Skyrim

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Quantumbutterfly

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quantumbutterfly

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Lore-Friendly Custom Races: Skaal, Ashlander, Shadowscale, Renrijra Krin, Ash'Abah, Reachmen, Direnni, Wood Orc, Iron Orc, Colovian, Nibenese, Wild Elf

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Lore-Friendly Custom Races

These custom races allow you to play lore-friendly variants of vanilla races.  They have their own unique abilities and backgrounds, and you can modify them with custom textures and meshes for a unique look.  The race descriptions are from the Unofficial Elder Scrolls Pages, a massive wiki with all the lore you could shake a stick at, plus the stick.  
    

(Note:  Iron Orcs and Wood Orcs use the same mesh, textures, and skeletons--as do Colovians and Nibenese.  
I will need to manually reassign the assets, which is tedious.  I'll leave it until I'm in the mood for tedium.  
Until then, hey, you can only play one race at a time, right?)


(Additional Note:  Find the details of each ability in the included ReadMe, or in the ReadMe tab above.)




Ash'Abah (based on Redguards)

The Ash'abah are an ancient and secretive tribe of Redguards who inhabit the northern wastes of Hammerfell, roaming the Alik'r Desert. They are shunned by Redguard society due to their "unclean" interactions with the risen dead, as they disregard religious taboos and destroy the undead, slaying with great skill what might be honored ancestors returned. Against the widespread distrust of magic, the Ash'abah perform rituals of purification for mausoleums and other places where vengeful spirits might arise, including an annual ceremony at Tu’whacca’s Throne meant to ensure the rest of the ranks of Redguard royalty. This activity is regarded as blasphemous, but tolerated due to the necessity of its performance. Thus, despite being pariahs, the tribe managed to survive into the Second Era (some Crowns of the time attributed their remarkable hardiness to secret support from some Forebears). They are said to continue the work first started by the three great Ansei who formed the Ansei Wards. Despite being exiled to the wastes, the Ash'abah were still taxed.  

Special abilities:  A Spirit Sword, of course, plus a spell of protection from Undead.  Skilled at Restoration.
Spoiler:  
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Spirit Sword"The sword is the self. Its edge is the mind."
Custom appearance.  Linked to Restoration.  More powerful version with Restoration above 40.  Will not Soul Trap.  Will banish raised undead, atronachs, as appropriate.
Ancestor Blessing"May Tu'whacca escort their soul to the Far Shores."
Voice equipped Circle of Protection, burns and Turns undead. 



Ashlander (based on Dunmer)

The Ashlanders are Dunmeri nomads that traditionally hail from Morrowind's wilderness. In the Merethic Era, Ashlanders and Dunmer were very much alike and on equal footing, but since the days of the First Council and rise of the Great Houses, they were steadily been forced into the poorest and most hostile lands. They travel along with their herds, camping wherever is suitable.  Ashlander culture is the remains of the ancestor-worshipping tribal culture which the "civilized" Dunmer left behind.
The Tribunal's disappearance and the disastrous Red Year of 4E 5 eventually led other Dunmer to abandon widespread Tribunal worship and to appreciate the Ashlanders for preserving their heritage.

Special Abilities:  
Sanctuary, protection against physical damage.  Dunmer resistance to fire.  Skilled at Alteration.
Spoiler:  
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Sanctuary:  60 second 50 point armor spell.
Yet never shall you have your rule over me./
Never shall I tremble or flinch from your power./
Never shall I yield my home and hearth./
And from my tears shall spring forth/
The flowers of grassland springs.


Reach Native
(based on Bretons)

The Reachmen, also known as the Witchmen of High Rock, are a tribal group of primarily Breton descent who inhabit the Reach in southwestern Skyrim and the neighboring Western Reach in the east of High Rock. Their ancestry includes not only Bretons, but spreads across many of the known races of Tamriel. Since at least the time of Red Eagle, (c.1E 1030) their shamans venerated the Hagraven "matrons", who in turn granted them knowledge of nature magic.

Special Abilities:  Ability to briefly sense the movement of both living and dead creatures.  May summon a helpful spirit; it won't attack, but can distract enemies.  Slight resistance to cold, magic, and disease--but not as much so as any of their constituent races.  Skilled at archery.

Spoiler:  
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Hardy: 15% Resist disease, magic--and frost (have you seen what the Forsworn wear?) 
Earth and Sky:  Aura Whisper applied as lesser power, 6 seconds.
Summon Spirit:  Summon... an invulnerable chicken!  It won't attack, but enemies may focus on it instead of you.


Shadowscale
(based on Argonians)

The Shadowscales are an order of Argonian assassins originating in Black Marsh. Argonians born under the sign of the Shadow are taken at birth and offered to the Dark Brotherhood where they are trained in the arts of stealth and assassination. Shadowscale who lives to come of age is accepted into the Dark Brotherhood as a full member of the family. They may also serve as personal assassins to the King of Black Marsh.
Shadowscales follow the same five tenets traditionally followed by members of the Brotherhood. However, the only ones that are known to be true are, never disobey or refuse to carry out an order from a superior and never kill a fellow Shadowscale. The only difference between these is that, if a member of the Dark Brotherhood kills a fellow family member he must fight the Wrath of Sithis to earn forgiveness. With Shadowscales, however, refusing to fulfill a contract or deserting the Dark Brotherhood is viewed as treason, and the traitor will be put to death.

Special Abilities:  Unique invisibility power.  Argonian waterbreathing and resistance to poison.  In linking to Sithis, they've lost their connection to the Hist, but gained preternatural stealth.  Skilled at Illusion.

Spoiler:  
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Whispers in the Dark:  25% Muffle while sneaking.  "Whisper your need to the Scales."
Shadow on the Water:  10 second Invisibility spell.  "Before you, nothing. Behind you, the Void."


Renrijra Krin (based on Khajiit)

The Renrijra Krin (which translates as The Mercenary's Grin, The Laugh of the Landless or The Smiling Scum, and is often shortened to Renrijra) are a long-standing Khajiiti criminal organization. The Renrijra's name reflects the group's philosophy of bravery and enjoyment of life, while also indicating that they owe allegiance to no ruler. It was originally a derogatory term, but was adopted by the amused group. The organization has no fixed rules, preferring to call its tenets "thjizzrini", or "foolish concepts". Their ranks are made up of thieves, thugs, bandits, smugglers, pirates and saboteurs. They are ruthless in pursuing their aims, but depend on guerrilla tactics to operate, giving freely to Khajiit civilians in return for their support.

Special Abilities:  Special low-cost Fear spell.  Khajiit claws and night vision.  Skilled at Speech.

Spoiler:  
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Primal Fear:  Brief, voice-equipped fear spell.


Skaal
(based on Nords)

The Skaal are an offshoot tribe of Nords living in northeastern Solstheim. They are known as a trusting and hospitable people, welcoming strangers into their village without any suspicion. The Skaal are descended from the Nords who served the Dragon Cult on Solstheim, and built tombs to honor the Dragon Priests who ruled over them. They get all that they need from the land around them and do not often accept coin in trade from travelers.

Special Abilities:
 Two custom spells; one which briefly staggers enemies, one which briefly makes you ethereal.  Nord resistance to cold.  Skilled at Enchanting.

Spoiler:  
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Blessed be the peacemakers, for they shall take fire from both sides.
Trip: Make enemies stumble with a ranged, low-cost cantrip.
Mediator: Become intangible, 6 seconds.  Voice-equipped, broken when you attack or activate anything.


Iron Orc (based on Orcs)

The Iron Orcs are an isolated Orcish civilization native to the Dragontail Mountains of Craglorn. They are known for their stone worship and their savage brutality, and are based in the Nordic ruins of the Valley of Scars. They tame welwas and trolls as war beasts, and primarily use iron arms and armor. They are culturally separate from other Orcs, and possess their own language.  (Note:  Iron Orcs and Wood Orcs use the same mesh, textures, and skeletons.)

Special Abilities:  A lesser power regenerates health; a powerful but slow-acting advantage.  May transmute minerals.  Skilled at Two-Handed weapons.  If health regen is disabled in Vigor or SkyTweak, this ability will not appear.  Restore by enabling health regen.
Spoiler:  
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Troll Armor:  Fortify Health Regen, 2pts. (compare to 10 for Histskin greater power).


Wood Orc (based on Orcs)

Though Wood Orcs prize strength and honor and above all else, their interpretation of what those things mean separates them from their northern cousins. For instance, having strength to a Wood Orc means having agility and mobility as much as it does muscular power and endurance. If one considers an Orsinium Orc as formed like a member of a heavy infantry regiment, then a Wood Orc is like a light skirmisher in the same army.  (Note:  Iron Orcs and Wood Orcs use the same mesh, textures, and skeletons.)

Special Abilities:  Improved stamina and regeneration.  Move more quietly than you'd expect.  Skilled at One-Handed weapons.

Spoiler:  
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Surefoot:  50 % Muffle
Kepkajna's Blessing:  Fortify Stamina 50.  Fortify Stamina Rate 10%


Direnni (based on High Elves)

The Direnni are an aristocratic clan of Altmer merchants who, through political maneuvering and devious machinations, ruled High Rock for hundreds of years. They currently occupy the Isle of Balfiera.

Special Abilities:  High Elf fortify magicka.  Soul Trap.  Skilled at Enchanting.

Wild Elf (based on Wood Elves)


The Ayleids, or Heartland High Elves, established the first Empire in Tamriel.  However, their empire collapsed in the early First Era.  While it's believed that the Ayleids remain in the wilds of every province on Tamriel, sightings have been few. These Ayleids, or Wild Elves, are at best a rarity and may not have actually survived into modern times.

Special Abilities:  Bound Bow, High Elf fortify magicka.  Skilled at Alteration.

Colovian (based on Imperials) 

Descendents of the culturally distinct Cyro-Nords who colonized the Colovian Highlands. Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged independence. The West is respected as Cyrodiil's iron hand: firm, unwavering, and ever-vigilant. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.  (Note:  Colovians and Nibenese use the same mesh, textures, and skeletons.)

Special Abilities:  Battlecry gives armor and stamina regeneration.  May summon a battleaxe.  Skilled at Heavy Armor.

Spoiler:  
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Colovian Battlecry:  "Remember the Battlehorn!"  10pts Armor, 1 pt Stamina Regen, for 120 seconds.
Axe of the Righteous:  Custom bound battleaxe, 60seconds.  Two-Handed, linked to Conjuration, advances with Mystic Binding perk.
"Thou art no brother of mine," Rislav Larich said, and struck Dorald's head from his shoulders in one blow. 


Nibenese (based on Imperials)

Nibenay is the eastern part of Cyrodiil, the physical and cultural heart of the Empire. Nibenese culture is considered cosmopolitan, magnanimous, tolerant, and administrative, producing skilled diplomats and traders. Nibenay is a wealthy merchant power with a vibrant society which makes colorful clothing, conducts elaborate ceremonies, and loves tattoos and philosophy. Through their river network, they export many goods including textiles, fabrics, moon sugar, rice and armor.  (Note:  Colovians and Nibenese use the same mesh, textures, and skeletons.)

Special Abilities:  Lesser power magnifies Destruction and Restoration, for a time.  Can carry that little something extra.  Skilled at Speech.
Spoiler:  
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 King of the Hill: Fortify Restoration and Destruction 50 pts for 60 seconds.  Fortify magicka 50 points for 15 seconds.  Costs 100 points magicka with each cast, does not stack.  
Spoils of War:  Fortify carry weight 50 pts.


REQUIREMENTS: 
RaceCompatibility for Skyrim and Dawnguard
And Dawnguard.

COMPATIBILITY:
Fully compatible with RaceCompatibility Dialogue, which has NPCs treat your custom race as the apparent race!
Partially compatible with the original Custom Races.esp plug-in.  I haven't changed the ID (CustomNord, CustomNordVampire) in the Creation Kit, so whatever plug-in loads last will "win" use of that ID.  

FUTURE PLANS:
I'd like to differentiate the Renrijra Krin further from the vanilla Khajiit; suggestions welcome!  I hope to add more variants for vanilla races (Ancestor Moth Cultists? PSJJJJ?)  I'd like to avoid duplicating some of the excellent races already available, such as the Ohmes-Raht and Dagi-Raht, and ancient races like true Falmer, Dwemer, and Ayleid.   Suggestions of variants and abilities are welcome!

This file uses vanilla textures and meshes.  You can use any mesh and texture set by copying the files from your favorite body mod into the folders of your custom race.

Thanks and credit to d_rail1602, who kindly offers their Custom Races as both a works-out-of-the-box mod and a modder resource!
Thanks and credit to TMPhoenix, who created RaceCompatibility for Skyrim and Dawnguard, so we can all make custom races which actually work!