The Non-Human Peoples

Argonian
This scaly lizard race hails from the hidden kingdom of Meru. A swampy land ruled by a god-king, a few argonians leave their homeland to escape the hold of their demon worshipping shamans.

+2 Dexterity
+1 Wisdom
Breath Underwater
Fleet of Foot: Speed 35
Advantage vs poison, poison resistance
Immune to non-magical disease

Altmer
These elves rule Kambuja, are in a constant war of wizardry with neighboring Khitai.

+2 Intelligence
+1 Dexterity
One arcane cantrip
Alien Intelligence (Intelligence maximum:20)
No barbarians

Bosmer
Elves of the Bossonian Marches in service to Aquilonia. They guard the border from the vicious goblinoids known as the Picts.

+2 Dexterity
+1 Wisdom
Fleet of Foot: Speed 35
Animal Friendship once per day
Bossonian Bow proficiency
Keen Senses: perception proficiency
No barbarians

Dunmer
From Vendyha.

+1 to Dexterity
+1 to Intelligence or Strength
Fire Resistance
Ancestral Wrath: once per day. In response to being damaged, enemy takes 3d10 fire damage.
+1 damage/die to all elemental spells
No barbarians

Khajiit
Wanderers of the steppes, this cat-like race are great traders.

+2 Dexterity
+1 Charisma
Claws: +2 damage with unarmed attacks. May count as weapons.
Night-eye: Khajiit can see in the dark.
Fleet of Foot: Speed 35

Orc
The tall, gaunt orcs of Hyperborea often become adventurers or mercenaries, if only to escape the baleful influence of the White Hand.

+2 Strength
+1 Constitution
Relentless: Once per day, when an orc is reduced to zero hit points, he falls to one hit point instead.
Savage: +5 damage to all melee criticals
Cruel: Proficiency in Intimidation

The Non-Human Peoples

Hyborian Scrolls lexluthor