Morrowind

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Westly

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Danae123

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About this mod

A bundle of race mods by Westly

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A simple re-pack of race mods by Westly.
All I did was track down the mods, info and images thanks to the Wayback Machine to rebundle and present them in a convenient way.
Textures were optimised with Ordrenator.

All the original readme are included. The information below is from the readmes
Credit to Wesltly

A few more races by Westly have already been updated in Westly's Mods for Wares


Khajiit Diversity Revamped
This plugin adds 3 new Khajiit races, the Cathay-Raht jaguar-men, the large Suthay-Raht tiger berserker (a some what original race inspired by the ferocity of the Senche-Raht), and the mysterious Dagi-Raht (inspired by the mystical look of Siamese cats).
All of the races are Better Bodies. I have changed some NPC's to the new races - not many, since the Khajiit in Morrowind are mostly Suthay-raht anyway - and also because the Suthay-raht Berserker and Dagi-raht especially would be remarkably rare, if not unheard of in Morrowind.



Half Races of Tamriel
The Stone Elves are the blended result of outlander Dark Elves and the Wood Elves of the borders of the Western Valenwood Forests and Cyrodiil.  They dwell mainly in the borderlands of southern Cyrodiil, where the land is wild and unforgiving. Due to this, they have developed hardy constitutions and natural athleticism and
grace, necessary to survive in the wilds.  Called Stone Elves, in large to their hardy nature and resilience, but also as a reference to their pale earthen-grey skin
(as a result of the blending of the two elven races).  They often retain a slight reddish tint to their eyes and have a fair resistance to flame; a sure sign of
their Dark Elven heritage.  Shunned by most heartland Dark Elves, the Stone Elves retain close ties to their Valenwood cousins, learning much from the kindred elves of the wilds.  The Stone Elves are adept Geomancers, as they are able to draw power from the earth (often going bare foot in some fashion to better connect with the earth that gives them strength).  At great cost, the Stone Elves can summon the very bones of the earth to rise up as defense or aid in battle.
Half-Orcs - a result of the blending of Orckind and Humankind.  Half-Orcs are, at large, outcasts, never truly being accepted by their human or orcish relatives.  Some Half-Orcs seek to blend in with humanity and will often wear masks to cover their bestial visages.  Others wear their tusks and piggish nose proudly and even scar their faces to become more like their Orcish cousins.  Whatever the case, Half-Orcs share a close bond with the ferocity of their Orcish ancestors, as they remain  fierce opponents on the battlefield due to their natural strength and endurance with fair resistance to magicka.
The Sun Elves are descendants of Redguard and Altmer pairings.  Known as the Sun Elves (due to their soft iridescent golden complexions and pointed ears of their Altmer forebears, though males sometimes have smaller elf ears), they make their homes in the south-western regions of Hammerfell (from Janeth to Rihad).  Often nomadic, they are adepts of change, bending and manipulating the physical world to suit their whims as needed in their travels. The Sun Elves are great Aeromancers, calling the winds of all nations and climes to serve them in times of need or peril. In all of Tamriel, none rival their mastery with staves and maces. 

Altaran
This race is not really a race at all, but more a family group whose Mother was an Altmer, and whose father was a Breton. Being 3/4 elf, they have inherited all of the natural ties to magic.  Because of their Breton blood (or the 1/4 human), their resistance has been raised. 
Essentially, because of their lineage, Breton strengths cancel Altmer weaknesses (to put it another way).
They are a fairly well-rounded race and could play as most any class (though their skill bonuses give them magical advantages).


Aureals
A new playable race, Aureals (inspired by the Golden Saints that were featured in TESIV ala the Shivering Isles expansion)
The Golden Saints are the daedric spawn of Sheogorath and are feared for their abilities in combat.  By the hand of Sheogorath, they are blessed with strong resistance to weapons, the elements, and magicka.

 
M'harjaan Race

Several months ago, Korana approached me to make a race for her city/country mod, Pelanor, that would occupy/populate the Mhajareen area (a desert oasis like area similar popular depictions of the Middle East and Eastern India).  I gladly accepted, as this would be a great addition to increase the cultural diversity in the land.  The race would also allow for a chance for me to make a race that is a homgenization of several real world cultures to create a new culture that is both familiar and yet completely unique and self contained.  I looked to several cultures for inspiration (from North Africa, The Middle East, East India
and the aboriginal peoples of Australia).  From these sources of inspiration, the M'harjaan were created.

 
The Saxhleel

The Saxhleel, or Argonian in the common tongue,  are a highly evolved race of reptilians, at home in any marsh-like environment from which they originally hail. They are known for their intelligence, agility, and speed. Because of their reptilian nature, Saxhleel do not tire easily while swimming and seldom drown. They can also swim faster than any other race. They are adept in any art involving the arcane, or involving thieving and sleight of hand. 


Half-Troll
A new BB race based on the hybridization of Ancient Orcs and Nedic Men.
Called Half-Troll in the common language, this hardy barbarian race is the result of ancient Nedic and Orsimer pairings.  Residing in the borderlands between Skyrim and High Rock, Half-Trolls are an outcast
race, belonging to no groups save for their own tribes, which are scattered within the two northern provinces. A proud race, the Half-Troll honour strength above all, and the strongest lead them, whether male or female; all are equal on the battlefield where might, magicka, and mortality rule.

The Halfling
A diminutive race hailing from the heartlands of Cyrodiil, Halflings are small, quick-witted, and adventurous.  Called "Halflings" due to their being seemingly caught between childhood and adulthood, as their small stature has them constantly being confused for children by larger races. Halflings seemingly never wear shoes, as their large furred feet are tough enough to weather even the harshest of conditions and climes. Their size is an advantage when it comes to remaining hidden, so they make excellent thieves and burglars.


Sarek Race
The Sarek are a deep-water parasitic race (essentially underwater vampires), that are the natural enemy to the Kyrian and the Mhara (other races from my Mod Project X). Though on land, they are not feared or disliked as they are in the sea kingdoms (having to do with the land dwellers seemingly complete disregard for all things beneath the waves. They walk on land without a second thought from upworlders, though would be feared if their true nature was more commonly known. They are more akin to sea-dwelling arthropods (as they have an adapted exoskeleton). Their humanoid appearance is a from of mimicry to aid in luring/fooling their prey.


Tahnuk Race
The Tah'Nuhk are a small-statured, tree-dwelling tribal race who make their homes in the forests of Everfall, a Sylvanni-protected territory.  The Tah'Nuhk are very quick and agile, able to dart from tree to tree with the
greatest of ease.  Skilled marksman, the Tah'Nuhk favour remaining hidden and striking from a distance, rather than attacking directly.  The Tah'Nuhk boast a strong resistance to magicka, but retain a weakness to poison due to years of oppression of the Arac'ahn of the Hriss Clan.


Mang'Chu: People of the Waters
Of the many tribes of Tang Mo, the Mang'Chu, or "People of the Waters", are the most versatile and prevalent.  Making their homes where the forests meet the seas, the Mang'Chu are at ease on both land and water.  Due to their living in the outer perimeter of the many Monkey Islands, they are usually the first line of defence for most invasions.  The Mang'Chu are skilled in the martial arts and even the humblest of staves are deadly in their hands.



The Sidhe and Darklings
The Sidhe (SHEE)"- Denizens of Meridia's Plane, the Sidhe, on occasion, venture from their sphere of light and energy to the world of Tamriel, donning a corporeal form in order to exist in the mortal realms.  They are often mistakenly called Fairy or Fae (given their storybook appearance), and perpetuate the legend that they are such creatures as they are elusive at the best of times.  They draw their power from Magnus directly, thus glowing with its light even in the darkest of the fell reaches of the world.
The Darklings, once likened to the Imps that occupy the many lands of Tamriel, were transformed by the Daedra of Darkness, Nocturnal, acting as her eyes and ears in the places where her darkness can not reach.  Cloaking themselves in shadow, the Darkling weave in and out of mortal existence in an effort to increase the void, thus allowing Nocturnal's grasp to reach beyond her shroud of night.  They bear her mark upon their body as a twisting entanglement of shadow and thorn; a remnant of the change from beast to dark servant to the Mistress of Night.