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    Beyond the Fall


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    elcome to BEYOND THE FALL, a post-Elder Scrolls V: Skyrim RP forum. This RP forum is rated M for Blood and Gore, Intense Violence, Sexual Themes, & Use of Alcohol. It is recommended that you are 18+ to join BtF.


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    t's Summer Time! I hope you've got your roleplaying faces on, because we are officially opened! For all you guests out there, be sure to join in on the fun as we kick-off the start of the site with the Felcrown plot! We are hoping to fill up as many leadership positions as we can so that we can get this party started.

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 Races, Races
Arcane
 Posted: May 13 2014, 12:56 AM
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    user posted image
    ALTMER

    o Known as “Atlmer”, the High Elves are the most gifted in the arcane arts of all the races. They excel magic-based classes due to their magical affinities. Their characteristics include yellowish-gold skin hue and amber, green, or yellow-colored eyes, and strive to maintain a close appearance to their ancestor race, the Aldmer. They are the tallest and most slender of the humanoid races, with prominently pointed ears. Due to their affiliation with the Third Aldmeri Dominion and the Thalmor, the Altmer are subjected to racism and discrimination in Skyrim. High Elves are well known for their superiority complex.
      Special abilities:
      • Highborn: Regenerate magicka faster, once a day.
      • Fortify Magicka: Passive increase in magicka.
      Starting spells:
      • Flames (Destruction)
      • Healing (Restoration)
      • Fury (Illusion)
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      ARGONIAN

      o Enigmatic and ingelligent, the Argonians are lizard-like humanoids with proficient lockpicking and sneaking skills. Argonians do more damage in unarmed combat compared to other races, due to their tough, scaled skin. They are experts at guerilla warfare and have developed immunities to the diseases that have doomed many would-be explorers in the region. Due to their ability to breathe water, they can easily go exploring underwater locations, and it also gives them an all-terrain versatility that no other race has. Argonians are sequestered from the predominantly Nordic population of Skyrim and are forced to live at the Argonian Assemblage, located at the city docks. Many Argonians are slaves.
        Special abilities:[LIST]
      • Histskin: Invoke the power of the Hist to recover health ten times faster, once a day.
      • Resist diseases: Argonian blood is 50% resistant to disease.
      • Waterbreathing: Argonian Lungs can breathe underwater.
      Starting spells:
      • Flames (Destruction)
      • Healing (Restoration)



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    BOSMER

    o Known as “Bosmer” or Tree Sap People, Wood Elves are the elven clan from Valenwood. They are physically the smallest race and are born with skin colors ranging from light brown to pale tan to light green. They are cousins to the Dunmer and the Atlmer. They prefer to live in harmony with the land and wild animals, of which to them is a simple existence, and more often than not reject the formalities of the civilized Skyrim region. They are known to be the best archers in all of Tamriel and are well known for their ability to command wild creatures, their agility, nimbleness, and their quickness, making them excellent scouts, thieves or treasure hunters. They have a strong resistance against poisons and diseases.
      Special abilities:
      • Command animal: Make an animal an ally for one post.
      • Resist Disease and Poison: Bosmer blood gives 50% resistance to poison and disease.
      Starting Spells:
      • Flames (destruction)
      • Healing (restoration)
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    BRETON

    o Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance giving them adeptness towards the magical arts, but also make great warriors. It is suggested that they may also carry Admer blood. They are intelligent, known for a proficiency in abstract thinking. Unlike the Redguard and Dunmer populations, the Bretons don’t have many numbers in Skyrim, being a minority in settlements.
      Special abilities:
      • Dragonskin: Absorb 50% of magicka from hostile spells for one post.
      • Magic resistance: Breton blood grants a 25% resistance to magic.
      Starting Spells:
      • Conjure familiar (Conjuration)
      • Flames (destruction)
      • Healing (restoration)
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    DUNMER

    o The “Dunmer”, more commonly known as Dark Elves, are dark skinned elven natives of the province of Morrowind that migrated to Skyrim as refugees. Along with the Atlmer, they face prejudices of extreme nature because of their elven blood. They generally tend to have red, glowing eyes with green to dark, and even light blue skin tones. Dunmer are renowned for their strength, intelligence, and quickness, but also have rotten luck, and many believe they are ill favored by fate due to their history of many misfortunes. Dunmer have a strong resistance against fire.
      Special abilities:
      • Ancestor’s Wrath: Once per day for one post, opponents that get too close take one post of fire damage. It can harm NPCs.
      • Resist Fire: Dunmer blood gives 50% resistance to fire.
      Starting Spells:
      • Flames (destruction)
      • Sparks (Destruction)
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    IMPERIALS

    o Native to the province of Cyrodil, the Imperials are far from outlandish in the land of Skyrim. They are oft considered to be the dominant race of Tamriel, due to their people’s established level of discipline and training of their armies, producing some of the strongest soldiers Tamriel has to offer. Both men and women alike possess sun-kissed skin, and sharp defining features within their faces when compared to those of the Breton and Redguard. Though trained in the art of combat, what the Imperials are known best for is their democratic and well-spoken tongues, having been said to possess the Voice of the Emperor.
      Special abilities:
      • Voice of the Emperor: Calms nearby humanoids for one post.
      • Imperial Luck: anywhere gold might be found, Imperials always seem to find a few more.
      Starting Spells:
      • Flames (destruction)
      • Healing (restoration)
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    KHAJIIT

    o Hailing from the province of Elsweyr, the Khajiit are a catlike race native to Tamriel. As suggested, their appearance is that of a humanoid feline, bearing fully furred pelts and tails befitting of their beastly origins. Unlike the more human races and the Argonian, the Khajit possess the most intricate and diverse differentiations between each individual, their patterns and fur length dependent on the environment and their upbringing. On such a note, most Khajit within the province of Skyrim are naturally suited for the harsh winter climate it brings. They are characterized by intelligence, quickness, and agility. They make excellent thieves due to their natural inclination toward stealth, but are also known to be outstanding warriors if trained properly. Within recent times, as the slave trade has made its way into Skyrim, the Khajit are once again found susceptible to being captured and sold.
      Special abilities:
      • Night-Eye: See in the dark for one post for an unlimited number of times per day.
      • Claws: Do more damage in unarmed combat.
      Starting Spells:
      • Flames (destruction)
      • Healing (restoration)
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    NORD

    o The natural inhabitants of Skyrim, and the self-pronounced holder of its high king’s throne, Nords are a race built to withstand the unforgiving climate of the mountains. Their bodies are taught and rippling with toned muscles, in both their men and their women, typically letting their hair grow long and proud like a mane. Face paint and tattoos often mark their bodies, as if to tell tales of their travels. They are a hardy and proud people, remaining adamant in the face of change and danger alike. Nords do not take up the arcanic ways, or at least stray away from them, to instead fight with the natural strength their bodies provide
      Special abilities:
      • Battle Cry: Target flees for one post.
      • Resist Frost: Nord blood gives 50% resistance to frost.
      Starting Spells:
      • Flames (destruction)
      • Healing (restoration)
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    .user posted image
    ORSIMER

    o Typically known as Orcs, Corrupted Elves, or Pariah Folk, the Orsimer have no country to call their home. Instead, they have localized their people to the city of Orsinium within western Tamriel, though their numbers dot across the vastness of the realm. Their appearance explains the prejudice of their many names, bearing dark and often unsightly toned skin of green, yellow, blue, grey, and seldom red. Their faces are gnarled and flattened, revealing the dangerous tusks peeking past their lips. Most see the Orsimer as brutes and monsters, leading many of their kind to assume that they are and take up such roles. The Orsimer consider themselves to be sophisticated, otherwise, though it is a tendency for their kind to lose control of their actions midst a moment of powerful emotion. Due to their massive size and naturally adept muscles, Orsimer are considerably like the Nords, wielding great strength and unsurpassed stamina to win their fights.
      Special abilities:
      • Berserker Rage: Take half damage and do double damage for one post. This does not apply to damage dealt by spells.
      Starting Spells:
      • Flames (destruction)
      • Healing (restoration)
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    user posted image
    REDGUARD

    o Originated from Hammerfell, the Redguards are considerably the most ambitious of Tamriel’s races. Their kind, having descended from the regions where the sun is most prominent, possess deeply tanned skin, and often bear tattoos and other marks that express their individuality and sense of freedom. The Redguards are noted for their strong pride and almost dangerously independent spirits, more often than not fighting battles for their own reasons rather than the will of others. Though not the largest or the strongest of the other races, the Redguard are unmatched in agility and dexterity, having bodies adept to mastering the use of various weapons and fighting styles, as well as even some of the arcanic ways.
      Special abilities:
      • Adrenaline Rush: Stamina regenerates 10x faster for one post.
      • Resist Poison: Redguard blood gives 50% resistance to poison.
      Starting Spells:
      • Flames (destruction)
      • Healing (restoration)
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PMAIM
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