Things you are. Things you do. Things you may yet become.
Adventurer
(10 points)A wanderer, a battler, a thief, a hero...adventuring is the oldest profession in Tamriel, and many a famed adventurer has risen from nothing to shake the pillars of Nirn.
Charismatic (10 points)
You have a commendable force of personality and considerable personal magnetism. It is easier for you to win followers, and harder for you to lose them.
Brave (10 points)
You have won a reputation for a distinct lack of self-preservation in battle.
Prophesied (15 points)
There is a legend, or you claim there is a legend, regarding you, or your birth, or the manner in which you came to power. In this moth-addled and zealous land, riddled with war, destiny is an easy thing to claim.
Necromancer (15 points, requires Mage)
The black art, the dark practice, the school of death. You are a Necromancer, one of the cursed sorcerers who has learned to defy death itself.
Blademaster (15 points)
You have studied the arts of the sword all your life. You are a warrior with few equals in Tamriel, and men rally to follow your blade into battle.
Strategist (25 points)
To command men in war requires a clear head and clear eyes. You are possessed of both.
Battlemage (25 points, requires Mage trait, requires Blademaster, requires Imperial Descent.)
Half warrior, half mage. You have learned the killing arts of the Imperial Isle, and are as adept with a staff as a sword. You are a terror in war.
Templar (25 points, requires Blademaster.)
You are a holy crusader, sworn to the service of your god. Your armor is sanctified and blessed, and like Pelinal the Whitestrake of the ancient stories, you roam the land protecting the weak and dispensing justice — or whatever deeds your divinity requires.
Mage (25 points. You may double this trait's strength by taking it again, as many times as you like. At x4, gain the Archmage trait, which is not attainable any other way)
You bend the lightning and twist the sea. Life and death run before you. Time itself unpeels it's skin. You are a wizard, a sorcerer, a master of the arts arcane.
Great Captain (25 points, requires Strategist or Charismatic)
Among the seemingly endless wars and petty feuds of the Imperial Isle, some few commanders have gained reputations of daring and brillance. Men rally more easily to their banner, and their enemies tremble at the very sound of their name.
Sword-Singer (25 points, requires Blademaster, requires Ra Gada descent)
You are one of the fabled master swordsmen of Hammerfell, studied in Yokudan Way of the Blade. Long years of practice and study have made you one of the finest warriors alive, able to face dozens alone and triumph.
Moth-Priest (25 points, requires Imperial descent)
You are one of those learned adepts who have spent the years of their youth swaddled in silk among the canticle trees. You have mastered the manifold rites necessary to read what things are written in the Elder Scrolls, a privilege for which you will eventually go blind. In days such as these, moth-priests are revered with an air below divinity.
Hlaalu Connections (25 points)
You have connections within House Hlaalu, the wealthiest and most enterprising of the Great Houses of Morrowind. Your Dunmer backers may buy you troops and allies, but your open connection with elves will win you little love.
Company Benefactors (25 points)
You are funded, in whole or in part, by elements of the Imperial Trading Company -- the wealthy merchant conglomorate based out of the Imperial City. An incredibly powerful force in the politics of Cyrodiil, the Company often discreetly backs parties it feels may serve its interests in the future.
Politican (25 points, requires Imperial descent)
The circuitous and bloody games of the houses of the Imperial City are just this, to you: a game, and one you play to win. You know how to maneuver your enemies against one another, and bend events in your favor.
Icon of Faith (25 points)
You are a great mystic or religious leader. Men believe that you are closer to heaven than to earth, that there is something sacred in your speech. You are a symbol of belief for those who follow you, and your gods have few better representatives on earth.
Noble (50 points, requires Imperial descent, cannot be Minotaur)
Kings, princes, dukes, and lords scatter the lands of Cyrodiil. Many titles are contradictory and convoluted, passed down from fallen kingdoms or self-granted by overmighty warlords. The wealthiest and oldest families live in mansions along the Gold Coast or on the Imperial Isle itself, commanding incredible resources.
Merchant Prince (50 points, cannot be Minotaur)
You are one of the merchant princes of the Imperial Isle. Clever dealing and trading has won you a small fortune, which you now use to finance your affairs. Like all men of money, you have many allies and few friends.
Shadow Broker (50 points)
You are a keeper and a purveyor of secrets, of names and truths. Men whisper your name in dark corners of the Imperial City.
Planeswalker (60 points, requires Mage. Get an extra rank of Mage for free, and pick an extra character trait that is not Dragonborn for free, regardless of racial restrictions, but you are locked into the Daedric faith + a Pact with a Daedra that will have significant in-game consequences.)
You have roamed the distant and damned planes of Oblivion. You have spoken with dead gods and daemons, and made terrible deals with terrible things beyond the ken of mortal men. You are possessed of uncanny knowledge, though the price may stain your soul.
Aleshite (60 points, requires Imperial descent)
You are one of the Aleshites, descended in some distant and starry manner from the Al-Esh, the Highest High, the Paravant, the Lady of Heaven, that queen of ancient times, the Mother of Men: Alessia, the dragonborn empress of old Cyrodiil. In your veins is a blood divine. In such terrible days, men look with hope to an heir of Al-Esh.
Sword Saint (60 points, requires Ra Gada descent, requires Blademaster, requires Sword-Singer)
You are one of the Ansei, the matchless saints of the sword, before whom all must make way. You have the learned the dreaded cutting-arts of Old Yoku, and so you are illustrious and undying and oh-so-terrible. Whole armies might flee before your sword arts.
Tongue (60 points, Requires Nord)
You have walked the thousand steps to High Hrogthar and learned under the Greybeards on the Throat of the World. As such you are learned in the Voice -- the art of speaking-like-dragons. When you Shout, Tamriel trembles.
Dragonguard (60 points, requires Tsaesci, cannot be Vampire)
You are one of the great dragon-hunters of far Akavir, who ride the winds in their own skin, who wield great spears of corrugated brass, who drink the blood of dragons and eat the strength of their hearts. You stand without fear before what mere men tremble to imagine.
Briarheart (60 points, requires Reachman)
You have been reborn with the ancient magic of the Reach-men. You have traded your heart to the vile hag-ravens of the stone hills, who have replaced it with a briar seed. Your blood pumps black, now, and your eyes are lidless and cold. You fear nothing and may be stopped by nothing. You are beyond the spear, the sword, the bow. It was by this black magic that the Reachmen resisted Alessia's empire for a thousand years.
Dragonborn (100 points, cannot be of Tsaesci descent, requires GM approval)
You are Dovahkiin -- Dragonborn, as was Alessia the Paravant: a dragon's soul in human skin. You speak, and the wheel shudders to her eight spokes. Yet all the dragons are dead, and few now know their speech...