v-circle-o Created with Sketch.

What Skyrim Race Are You?

Ever wondered what race you were in The Elder Scrolls V- Skyrim? Let's find out!
(This is my first quiz)

potatowarrior101
Created by potatowarrior101 (User Generated Content*)User Generated Content is not posted by anyone affiliated with, or on behalf of, Playbuzz.com.
On May 17, 2015

What would you like to be doing?

What is your preferred weapon?

What is your favorite animal?

Who would you have fighting by you in battle?

What Guild sounds the best?

Preferred traveling method?

Who is the best Daedric Prince?

Lastly... Who would make a better spouse?

Argonian

Argonian

Argonians (in their native tongue of Jel they call themselves the Saxhleel, or People of the Root) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often prefer to refer to them as ‘lizards’ or the ‘Lizard Folk’ instead, especially when meaning to be derogative. They are known as the foremost experts in guerrilla warfare throughout the Starry Heart, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent “the Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people". However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland.
This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.
Argonians make good thieves, as they have the right stat boosts. The underwater breathing makes them good underwater treasure hunters and fishers; it also provides them with a good way to escape enemies by swimming. A +5 boost to Alteration and Restoration gives them good magical potential.
Their Histskin power plays a vital role (particularly in early gameplay), saving players from near death against more powerful opponents by making them essentially invincible for a minute.

Khajiit

Khajiit

The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors. However, strenuous training must typically be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Khajiit rarely take to the sea, though the prospect of trade and shipping skooma does draw some to work as sailors.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their anthropomorphic qualities. Khajiit have a lifespan similar to that of humans. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumors. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw attacks.
Khajiit, like Argonians, make good thieves due to their bonuses in skills typically associated with stealth-oriented classes. Eye of Night is a handy lesser power while dungeon-crawling or for seeing at night, when many thieves do their work. Their claw bonus helps in brawls, and, combined with the Fists of Steel perk, makes unarmed combat viable.
In combat, players have the opportunity to take advantage of the Khajiit's bonuses to one-handed and ranged weapons, and their strong bonus to Sneak makes sneak attacks accessible at early levels.

Nord

Nord

The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.
Nords are the most common race encountered in Skyrim's cities, and can be encountered in nearly every aspect - among others, guards, merchants, bandits and Jarls. Stormcloaks encountered are comprised almost entirely of Nords, with the Nords sharing majority in the Imperial Legion as both officers and as soldiers.
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold and their talent as warriors. They can use a Battlecry to make opponents flee.
Nord skill bonuses lend toward a more combat-oriented style of play. With both one and two-handed weapons receiving boosts, players are able to choose their favorite weapon(s) with a bit more ease, and boosts to both light armor and blocking provides players both mobility and defense.
The Nord Battle Cry power can be vital at earlier levels, causing enemies to flee long enough for the player to potentially recover.
Their innate resistance to Frost provides them a significant advantage against foes such as the draugr, frost dragons, ice wraiths, and mages who employ Frost magic. If a Nord player decides to become a vampire, they will reach the maximum frost resistance possible. (85%)

Imperial

Imperial

Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.
Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold coins might be found, Imperials always seem to find a few more. They can call upon the Voice of the Emperor to calm an enemy.
Imperials' skill bonuses are perfectly balanced between a mage type character and a warrior type. They have lesser bonuses to the Heavy Armor and One-handed skills, but also have bonuses to their Destruction and Restoration skills, making either path, or a combination of the two, equally attractive.
The Voice of the Emperor greater power is useful at most levels. The magnitude is high enough to affect everyone in the vanilla game until level 81+. The calmed enemies can also enable you to use the wait feature to fully restore your health, magic, and stamina (you may consider waiting a full 24 hours, so you can use the Voice power again if needed).
If you're achievement hunting, the Imperial Luck ability will make your gameplay experience that much simpler by adding a small percent increase in the gold you get.

Bosmer

Bosmer

The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.
The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.
The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood elves make good scouts and thieves, and there are no finer archers in all of Tamriel. They have natural resistances to both poisons and diseases. They can Command Animals to fight for them.
The nimble Bosmer are strongly suited for thief characters and archers. Their talent for alchemy allows them to make poisons to help their archery even more and to create potions that could help their thievery.
In combat, Bosmer are heavily focused on archery, in which they are generally understood to be the single best among the Tamriel races. They start out with a nice bonus in Archery and are well-suited to use it. They are good in sneaking, so they can often get a sneak attack bonus.
Particularly in the early levels, the animal ally ability can be somewhat useful. Low combat skills can render some creatures (particularly bears) extremely dangerous to low level characters, especially melee focused players. This ability also overrides a Spriggan's ability to control animals, which can potentially turn a fight in the player's favor. Additionally, having an animal to distract dragons early on can be particularly helpful.

Dunmer

Dunmer

The Dunmer, also known as Dark Elves, or Moriche in the Ayleid tongue, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.
Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are naturally resistant to fire and can call upon their Ancestor's Wrath to surround themselves in fire.
The Dunmer's skill bonuses tend to emphasize the use of magic and stealth, making the Dunmer an excellent choice for either an assassin, nightblade or spellsword. Their Alteration bonus gives you more of an option of using robes as opposed to light armor which could prove useful if you want to be a pure mage, and the destruction bonus gives a magical offensive advantage at the beginning of the game.
Their innate resistance to fire gives them a slight advantage over most dragons, as well as other mages who focus on Fire spells. Their fire resistance can also prove useful for a vampire character seeing as the initial bonuses received by being a vampire enhance sneak and illusion, two skills which the Dunmer are already gifted in. The Ancestor's Wrath ability is useful if your character gets overwhelmed by enemies, as few enemies have a resistance to fire in Skyrim.
The main concentrations of Dunmer in Skyrim are in the Gray Quarter in Windhelm, and throughout Riften, working in the local meadery, the fishery, or as merchants. The settlement of Raven RockDB in Solstheim is home almost exclusively to Dunmer after the East Empire Company abandoned it, as is the smaller settlement of Tel Mithryn on the southeastern shore of Solstheim.

Breton

Breton

Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.
In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons can boast a resistance to magic. Bretons can call upon the Dragonskin power to absorb spells
Bretons are particularly skilled in Conjuration, which means that they can summon creatures and weapons to aid them in battle. They are resistant to magic, making them exceptionally useful against other magic users.
It should be noted that Bretons do not have any bonuses to Destruction magic, giving the player a fairer choice between using offensive magic or weapons; Breton skill bonuses are well suited for support magic.
Many Court Wizards are Bretons. Also, numerous members of the College of Winterhold are Bretons. Bretons are especially common throughout The Reach. They frequently make appearances in a variety of roles, from traders to battlemages.

Orsimer

Orsimer

Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.
The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are prized for their craftsmanship. Orc troops in Heavy Armor are among the finest in the Empire, and are fearsome when using their Berserker Rage.
Bonuses to both one-handed and two-handed weapons allows players to choose their weapon styles early-on, and they receive an early benefit to augmenting their weaponry with bonuses to both Smithing and Enchanting. These combined with a strong bonus to Heavy Armor give Orcs the opportunity to become very fearsome warriors. However, to balance their potency in physical combat, they have no benefits for magic or stealth character builds.
Their Berserker Rage power is extremely useful at all levels, potentially making the difference between life and death at earlier levels against stronger opponents. Because it has no effect on magic, try to save it for combat against tough melee or archery opponents for best results.
Orc players are automatically Blood-Kin to the Orcs of Skyrim, providing them with full access to all Orc Strongholds.

These are 10 of the World CRAZIEST Ice Cream Flavors
Created by Tal Garner
On Nov 18, 2021
SIGN UP TO PLAYBUZZ
Join our email list and receive super fun quizzes!
Don't worry. We don't spam.

LIFESTYLE