Choosing a character in Tamriel usually boils down to a split-second decision based on who looks coolest in heavy armor or which passive bonus makes your fireball hit harder. Most people just grab a Nord because they want to feel like a Viking or a High Elf because they want to break the magic system. But honestly, the races in Elder Scrolls are way weirder than the "Tolkien with cat-people" vibe the marketing suggests.
The lore goes deep. Like, "moons are actually dead god-corpses" deep.
If you’re just looking at stats, you’re missing the fact that some of these cultures are borderline alien. From the cannibalistic tendencies of the Wood Elves to the fact that Khajiit can literally be born as housecats depending on the lunar cycle, Tamriel is a mess of conflicting ideologies and biological oddities. It’s not just about +10 to One-Handed.
The Humans: More Than Just Default Settings
Most players treat the human races as the "boring" options. That's a mistake.
Take the Nords. Everyone knows them as the sturdy, frost-resistant warriors of Skyrim. They've dominated the cultural conversation since 2011. But look at their history with the "Thuya" or the Voice. Before it became a player-character gimmick, the Thu'um was a fundamental part of their warfare, used to shatter city gates. They aren't just "mountain men"; they are a people defined by a cyclical view of time and a deep-seated distrust of the elven "Altmer" hegemony that dates back to the Merethic Era.
Then you have the Redguards. These guys aren't even from the same "kalpa" or world-cycle as the other races, depending on which deep-lore scholar you ask. Hailing from Yokuda, they brought a unique form of sword-singing (Shehai) that could literally sink continents. In-game, they get a stamina regen boost. In the lore? They are arguably the most proficient martial force on the planet, having completely annihilated the left-handed elves of their home continent before sailing to Hammerfell.
Bretons are the weird middle ground. They’re the result of centuries of "intermingling" between Aldmeri overlords and Nedic humans. This gives them that famous magic resistance. They live in High Rock, a land of a thousand tiny kingdoms and endless political backstabbing. If you like Game of Thrones, the Bretons are your people. They aren't just "half-elves"; they are a distinct cultural entity that prizes chivalry and mercantile success.
Finally, the Imperials. They are the bureaucrats and legionnaires. Their biggest strength isn't a sword arm—it's infrastructure. They turned the worship of the Eight (or Nine) Divines into a global religion and maintained an empire for eras. Their "Voice of the Emperor" power is a nod to their real strength: diplomacy and cold, hard gold.
The Elves (Mer): A Legacy of Grudges
If you think all elves are the same, don't tell an Altmer. They'll probably have you executed for heresy.
The Altmer (High Elves) of the Summerset Isles believe they are the direct descendants of the gods (the Et'Ada). To them, mortal life is a prison. They are tall, golden-skinned, and arrogant for a reason—they’ve been practicing magic since before humans could write. They are the primary antagonists in Skyrim via the Thalmor, but their society is incredibly rigid, governed by thousands of years of tradition and a literal "price of admission" for almost everything.
Bosmer (Wood Elves) are where things get dark. Forget the "protect the forest" tropes from other fantasy games. The Bosmer follow the Green Pact. This means they cannot harm the vegetation of their home, Valenwood. No cutting trees. No picking berries. So, what do they eat? Meat. Exclusively. And yes, the "Meat Mandate" historically included their fallen enemies. They are the best archers in Tamriel, but they’re also the most likely to turn into a "Wild Hunt"—a chaotic mass of shapeshifting monsters that devours everything in its path.
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Dunmer (Dark Elves) are the fan favorites for a reason. Their home, Morrowind, is a volcanic wasteland filled with giant mushrooms and bug-bushes. They aren't just "edgy elves." They were cursed (or blessed, depending on who you ask) with ashen skin and red eyes after their leaders betrayed a god. They worship "Good Daedra" and have a legal guild of assassins called the Morag Tong. Their culture is built on the Three Ps: Philosophy, Politics, and Paranoia.
- Orsimer (Orcs): Yes, they are elves. "Orsimer" means "Pariah Folk."
- They were transformed when their god, Trinimac, was eaten by Boethiah and "excreted" as Malacath.
- They live in Strongholds.
- They value the "Code of Malacath"—no jails, just blood price or exile.
The Beastfolk: Breaking the Biological Mold
The Khajiit are the most misunderstood race in the series. Most people see a cat-man and think "thief." But their biology is tied to the moons, Masser and Secunda. If a Khajiit is born while the moons are full, they might be a Senche-raht—a battle-cat the size of an elephant. If the moons are thin, they might look exactly like a regular housecat (Alfiq) but with the intelligence of a mage. The ones we play in the games (Suthay-raht or Cathay) are just the most common bipedal forms.
Then there are the Argonians (Saxhleel). They aren't just lizard people. They are a biological extension of the Hist—a race of sentient, telepathic trees in the Black Marsh. Argonians ingest "Hist Sap" to gain their souls and consciousness. During the Oblivion Crisis, the Hist called all Argonians back to Black Marsh, altered their biology to make them hyper-aggressive, and they actually invaded the Daedric realms. They were so terrifying that the Daedra had to close their own portals to keep the Argonians out. They are arguably the most powerful faction in Tamriel when they are unified by the trees.
Why Race Choice Actually Matters for Your Playthrough
Most players ignore the "Passive" abilities in favor of the "Active" ones. That’s a mistake. In Skyrim, the Orc's "Berserker Rage" is objectively the most broken ability in the game because it doubles your damage and halves what you take. It's a literal "win" button for boss fights.
But if you’re playing for the long haul, look at the resistances. A Nord’s 50% Frost Resistance or a Dunmer’s 50% Fire Resistance saves you dozens of enchantment slots later. Being an Altmer gives you a flat +50 to Magicka. That's five level-ups worth of stats for free.
If you’re diving into The Elder Scrolls Online, the racial passives are even more granular, affecting everything from your critical damage to your crafting speed. Choosing an Imperial for a Magicka-based healer is basically playing on hard mode for no reason. Match your race to your role, but don't ignore the flavor.
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Common Misconceptions About Tamrielic Races
"Orcs are just monsters." Actually, Orcs are some of the finest smiths in the world. The Imperial Legion relies heavily on Orcish armor and weaponry. They are a sophisticated, if insular, culture with a deep sense of honor.
"Argonians are slaves." While the Dunmer historically enslaved Argonians (leading to a massive, bloody invasion of Morrowind later on), the Black Marsh has never been fully conquered. Even Tiber Septim, the man who united the entire continent, basically just looked at the swamps and said, "No thanks, you guys stay there."
"High Elves are the smartest." They are the most magically gifted, sure. But the Bretons often rival them in pure arcane theory, and the Dwemer (the "Deep Elves" or Dwarves) were so technologically advanced they built a giant brass god and accidentally deleted themselves from reality. Smart doesn't always mean "right."
Making the Final Cut
When you're looking at the races in Elder Scrolls, don't just think about the character creator screen. Think about the world-state. Are you playing a Dunmer in Skyrim? You're going to be treated like a second-class citizen in Windhelm. Are you a Khajiit? You won't even be allowed inside most city walls in the lore, even if the game mechanics let you pass.
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The best way to experience these games is to lean into the friction. Play the "outsider" race and see how the world reacts. The depth of these cultures is what makes the series more than just a dungeon crawler.
Your next steps:
- Check your current build: If you're a melee fighter but didn't pick an Orc or Redguard, look at your gear. You might need to compensate for the lack of "Berserker Rage" or stamina passives with extra enchantments.
- Read the books: In-game books like The Anniversary or Notes on Racial Phylogeny give you the "scientific" (and often biased) view of how these races work.
- Experiment with Beastfolk: If you’ve always played humans, try an Argonian. The underwater breathing and disease resistance change how you explore the map, especially in the treacherous swamps of the older games.
- Roleplay the Pact: If you're playing a Wood Elf, try a "No Alchemy" run where you don't pick plants. It's a nightmare, but it's the most immersive way to understand the Green Pact.