Imperial


Also known as Cyrodilics, 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.


+2 Intelligence, +2 Charisma, -2 Dexterity
Medium: Imperials are Medium creatures and have no bonus or penalty due to size.
Normal Speed: Imperials have a base land speed of 30 feet.
Imperial Luck: Imperials gain a +2 bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), and receive a check to notice hidden objects whenever they pass within 10 feet of them, whether or not they are actively looking.
Silver Tongued: Imperials gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than two.
Voice of the Emperor: Imperials can cast Charm Person once per day as a spell-like ability.
Languages: Imperials begin play speaking Tamrielic. Imperials with high Intelligence scores can choose any languages they want (except secret languages).