Races

There are ten races in Morrowind - a few kinds of humans, a few kinds of elves, orcs, and two "beast races" - the Khajit "cat people" and the Argonian "lizard-people".

There was once a race of dwarves (dwemer) reknowned for their mechanical skill and cunning artifice. However all dwemer have disappeared, having vanished in a single night. Their cities, as extensive underground as above-ground, remain as slowly crumbling ruins, still guarded by tireless automatons.

Altmer (high elves)

Argonian (lizardmen)

Roleplaying note: The "beast races" (Argonians and Khajit) are widely discriminated against because of their race.

2014-05-18: Immunity to poison is intended. I could give them +8 to saves vs. poison, but that would practically make them immune to poison anyway. Note that Redguards also have +4 saves vs. poison.

Bosmer (wood elves)

2014-05-18 - I have not traded Survival for Knowledge (Nature). To address Phil's comment about them being underpowered as anything except archers and stealthers, I am granting Dodge for free - is this OP?

Breton

Dunmer (dark elves)

The Dunmer are the native people of Morrowind, the setting of this campaign.

Imperial (Romans)

Khajit (cat-people)

Roleplaying note: The "beast races" (Argonians and Khajit) are widely discriminated against because of their race.

Nord (vikings)

Orc

Redguard (desert people)