled fighters, however, are often in conflict with their ancient adversary the Forebears, with whom they share many centuries of bitter resentment.

The Redguards of Hammerfell tend to not care for politics, and as such let themselves be governed by what they refer to as a "democratic autocracy", in which they vote for their strongest and most capable fighter and/or military leader to guide their people, until someone with more skill has proven themselves to be more worthy of the role.

While marriage customs do exist, Redguards consider long-lasting relationships to be overrated. It is therefore not unheard of that a marriage will only last for a year or two, until both parties part ways amicably in search of something new that can satiate their lust for adventure and excitement. This has led to the trope that Redguards generally have a hard time settling down and be still, as they always seems to be on the move, in the search for something greater than themselves.


The mischievous ice-goblinoids of Skyrim.


Similar to Goblins in terms of appearance, the Rieklings have sharp facial features: pointed noses and ears, and a set of small glaring eyes. Most males tend to decorate their facial hair by braiding the mustaches or the stripe of their goatees. Their skin color ranges from the soft icy white to light blue. Unlike Goblins, the Rieklings are counted as among the shortest, if not the shortest, of races in the Mundus Galaxy, barely reaching up to the waist of an average Man in terms of height. They have small stumpy legs and equally stumpy arms, and what they lack in physical strength they make up for in numbers. Their thick skin allows them to resist extremely low temperatures.

Culture and Society

The Rieklings have a language of their own, but are just as well capable of understanding and to some extent even speak the common tongue. Though generally hostile to outsiders, they have been shown to temporarily allow approaches to be made to their villages for the purposes of trade or, even more rare, scientific research. Riekling societies can be found in the coldest climates of Skyrim. They seem to prefer the harsh arctic zone of the planet rather than the temperate zone with milder weather conditions. Their villages can be found both over and under ground, usually in the vicinity of frozen lakes and seas for easy access to fresh water and fish.

The Rieklings are tribal by nature, and value strength over anything else. The strongest member is usually chosen to rule as chieftain until they are challenged by another member for the position. Strange occurrences throughout Skyrim's history has even shown that outsiders from other races has sometimes been chosen as chieftain for the act of killing the previous. The tribes are often at war with one another over what they consider good lands to hunt, fish, and scavenge on.

Rieklings are natural born thieves and will steal anything that they can't produce on their own, either from other warring tribes or from Skyrim's local populace.

Scientists are uncertain as to from where the Rieklings originate from as there is little to no archaeological evidence or indication that they were present on Skyrim when the Nords first colonized it after emigrating from Tamriel, though the most popular theory is that they are an off-shoot of stowaway Goblins that has evolved to endure the harsh climate of the planet.


The secretive and calculating slug race of Thras.


The Sload are a race of bloated, semi-amphibious, slug-like bipeds. They tower over most of the sentient races of the Mundus Galaxy in terms of height, though never as tall as the Giants on Skyrim. They also have the largest amount of body mass. Their affinity to water have rendered them capable of breathing underwater. The Sload are said to become extremely old, with some ages recorded to well beyond 1000 years, and they keep on gathering fat to the point where they will be unable to move unless submerged in water. Once they reach the imminent end of their age, their fat and blubber starts to turn into a transparent and gelatinous substance. Upon death their bodies and organs are dissolved into water, making them a permanent contribution to their planet's oceanic surface.

Society and Culture

The Sload of Thras are a quiet lot, keeping to themselves. Their sole dedication in life seems to be for the craving for knowledge and the fulfilling of their own egotism. In fact, every action carried out, every word uttered and every thought rushing through their minds seems to be based on the best potential outcome to further their own self-interests.

The Sload are completely bereft of conscience. They never have any regrets, and regards other individuals as a means to an end. Cunning, untrustworthy, and deceitful, the Sload do not shun away from any means or actions that would be considered immoral or illegal under White-Gold law, such as necromancy and slavery.

The Sload believe that upon death they merge with the waters of Thras and become a part of a greater whole, like a collective mind that will eventually devour all the other lifeforms in the universe. It's this very belief that makes them pursue their insatiable thirst for knowledge, believing that the more secrets they know upon death, the more they will contribute to the cause in the afterlife.

Tang Mo

The monkey-folk of the planet with the same name.


Similar to the Imga in appearance, the Tang Mo are a race of simians. In contrast to their distant relatives the Tang Mo are far more primal in their behavior and exterior. They are taller, more muscular and physically adapt to maul, crush and maim their enemies, as well as hairier. The males are typically more larger than the females. Both genders paint their furs in a myriad of colorful patterns, signifying their rank and status in their communities.

Society and Culture

The Tang Mo society is built upon tribal traditions. They believe in strength and despises weakness. As a result, at any given chance they will eradicate a rival tribe the moment they show their flaws or mishaps. Within their tribes they have established a ranking system: chiefs, priests, warriors, hunters, and gatherers.

The chief is chosen in a ritual not all too different from a moot. Each volunteering candidate will provide gifts, and promises of what they want to accomplish, if they should become chief. If the gifts are deemed adequate and the promises appealing, the tribe will choose said candidate to lead them. The chief will select a female of his choosing to be his partner for life, and will from thereon assign the roles and the ranks each member of the tribe will play.

Being a highly aggressive race, hostile to outsiders and invaders, there has been little documentation about their beliefs and religions, if such a thing exists at all.


The brutish cave-dwellers of Cyrodiil and Skyrim.


Described as hulking simian-like brutes, the common Troll is covered in a coat of thick stray fur; making it blend in fairly well with dark caverns or dense forests. There is little to no physical difference between the two genders apart from genitalia, making identification of a male or female Troll nearly impossible from a long range distance. Trolls have three eyes, with the third one located at the center of their forehead, though scientists are at odds as to the evolutionary purpose behind it. All Trolls seem to have the strange ability to regenerate their wounds over time, including that of lost limbs.

Society and Culture

Trolls live in smaller groups of four to five individuals, but it's not uncommon to find them entirely on their own or in pairs out in the wilderness as well.

Originally from Cyrodiil, the Troll was introduced to Skyrim in an attempt to drive out the vicious Falmer from their caves in order to establish new mining complexes. Though the plan was somewhat successful, the Trolls eventually multiplied and thrived in Skyrim's wintry climate, eventually establishing themselves on top of the food chain of Skyrim's wildlife. The Frost Trolls of Skyrim are somewhat larger, more aggressive and have a coat of white fur.

Though Trolls are little more than mindless beasts, they seem to have a very basic understanding of the common language, picking up on phrases and short sentences. Though unable to speak it themselves, they have proven capable of writing (albeit with poor spelling).

Trolls are territorial creatures and will as such defend their home from trespassers and even other trolls. Though sometimes in territorial disputes, the Trolls will band together and form small families instead, putting their differences aside and co-operate in order to survive.

They have a tendency to hoard everything they can eat: people, animals, plants, fruits, vegetables; and put it in a larder in the deepest sections of their cave systems. Some Trolls are intelligent and crafty enough to construct basic weapons out of wood, rock, and bone, to become more efficient at killing.


The serpent-men of the planet with the same name.


The Tsaeci are tall, elegant, and bipedal, and much similar to Men in their biology. They have slit, golden-colored eyes and long, gaunt faces. They have sharp fish-like teeth and long split tongues. Their skin is covered in gilded scales. The males have golden-colored, whereas the females have silver-colored. All Tsaeci are born ambidextrous, making them the ultimate sword-masters and martial artists. Some individuals tend to be born with a hood or a mantle, not all too different from those seen on cobras. The Tsaeci tend to speak with a low hissing sound due to their reptilian-esque tongues.

Society and Culture

The Tsaeci are renowned for their swordsmanship throughout the galaxies. And though essentially a warrior culture, the Tsaeci are also skilled diplomats, traders, and explorers. Though they tend to keep to themselves, they do not shy away from utilizing espionage and installing ambassadors in foreign societies to serve as their eyes and ears outside of their own system. Unlike most other races, the Tsaeci does not shun slavery. Each household on planet Tsaeci is said to have one or more slaves of various races to serve their serpent-like masters, much to the chagrin of the Elder Council who have no jurisdiction over the system.

The Tsaeci cuisine has been the tale of terror for many races throughout the centuries. Similar to their views on slavery, the Tsaeci are equally unscrupulous in the food they eat. Being omnivores, the Tsaeci gladly devour anything that they consider to be edible, whether it be fruits or another living being.

The Tsaeci lifespan is said to last eternally, a trait which they themselves can neither confirm nor deny as no Tsaeci has ever died of old age. When they reach a certain time in their life, in which they feel as if though they have accomplished their purpose in life or seen and done everything they ever wanted, they enter a state of self-imposed death and pass away peacefully.

As renowned sword-masters, the few Tsaeci that travel outside of their system, are highly sought after by private contractors to serve as bodyguards or mentors of swordsmanship.

The race is ruled by an emperor or empress, who assumes their position usually by assassinating the previous holder of the title, by poison or other discreet means.

The Oblivion Galaxy



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