Ebonhart Pact

The Aldmeri Dominion was formed sometime between 2E 580 and 2E 582 by the Altmer (it can also be referred to as the 'brainchild' of Queen Ayrenn). They were afraid of the disaster that the younger races could bring to Nirn. After the news of the Imperial City being taken over by Molag Bal worshippers had reached Summerset Isle, the Altmer reached out to their old allies, neighboring races—Bosmer and Khajiit. As they had done many times before, they swore that with the combined forces of the three races, they shall prevent the disaster that was to come. Convinced that the younger, less sophisticated races have dominated Tamriel too long, the Dominion seeks to right the course of history. The cultured and typically reclusive Altmer have emerged from their ancestral home of the Summerset Isles alongside the Bosmer of Valenwood and crafty Khajiit of Elsweyr to usher in a new era of peace and law.

The Dominion was formed in an attempt to take control of the Imperial City and restore Elven rule to Tamriel. It is said that the three allied races were the most intelligent, patient and rational in all of Tamriel. Members of the Aldmeri Dominion believe that the short-lived and young races of Men are unfit to rule, and that this role is meant by the Divines to be filled by the Aldmeri Dominion itself. The Aldmeri Dominion stretches over the provinces of the Summerset Isles, Valenwood and Elsweyr. Its capital is Elden Root, hidden deep within the forests of the Bosmeri Valenwood. The faction is led by Queen Ayrenn.

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Proud but grim and often ruthless, the Dark Elves, known as Dunmer in their homeland of Morrowind, are slow to trust but loyal to their allies. They are equally adept with blade, spell, or stealth. The Dunmer of House Telvanni are estranged from the other Great Houses of Morrowind, and have refused to join the Pact. The Dark Elf homeland of Morrowind has been invaded many times by the Akaviri and the Nords. This history of conflict has transformed the Dunmer into hardened warriors. They also have a natural affinity for magic and great intellect, making them skillful sorcerers.

Passive Racial Skills

  1. Ashlander: Increases the experience gain with the Dual Wield Skill line by 15%. Reduced your damage taken by environmental lava by 50%.
  2. Dynamic: Increases Max Magicka and Max Stamina (2/4/6)%.
  3. Resist Flame: Increases by (1/2/3)%.
  4. Flame Talent: Increases your Flame Damage by (3/5/7)% Increases your Frost and Shock Damage by (1/2)%
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Strong and hardy, the Nords of Skyrim are humans who are as quick to laugh as they are to fight. Most Nords prefer simplicity to sophistication, and an axe or an arrow over a spell.[2] They are the brash, boisterous front line of the Pact; fierce warriors and expert weapon masters.The Nords once conquered most of Tamriel, and as a result, feel a certain entitlement to rule. They broke the power of the Ayleids, nearly drove the High Elves out of High Rock, and conquered much of Resdayn, the precursor to Morrowind. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies.

Passive Racial Skills

  1. Reveler: Increases experience gain with the Two-Handed Skill line yb 15%. Increases the duration of any consumed drink by 15 minutes.
  2. Stalwart: Increases Max Stamina by (2/4/6)% and Health Recovery by (6/13/20)%
  3. Resist Frost: Increases Max Health by (3/6/9)% and Cold Resistance by (693/1386/2079).
  4. Rugged: Decreases damage reduction by (2/4/6)%.
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A reptilian race of lizard-folk from the dark swamps of Black Marsh, to some the Argonians seem cold and uncanny. Surviving the dangers of their homeland has made them adept with both weapons and healing magic. The Argonians are possessive of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerrilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact.

Passive Racial Skills

  1. Amphibian: Increases experience gain with the Restoration Staff Skill line by 15%. Increases your swimming speed by 50%.
  2. Resource: Increases your Max Magicka by (1/2/3)% Whenever you drink a potion you are restored (4/8/12)% of your Max Health, Magicka, and Stamina.
  3. Argonian Resistance: Increases Max Health by (3/6/9)% and Poison and Disease Resistance.
  4. Quick to Mend: Increases your healing done and recieved by (1/3/5)%.