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Published by hgirlawsome2, 2022-04-03 16:37:33

Legionnaire's Guide to Cyrodiil_v1.0

Legionnaire's Guide to Cyrodiil_v1.0

DUNMER DAEDRIC
ANCESTRY SORCERER

discolorations, scales, or other daedric traits as seen by Bite. Your fanged maw is a natural weapon, which
inhabitants of the realms of Oblivion. When you aren’t you can use to make unarmed strikes. If you hit with
wearing armor, your AC equals 13 + your Agility it, you deal piercing damage equal to 1d6 + your
modifier. Additionally, you gain resistance to the Strength modifier, instead of the bludgeoning damage
damage type associated with your chosen Daedric normal for an unarmed strike. As a bonus action, you
ancestry. can make a special attack with your bite. If the attack
hits, it deals its normal damage, and you gain
AFFINITY OF OBLIVION temporary hit points (minimum of 1) equal to your
Willpower modifier, and you can't use this trait again
6th-level Daedric Ancestry feature until you finish a short or long rest. Additionally, you
can breathe both air and water while you have this
When you cast a spell that deals damage of the type Daedric trait.
associated with your Daedric ancestry, you can add
your Willpower modifier to one damage roll of that Breath Weapon. You can use your action to exhale a
spell. 15-foot cone of destructive energy. Your Daedric
ancestry determines the damage type of the
DAEDRIC FAMILIAR exhalation.

6th-level Daedric Ancestry feature When you use your breath weapon, each creature in
the area of the exhalation must make an Agility saving
You gain the service of a Daedric familiar. You learn the throw against your spell save DC. A creature takes 4d6
summon Daedra spell, and you can cast it at a level damage on a failed save, and half as much damage on
equal to your proficiency bonus without expending a successful one. The damage increases to 5d6 at 18th
magicka once per long rest. level.

DAEDRIC TRAITS After you use your breath weapon, you can’t use it
again until you complete a short or long rest.
14th-level Daedric Ancestry feature
Claws. You have a climbing speed of 20 feet. In
You gain the ability to manifest greater traits from addition, your claws are natural weapons, which you
your Daedric heritage. As a bonus action, choose any of can use to make unarmed strikes. If you hit with them,
the following traits listed below. You can gain only the you deal slashing damage equal to 1d4 + your Strength
benefits of one of the traits at a time, and it lasts until modifier, instead of the bludgeoning damage normal
you dismiss it as a bonus action. for an unarmed strike.

You can’t manifest your traits while wearing armor Horns. Your horns are natural melee weapons, with
unless the armor is made to accommodate them, and which you are proficient. When you hit with them, the
clothing not made to accommodate your traits might target takes bludgeoning damage equal to 1d6 + your
be destroyed when you manifest them. Choose one of
the following daedric traits:

CHAPTER 1: PLAYER OPTIONS 49

SORCERER

Strength modifier. Immediately after you hit a creature DUNEWALKER
with a melee attack as part of the Attack action on
your turn, you can use a bonus action to attempt to Dunewakers have faced the true devastating power of
shove that creature with your horns. The creature sandstorms and have mastered an ancient spell casting
must be no more than one size larger than you and tradition that fuses the deadly sands with the power of
within 5 feet of you. The creature must succeed on a the wind to blind, overwhelm, and eviscerate their foe.
Strength saving throw (DC equal to 8 + your proficiency
bonus + your Strength modifier) or be pushed up to 5 EARTH GLIDE
feet away from you.
1st-level Dunewalker feature
Hunter Senses. You have advantage on Willpower
(Perception) and Willpower (Survival) checks made to You can move across difficult terrain made of earth,
spot and track creatures. sand or stone without expending extra movement.

Tail. Your tail is a natural melee weapon, with which In addition, you have tremorsense out to a range of
you are proficient. When you hit with it, the target 30 feet, and you learn the stonefist cantrip. It counts as
takes bludgeoning damage equal to 1d4 + your Strength sorcerer cantrip for you, but it doesn’t count against
modifier. If the target is a creature, it must succeed on your number of cantrips known.
a Strength saving throw (DC equal to 8 + your
proficiency bonus + your Strength modifier) or be DESERT CLOAK
knocked prone. Additionally, you have a swim speed
equal to your walking speed. 6th-level Dunewalker feature

Telepath. You can speak telepathically to any creature As an action, you emanate a magical whirling cloak,
you can see within 60 feet of you. You don’t need to which surrounds you for 1 minute. The cloak extends
share a language with the creature for it to understand 10 feet from you in every direction, but not through
your telepathic messages, but the creature must be total cover. For the duration, the cloak’s radius is
able to understand at least one language or be considered difficult terrain.
telepathic itself.
Choose sand or wind. Your cloak’s effect depends on
Wings. You gain a flying speed equal to your walking the chosen element, as detailed below. You can use
speed. this feature twice and regain all expended uses when
you finish a long rest. While you have no uses
DAEDRIC PRESENCE available, you can spend 5 magicka to use this feature
again.
18th-level Daedric Ancestry feature
Sand Cloak. A cloud of sand swirls around you,
You can channel the dreadful presence of your Daedric making you difficult to strike. You gain a +1 bonus to
ancestor. As an action, you can draw on this power and your AC for the duration. Additionally, when a creature
exude an aura of awe, inspiration, frenzy, or fear (your you can see moves into a space within 10 feet of you or
choice) to a distance of 60 feet. For 1 minute, or until starts its turn there, you can use your reaction to blast
you lose your concentration (as if you were the creature with sand. The target must succeed on an
concentrating on a spell), each creature of your choice Endurance saving throw against your spell save DC or
that starts its turn in this aura must succeed on a be blinded until the end of your next turn.
Willpower saving throw or be charmed (if you chose
awe), rallied (if you chose inspiration), frenzied (if you Wind Cloak. Ranged weapon attacks made against
chose frenzy), or frightened (if you chose fear) until the you have disadvantage. If a ranged weapon attack
aura ends; a creature can choose to fail this saving made against you misses, you can use your reaction to
throw if it wishes. A creature that succeeds on this redirect the missile to another creature within 20 feet
saving throw is immune to your aura for 24 hours. of you. Make a ranged spell attack against the creature.
If the attack hits, you deal damage equal to 1d10 + your
Once you use this feature, you can’t do so again until spellcasting modifier. The type of damage is
you finish a long rest. determined by the missile.

50 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

SORCERER

DUNE STRIDER DOOM OF THE DESERT

14th-level Dunewalker feature 18th-level Dunewalker feature

You gain a burrow speed of 30 feet, which you can use Your mastery over your cloaks increases. While under
to move through non-magical, unworked earth and the effects of your Desert Cloak feature, you can
stone. While doing so, you don’t disturb the material switch between either cloak as an action. Additionally,
you move through. You can breathe normally while you gain the following benefits:
beneath the earth.
Sand Cloak. A pool of quicksand is created around
Additionally, you learn the gaseous form spell if you you. When a target is blinded by the Sand Cloak
don’t already know it, and it doesn’t count against the feature, it becomes restrained by the sinking sands. A
number of spells you know. You can cast this spell creature restrained this way can use its action to make
without expending magicka a number of times equal a Strength check against your spell save DC. On a
to your Willpower modifier, when you cast it this way, success, it frees itself. Additionally, the AC bonus you
you resemble a floating cloud of sand. gain for the duration increases to +2.

Wind Cloak. You gain a flying speed equal to your
movement speed for the duration.

REDGUARD
DUNEWALKER

CHAPTER 1: PLAYER OPTIONS 51

SPELLSWORD ETHOS OF THE BLADE

By mixing methods of combat, combining the strength 3rd-level Blademaster feature
of the sword and the power of magic, new styles of
warfare are crafted and honed. Spellswords excel at You set yourself upon a journey of discovery. This
using their mind to express their might in ways journey is often found within combative sports, such
unexpected by most rivals. There are some who focus as gladiatorial matches. This combat allows you
more on mastering the blade, while others study the greater insight into your own self as well as those you
destruction of the elements. Sometimes, a spellsword fight.
carves a different path, balancing between two worlds
in a spectacular dance of might and magic. Whenever you make an attack roll against a creature
that is within 5 feet of you, and you roll a 1 on your
The spellsword class receives new subclasses in this elemental or arcane imbuement damage die, you can
section. reroll the die, but you must use the new roll.

MYSTIC PATHS Additionally, when a creature hits you with a melee
weapon attack, you can use your reaction to gain a
At 3rd level, a spellsword gains the Mystic Path feature, bonus to your AC equal to your Intelligence modifier
which offers you the choice of a subclass. The against the next attack made against you until the
following options are available to you when making start of your next turn.
that choice: Blademaster, Elemental Adept, and
Twilight Duelist. AEGIS OF THE CHAMPIONS

BLADEMASTER 6th-level Blademaster feature

Battlers from across Tamriel have come far and wide to Your combative nature has grown with each victory
make their fame and fortunes within the bloody walls and defeat. From defeat, you learn how to better
of the arena. But for some, combat is a spiritual yourself.
experience that transcends all other forms of physical
stimuli. The roar of the crowd, the fawning of fans, Whenever you fail a saving throw to resist a magical
and the wealth is all meaningless to a Blademaster. effect, your AC increases by a number equal to half of
These spellswords seek after conflict not for the sake your proficiency bonus, rounded down, until the start
of materialism, but for the escape of the mundane. In of your next turn.
combat, they can truly know themselves, and their
opponents. Those who push a Blademaster further, and STANCE OF THE COMBATANT
are more difficult to defeat, enlightens the spellsword
and edifies them into a state of serenity. 14th-level Blademaster feature

Some Blademasters claim their techniques date back When you use your action to make a weapon attack
to the time of the Dragonguard, or even that of the with a weapon that you have infused with your Imbue
Blades. Some cite their knowledge of the blades come Magic feature, you can make another weapon attack
from Gaiden Shinji himself. Whatever these ancient with it as a bonus action.
blade techniques hail from, one thing is without
question: few who face a Blademaster live to tell the MASTERY OF COMBAT
tale.
20th-level Blademaster feature

You have gained supernatural mastery over combat
and the blade, allowing you to tap into the energies of
Aetherius. Whenever you roll your elemental or arcane
imbuement die, you can roll it again and add the
number to the total damage dealt by the attack.

ELEMENTAL ADEPT

While some spellswords focus on defending
themselves and their allies or bonding with weaponry,
others focus on channeling the primordial elements of
destruction magic. Being able to effortlessly weave
destructive enchantments on their weaponry, the
Elemental Adept is truly a sight to behold, making a
spectacle of their knowledge of the arcane to drown
the battlefield in colorful sparks, freezing winds,
blinding fires, and deadly venoms.

52 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

ORSIMER
ELEMENTAL ADEPT

ELEMENTAL ABSORPTION target takes additional damage equal to a roll of your
Imbue Magic damage die. The type of damage is
3rd-level Elemental Adept feature determined by your newly chosen Elemental
Imbuement.
You gain the ability to suppress incoming elemental
effects. As a reaction when you take cold, fire, DESTRUCTIVE POWER
lightning or poison damage, you can give yourself
resistance to that damage type until the start of your 6th-level Elemental Adept feature
next turn. Additionally, the first time you hit with a
melee attack on your next turn, the target takes an Your power over the elements allows you to freely
additional 1d6 damage of the chosen damage type. change the type of damage dealt by spells you cast. As
a reaction when you cast a spell that deals damage
The damage dealt by this feature increases by 1d6 with a damage type that matches one of your known
when you reach certain levels: 5th level (2d6), 11th level Elemental Imbuements, you can change the type of
(3d6), 14th level, (4d6) and 17th level (5d6). damage this spell deals to another damage type that
matches a different Elemental Imbuement you know.
Once you use this feature, you can't do so again until Once you deal damage this way, you can’t do so again
you finish a short or long rest, unless you expend 2 until you finish a short or a long rest.
magicka to use this feature again.
Additionally, once per turn, if you cast a spell that
IMBUEMENT WEAVING deals the same type of damage as your current
Elemental Imbuement, you can add your Intelligence
3rd-level Elemental Adept feature modifier to one damage roll of that spell.

You learn an additional Elemental Imbuement of your ELEMENTAL AFFINITY
choice. When you use the Imbue Magic feature to
replace an existing Elemental Imbuement on a weapon 6th-level Elemental Adept feature
for another Elemental Imbuement, you overcharge the
weapon with elemental magic. The next time you hit a You gain additional benefits whenever you’re holding a
creature with a weapon attack using this weapon, the weapon infused by one of your chosen Elemental
Imbuements:

CHAPTER 1: PLAYER OPTIONS 53

SPELLSWORD

Flame. As an action, you can cause your weapon to ◈ When you use your Element Absorption feature,
shed bright light in a 15-foot radius around it, and dim you gain resistance to cold, fire, lightning, and
light for an additional 15 feet, and you can dismiss this poison damage simultaneously, storing the last 2
at any time without using an action. You can also types of damage you received. For example, if you
ignite an object that isn’t being carried or worn as an were to take fire and lightning damage in the same
action. round, your next melee attack would deal an
additional 1d6 fire and 1d6 lightning damage.
Frost. Whenever you reduce the speed of a target,
their speed is reduced by an additional 10 feet. Once you use this feature, you can't use it again until
you finish a long rest.
Storm. Your pace quickens, increasing your speed by
10 feet.

Venom. Poisons that you apply last an extra round.

NATURAL AILMENTS

14th-level Elemental Adept feature

Once per turn when a spell deals extra damage from
your Destructive Power feature, you can inflict
additional ailments on the creatures affected by the
spell. Each creature must succeed on an Endurance
saving throw against your spell save DC or gain a
condition depending on the Elemental Imbuement
currently on your wielded weapon:

Flame. You inflict the burning condition.
Frost. You inflict the chilled condition.
Storm. You inflict the dazed condition.
Venom. You inflict the intoxicated condition.

A creature affected by a condition repeats the saving
throw at the end of each of their turns, ending the
effect on a success or after 1 minute has passed,
whichever comes first.

This feature can be used a number of times equal to
your Endurance modifier, you regain all expended uses
of it upon finishing a long rest.

PRIMORDIAL ASPECT

20th-level Elemental Adept feature

You have total control over the elements. You gain the
ability to channel a Primordial Aspect for 1 minute or
until you’re knocked unconscious. For the duration,
you gain the following benefits:

◈ Once per turn, you can use your Imbue Magic
feature without requiring the use of a bonus
action.

◈ Whenever you use your Imbue Magic feature, you
can infuse up to 5 weapons of your choice within
60 feet of you, which lasts until your Primordial
Aspect ends. These weapons can be wielded by
another creature.

ARGONIAN

54 L E G I O N N A I R E ’ S G U I D E TBLOADECMYASRTERO D I I L

SPELLSWORD

TWILIGHT DUALIST Dawn Stance. When you enter this stance, your
weapon becomes enchanted with the Light arcane
Steeped in lore and mystery, the duality of dawn and imbuement. While in this stance, you gain the ability
dusk have been both a symbol of peace and to call forth the radiant dawn. As a bonus action on
destruction across Tamriel. Many of the Divines and subsequent turns, you suffuse your imbued weapon
Daedric Princes hold these celestial thresholds as with light as if it were targeted by the light cantrip.
cornerstones to their identity. Followers of Azura are Invisible creatures within this light appear with a
imparted with the blessings of both radiant dawn and glowing silhouette that is only visible to you. Once on
the dreary dusk. Others, such as the Akaviri have come each of your turns, when you hit a creature with this
to master the celestial powers of the twilight, allowing weapon, the creature also illuminates as if it were
them to infuse such energy into their weapons. targeted by the light cantrip until the start of your next
Whatever the case may be, Dualists who call upon the turn.
dawn and dusk to empower them are capable of great
and terrible deeds. Dusk Stance. When you enter this stance, your
weapon becomes enchanted with the Decay arcane
DUSK AND DAWN imbuement. While in this stance, your steps are
shrouded as the dark of night. When you are in dim
3rd-level Twilight Dualist feature light or darkness, you make any Agility (Stealth) checks
with advantage, and you can take the Hide action as a
You have adopted a combat style that reflects the bonus action on each of your turns.
duality of your beliefs. By switching your stance, you
call on the powers of the dawn and of the dusk. GLOOM AND RADIANCE

Once on each of your turns, you can use a bonus 6th-level Twilight Dualist feature
action to enter into a stance or switch from one stance
to the other. Each stance has benefits that you gain When you are hit by an attack, you can use your
while you are using that stance, and you retain these reaction to become protected in an aura of gloom or
benefits until you change your stance or use a bonus radiance. You gain 1d6 temporary hit points for the
action to end it. next minute. The amount of temporary hit points you
gain increases to 2d6 at 11th level, and to 3d6 at 17th
level.

You can use this feature a number of times equal to
half your proficiency bonus, rounded down, and you
regain all expended uses at dawn and dusk.

TWILIGHT PROTECTION

14th-level Twilight Dualist feature

While in either your dawn or dusk stance, you gain
advantage on saving throws against spells.

HUMILITY AND PRIDE

20th-level Twilight Dualist feature

While in either the dusk or dawn stance, you gain the
following additional features:

Dawn Stance. While in this stance, you have
advantage on attacks made with your bonded weapons
while you are in bright light. Additionally, your attacks
with your bonded weapon or spell attacks score a
critical hit on a 19 or 20 while you are in bright light.

Dusk Stance. While in this stance and in either dim
light or darkness, other creatures have disadvantage on
attack rolls against you. When a creature misses you
with an attack roll, you can use your reaction to make
a weapon attack against that same target.

KHAJIIT TWILIGHT CHAPTER 1: PLAYER OPTIONS 55
DUALIST

DEFT STRIKES

3rd-level Fixer feature

When you roll a 1 or a 2 on a damage die from a sneak
attack’s extra damage, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.

THIEF EVASIVE ACTION

Any treasure worth taking hides behind a fitting 9th-level Fixer feature
danger. Cutpurses, brigands, and spies make up your
classic thieves, who slink through the shadows, When you use your Evasion feature to reduce or avoid
avoiding detection, and strike when the time is right. damage, you can use your reaction to allow an ally
While many thieves rely on their tools and skills to get within 10 feet of you to also gain the benefits of your
what they want, others manipulate the shadows to Evasion feature.
and walk a path of darkness.
A FACE IN THE CROWD
The thief class receives new subclasses in this
section. 13th-level Fixer feature

Your ability to lose a tail within the populace is second
to none. You gain advantage on Agility (Stealth) checks
you make when you take the Hide action while in a
crowded street, tavern, or any other grouping of
people.

THIEVISH ARCHETYPES STEPS OF THE SILENT FOOT

At 3rd level, a thief gains the thievish archetype 13th-level Fixer feature
feature, which offers you the choice of a subclass. The
following options are available to you when making When you move stealthily as a group, you assist your
that choice: Fixer and Twilight Shroud. allies in keeping silent. When you or an ally rolls an
Agility (Stealth) check, you can grant a number of
FIXER creatures equal to your Agility modifier that are within
30 feet of you the ability to make Agility (Stealth)
Among thieves, robbers, and ruffians, it is the Fixer checks with advantage for the next minute.
who is seen as a crucial member of any organization.
Being able to help themselves and their allies when in You can use this feature a number of times equal to
a pinch is their entire goal. They are reliable and your proficiency bonus, and you regain all expended
knowledgeable, and have a knack for excelling where uses when you finish a long rest.
others would fail. These thieves take it upon
themselves to make sure they know how to do what CLEANER
needs to get done, and then they do it. Every Thieves
Guild or outlaw hideout is in need of a Fixer. 17th-level Fixer feature

TOOLS OF THE TRADE Your weapon attacks score a critical hit on a roll of a 19
or 20. Additionally, whenever you score a critical hit, it
3rd-level Fixer feature is considered to be a Sneak Attack, even if the attack
doesn’t otherwise meet the requirements.
You gain proficiency with either the disguise kit or the
forgery kit, and you gain proficiency in one skill of your TWILIGHT SHROUD
choice from the list of skills available to a thief at 1st
level. Blessed with the favor of the night magic, thieves of
this archetype begin to walk a path of shadows and
Additionally, choose two of your skill proficiencies, or mystery within darkness. Whether blessed by the
one of your skill proficiencies and one of your tool graces of Nocturnal, Azura, or another patron of night
proficiencies. You have advantage for any attribute and shadow.
check you make that uses either of the chosen
proficiencies. SPELLCASTING

3rd-level Twilight Shroud feature

You connect with the shadow, granting you the ability
to cast spells. See the Chapter 10 of the Basic Rules for

56 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

THIEF

NORD FIXER

the general rules of spellcasting and Chapter 11 for the attribute for your nightblade spells, so you use your
nightblade spell list. Personality whenever a spell refers to your spellcasting
attribute. In addition, you use your Personality
Cantrips. You learn two cantrips of your choice from modifier when setting the saving throw DC for a
the nightblade spell list. You learn an additional cantrip nightblade spell you cast and when making an attack
of your choice at 10th level. roll with one.

Magicka. The Twilight Shroud Spellcasting table Spell save DC = 8 + your Proficiency bonus + your
shows how much magicka you have to cast your Personality modifier
nightblade spells of 1st level and higher. The table also
shows what the level spells you can cast. To cast one of Spell attack modifier = your Proficiency bonus + your
your nightblade spells of 1st level or higher, must Personality modifier
expend magicka, as noted in the spell's description and
the Magicka Cost table found in chapter 10 of the Basic Twilight Shroud Spellcasting
Rules. You regain all expended magicka when you finish
a long rest. Thief Cantrips Spells Magicka Spell

For example, if you know the 1st-level spell invisibility Level Known Known Points Level
and have a Spell Level of 2nd, you can cast invisibility
using magicka to cast it at either level. 3rd 2 3 4 1st

Spells Known of 1st level and Higher. You know three 4th 2 4 6 1st
1st-level nightblade spells of your choice from the
nightblade spell list. 5th 2 4 6 1st

The Spells Known column of the Twilight Shroud 6th 2 4 6 1st
Spellcasting table shows when you learn more
nightblade spells of 1st level or higher. Each of these 7th 2 5 14 2nd
spells must be of a level for which you can cast, as
shown on the table's Spell Level column for your level. 8th 2 6 14 2nd
When you reach 7th level, for example, you learn a
new nightblade spell, which can be 1st or 2nd level. 9th 2 6 17 2nd

Additionally, when you gain a level in this class, you 10th 3 7 17 2nd
can choose one of the nightblade spells you know and
replace it with another spell from the nightblade spell 11th 3 8 17 2nd
list, which also must be of a level for which you can
cast. 12th 3 8 17 2nd

Spellcasting Attribute. Personality is your spellcasting 13th 3 9 27 3rd

14th 3 10 27 3rd

15th 3 10 27 3rd

16th 3 11 32 3rd

17th 3 11 32 3rd

18th 3 11 32 3rd

19th 3 12 38 4th

20th 3 13 38 4th

CHAPTER 1: PLAYER OPTIONS 57

THIEF

EXPANDED SPELL LIST ONE WITH THE SHADOWS

3rd-level Twilight Shroud feature 3rd-level Twilight Shroud feature

As a Twilight Shroud thief, you can choose from an You can attempt to hide even when you are only lightly
expanded list of spells when you learn a nightblade obscured by foliage, heavy rain, falling snow, mist, dim
spell. The following spells are added to the nightblade light, and other natural phenomena.
spell list for you.
ILLUSIONIST
Twilight Shroud Spells
9th-level Twilight Shroud feature
Thief Level Spells
3rd disguise self, expeditious retreat When you cast an illusion spell of 1st level or higher,
7rd darkvision, find traps these nightblade spells cost half as many magicka
13th haste, nondetection points as they normally would (rounded up, minimum
19th freedom of movement, greater invisibility of 1).

DECEIVING MAGIC

13th-level Twilight Shroud feature

You learn the mislead spell and you can cast it once
without expending magicka. Once you use this feature,
you can’t use it again until you finish a long rest.

MASTER OF THE NIGHT

17th-level Twilight Shroud feature

You have mastered the art of the Twilight Shroud and
you gain greater control over this magical gift.
Whenever you cast an illusion spell of 1st level or
higher, you turn invisible until the start of your next
turn. This invisibility ends early if you cast another
spell or take any hostile actions.

58 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L DUNMER
TWILIGHT SHROUD

only gain the benefits of one Elemental Attunement at
one time.

Earth. You can cast the stone fist cantrip.
Flame. You can cast the produce flame cantrip.
Storm. You can cast the thunderbolt cantrip.
Water. You can cast the ray of frost cantrip.

WARDEN ELEMENTAL RECOVERY

Protecting the natural world from the rest of society is 2nd-level Elements feature
an unpredictable and dangerous duty. Wardens stretch
across all the lands of Tamriel, ensuring the continued You can regain some of your magical energy by sitting
existence of the flora and fauna while adapting in meditation and communing with the elements.
themselves to the lands they serve. Some wardens During a short rest, you regain expended magicka
devote themselves to the natural elements, while points equal to the cost of a spell level that is equal to
others weave stories to preserve the past, and there are half your warden level (rounded up). You can't use this
those connected to the smallest of nature’s creatures. feature again until you finish a long rest.

The warden class receives new subclasses in this For example, when you are a 4th-level warden, you
section. recover magicka points equal to the cost of a 2nd-level
spell (3).
CONCLAVES
ELEMENTS’S CONCLAVE SPELLS
At 2nd level, a warden gains the Warden Conclave
feature, which offers you the choice of a subclass. The 2nd-level Elements feature
following options are available to you when making
that choice: Conclave of the Elements, Conclave of Your mystical connection with the primordial elements
Spinners, and Conclave of Vermin. infuses you with the ability to cast certain spells. At
3rd, 5th, 7th, and 9th level, you gain access to conclave
CONCLAVE OF THE ELEMENTS spells that are aligned with your Elemental
Attunement.
Harnessing the primal forces of the Mundus, the
wardens of the Conclave of the Elements are exponents While you have access to a Conclave spell from your
of the raw power of Nirn. Seeking Elemental Elemental Attunement, you always have it prepared,
Attunement, these wardens strive to embody the and it doesn't count against the number of spells you
essence of their elements in both body and spirit. Some can prepare each day. If you gain access to a spell that
seek ever changing currents and excitement like that of doesn't appear on the warden spell list, the spell is
electricity. Some ground themselves in solace and nonetheless a warden spell for you.
solitude like that of the stone. Others seek new-birth,
renewal and to bring about change like that of the Earth
flame. Others find the calm within the inner raging
winds of their being like that of the cold. Whatever Warden Level Conclave Spells
Elemental Attunement they strive for, members of the 3rd spike growth, transmute mineral ore
Conclave of the Elements are forces of great power. 5th meld to stone, slow
7th petrify, stone shape
ELEMENTAL ATTUNEMENT 9th wall of stone, passwall

2nd-level Elements feature Flame

You become attuned to one element of your choice. Warden Level Conclave Spells
Choose from earth, flame, storm, or water. You can 3rd continual flame, fire bite
cast one cantrip that is aligned with your choice of 5th fireball, stinking cloud
Elemental Attunement, if you don’t already know it. 7th fire shield, wall of fire
You can change your Elemental Attunement choice 9th flame strike, conjure elemental
whenever you gain a level in this class, but you can
Storm

Warden Level Conclave Spells
3rd gust of wind, stormhand
5th lightning bolt, wind wall
7th shockball, resilient sphere
9th shattering prison, wall of force

CHAPTER 1: PLAYER OPTIONS 59

BOSMER WARDEN
OF SPINNERS

WARDEN

ORSIMER WARDEN BOSMER WARDEN
OF ELEMENTS OF VERMIN

Water Earth. The damage type is bludgeoning.
Flame. The damage type is fire.
Warden Level Conclave Spells Storm. The damage type is lightning.
3rd Baronoff’s bloody icicle, misty step Water. The damage type is cold.
5th Orum’s aquatic escape, water walk
7th control water, ice storm ELEMENTAL FORM
9th cone of cold, cloudkill
14th-level Elements feature
ELEMENTAL FORCE
Your form becomes that of your chosen Elemental
6th-level Elements feature Attunement. As an action, you magically transform
into an atronach that is associated with your element.
You gain an elemental mastery over your conclave This magical transformation lasts for 1 hour, and can
spells, making foes more susceptible to your power. be ended early as a bonus action. While in this new
When a creature is hit by a successful spell attack from form, you assume the stats of the atronach of your
your Elemental Attunement's conclave spells, or if the Elemental Attunement. You automatically revert if you
creature fails its saving throw, it is also subjected to a fall unconscious, drop to 0 hit points, or die. You can
condition aligned with that element until the start of use this feature twice. You regain expended uses when
your next turn, as shown in the Elemental Force table. you finish a short or long rest. (Refer to the Basic Rules
appendix A and the Enemies of Elsweyr chapter 3 for
Element Elemental Force atronach stats.)
Earth
Flame Condition While you are transformed, the following rules apply:
Storm bleeding
Water burning ◈ The new form can be any atronach whose
dazed challenge rating is equal to or less than the
chilled challenge rating listed in your Elemental
Attunement below. Your game statistics are
DESTRUCTIVE ELEMENTALIST replaced by the statistics of the atronach, but you
retain your alignment, personality, and
10th-level Elements feature Intelligence, Willpower, and Personality scores. You
also retain all of your skill and saving throw
You can add your Willpower modifier (minimum of 1) proficiencies, in addition to gaining those of the
to one damage roll of any warden spell that you cast creature. If the creature has the same proficiency
that deals the same damage type as your chosen as you and the bonus in its stat block is higher
elemental type. Additionally, you gain resistance to than yours, use the creature's bonus instead of
your Elemental Attunement damage type. yours. If the creature has any legendary or lair
actions, you can't use them.

60 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

WARDEN

◈ When you transform, you assume the atronach's CONCLAVE OF SPINNERS
hit points and hit dice. When you revert to your
normal form, you return to the number of hit The Conclave of Spinners is reserved for Bosmeri
points you had before you transformed. However, priests of Y'ffre. The spinners emulate “The Storyteller”
if you revert as a result of dropping to 0 hit points, by preserving Bosmeri history, culture, and laws
any excess damage carries over to your normal through stories and metaphors.
form. For example, if you take 10 damage in your
atronach form and have only 1 hit point left, you Spinners often live their lives as though they are
revert and take 9 damage. As long as the excess narrating a story, and speak in much the same way.
damage doesn't reduce your normal form to 0 hit Spinners weave tales about future events, divining and
points, you aren't knocked unconscious. prophesying, the same way others might remember
the past. The more powerful a spinner becomes, the
◈ You can't cast spells, and your ability to speak or more powerful their prescience seems to be.
take any action that requires hands is limited to
the capabilities of your atronach form. It is rare for a spinner to take up a life of adventuring,
Transforming doesn't break your concentration on but those that do seek to protect and preserve Y'ffre's
a spell you've already cast, however, or prevent you gifts, collect stories of their adventuring to be recorded
from taking actions that are part of a spell, such as for future historians.
call lightning, that you've already cast.
RESTRICTION - BOSMER ONLY
◈ You retain the benefit of any features from your
class, race, or other source and can use them if the Only Bosmer characters can become a Spinner.
new form is physically capable of doing so. Typically connected to Y’ffre, these storytellers tell the
However, you can't use any of your special senses, stories of Bosmer lore and history.
such as Darkvision, unless your new form also has
that sense. Your GM can lift this restriction to better suit the
campaign. The restriction might not apply to your
◈ You choose whether your equipment falls to the GM's setting or their version of the Elder Scrolls.
ground in your space, merges into your new form,
or is worn by it. Worn equipment functions as BONUS PROFICIENCIES
normal, but the GM decides whether it is practical
for the new form to wear a piece of equipment, 2nd-level Conclave of Spinners feature
based on the creature's shape and size. Your
equipment doesn't change size or shape to match You gain proficiency with the Performance skill and
the new form, and any equipment that the new you learn one bard cantrip of your choice.
form can't wear must either fall to the ground or
merge with it. equipment that merges with the SPINNER'S CONCLAVE SPELLS
form has no effect until you leave the form.
2nd-level Conclave of Spinners feature
Earth. You transform into either an iron, earth, or
stone atronach with a CR of 5 or lower. At 18th level, Your mystical connection with storytelling infuses you
you can transform into either an iron, earth, or stone with the ability to cast certain spells. At 3rd, 5th, 7th,
atronach with a CR of 7 or lower. and 9th level, you gain access to conclave spells
connected with the spinners of Y'ffre.
Flame. You transform into either a cold-flame or
flame atronach with a CR of 5 or lower. At 18th level, Once you gain access to a conclave spell, you always
you can transform into either a cold-flame or flame have it prepared, and it doesn't count against the
atronach with a CR of 7 or lower. number of spells you can prepare each day. If you gain
access to a spell that doesn't appear on the warden
Storm. You transform into either an air or storm spell list, the spell is nonetheless a warden spell for
atronach with a CR of 5 or lower. At 18th level, you can you.
transform into either an air or storm atronach with a
CR of 7 or lower. Spinner Conclave Spells

Water. You transform into either a water or frost Warden Level Conclave Spells
atronach with a CR of 5 or lower. At 18th level, you can 3rd enthrall, suggestion
transform into either a water or frost atronach with a 5th hypnotic pattern, major image
CR of 7 or lower. 7th confusion, hallucinatory terrain
9th mislead, modify memory

CHAPTER 1: PLAYER OPTIONS 61

WARDEN

MARK OF FORESIGHT which they use to enact their will.

2nd-level Conclave of Spinners feature Perhaps influenced by the work of the Altmer mage
Kornalus Frey, or Servos and Merilar Rendas,
You gain the ability to predict the actions of your Vermincallers infuse these tiny critters with alchemical
marked target. serums and enchantments to transform them into
dangerous companions or volatile weapons.
Ally. When a creature marked as an ally by your Mark
of Balance makes an attribute check or a saving throw, CONCLAVE SPELLS
they can add your proficiency bonus to the roll.
2nd-level Conclave of Vermin feature
Enemy. When you mark a creature as an enemy with
your Mark of Balance, the creature must succeed on a Your magical connection to vermin and swarms grants
Personality saving throw against your spell save DC, or you access to certain spells. At 3rd, 5th, 7th, and 9th
be charmed by you as though you cast the charm level you gain access to the spells listed for that level in
person spell. the Conclave of Vermins Spells table.

SPINNERS PREDICTIONS Once you gain access to one of these spells, you
always have it prepared, and it doesn't count against
6th-level Conclave of Spinners feature the number of spells you can prepare each day. If you
gain access to a spell that doesn't appear on the
You can see into the near future, making predictions warden spell list, the spell is nonetheless a warden
about your plans. You can ask a single, clear question spell for you.
about a course of action you plan to take within the
next hour. The GM communicates the insight through Vermin Conclave Spells
vague symbols, impressions, or a single word such as
“favorable” or unfavorable”. Warden Level Conclave Spells
3rd protection from poison, acid arrow
Once you use this feature, you must finish a short or 5th protection from energy, stinking cloud
long rest before you can do so again. 7th blight, giant insect
9th contagion, insect plague
SERENITY
VERMINOUS SWARM
10th-level Conclave of Spinners feature
2nd-level Conclave of Vermin feature
You gain proficiency with Personality saving throws
and gain advantage on saving throws against being You’ve magically bonded with a swarm of vermin,
charmed. which follows you around, and remains in your space
while they crawl and skitter on or around you.
SPINNERS REVELATIONS
You determine what type of vermin you’ve bonded
14th-level Conclave of Spinners feature with, or you can generate them by rolling on the
Favored Vermin table below. You might have a single
You can weave stories that appear in front of you in an type of vermin that you prefer, or you could have an
illusory pattern, peering into the future to gain insight array of creatures with you.
about the world.
Favored Vermin
If you spend 10 minutes weaving tales, you can
choose a particular course of action, event, decision, d6 Vermin
person, or place. The GM provides a short, but 1 centipedes
meaningful, explanation in one or two sentences that 2 fetcherflies
is in response to the knowledge that you seek. 3 rats
4 scorpions
Once you use this feature, you can't do so again for 5 snakes
the next week. 6 spiders

CONCLAVE OF VERMIN Once on each of your turns, you can use a bonus
action to have the vermin from your swarm attack a
Surrounding themselves with arachnids, rodents, and creature within 30 feet of you. The vermin makes an
other pests, wardens of the Conclave of Vermin— attack using your spell attack modifier. On a hit, the
sometimes known as Vermincallers—find comfort in target takes 1d6 piercing damage.
being part of a swarm. They are masters of breeding
and keeping an array of tiny, dangerous creatures,

62 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

WARDEN

Additionally, as an action, you can expend one use of The vermin swarm remains in this form for 1 hour,
your Mark of Balance feature to magically shape your until it is reduced to 0 hit points, until you use this
swarm into a Small swarm of Tiny beasts. You feature to form the swarm again, or until you die.
determine the form it takes. Some vermin swarms
resemble the creatures that make up the swarm, such ELEMENTAL INFUSION
as a Small spider made up of a swarm of tiny spiders,
or a Small hand made up of writhing scorpions. 6th-level Conclave of Vermin feature

This Small swarm forms in an unoccupied space of You have learned to magically infuse your swarm with
your choice within 5 feet of you and obeys your elemental energy. When you use a bonus action to
commands. See this creature’s game statistics in the command your vermin swarm to attack, you can
Vermin Swarm stat block, which uses your proficiency change the damage it deals to cold, fire, lightning, or
bonus (PB) in several places. poison damage instead of piercing. The next time the
vermin swarm hits with an attack, it deals this type of
In combat, the vermin swarm shares your initiative damage. You can use this feature a number of times
count, but it takes its turn immediately after yours. equal to your Willpower modifier, and you regain all
The only action it takes on its turn is the Dodge action, expended uses when you finish a short or long rest.
unless you take a bonus action on your turn to
command it to take another action. That action can be BLIGHTER’S BOND
one in its stat block or some other action. If you are
incapacitated, the vermin swarm can take any action 6th-level Conclave of Vermin feature
of its choice, not just Dodge.
When you spend at least 1 minute interacting with a
Vermin Swarm Tiny beast, you can attempt to create a magical bond
with them. The target must succeed on a Willpower
Small swarm of tiny beasts saving throw against your spell save DC or become
charmed by you for the next hour as though you had
Armor Class 13 + PB (natural armor) cast the charm person spell on it.
Hit Points 5 + five times your warden level
Speed 30 ft., climb 30 ft. INFUSED BLOOD

STR AGI END INT WIL PER 10th-level Conclave of Vermin feature
12 (+1) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
You create a bond with the elemental energy of your
Damage Immunities poison infusions. When you finish a long rest, choose cold,
Condition Immunities charmed, frightened, grappled, fire, lightning, or poison. You gain resistance to this
type of damage until you finish your next long rest.
prone, restrained Your vermin swarm also gains this resistance.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak PROTECTION OF THE SWARM
Challenge — Proficiency Bonus (PB) equals your bonus
14th-level Conclave of Vermin feature
Swarm Form. The swarm can occupy another creature’s
space and vice versa, and the swarm can move through When you see a creature take damage from an attack
any opening large enough for a Tiny creature. that deals cold, fire, lightning, or poison damage, you
can use your reaction and expend a use of your
Actions Elemental Infusion feature to protect that creature. As
part of this reaction, your vermin swarm can move up
Bite/Sting. Melee Weapon Attack: your spell attack to 15 feet. If the swarm ends their movement in the
modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB space of another creature, the swarm can envelop the
piercing damage. creature and grant it resistance to the triggering
damage type until the start of their next turn.
Writhing Swarm. The swarm wraps around a creature
within its space. The creature must succeed on a Strength
saving throw against your spell save DC or take 1d6 + PB
piercing damage and be restrained. The swarm has
advantage on attacks against a creature restrained in this
way.

CHAPTER 1: PLAYER OPTIONS 63

You gain another tactical die at 7th level and one
more at 15th level.

Saving Throws. Some of your tactics require your
target to make a saving throw to resist the tactic’s
effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your
Strength or Agility modifier (your choice)

WARRIOR BORN LEADER

Mastering a wide range of martial techniques, warriors 3rd-level Legionnaire feature
take a scholarly approach to combat, learning as much
as they can about their preferred styles to overcome You gain proficiency in your choice of the Intimidation
any challenge. This exceptional training may have or Persuasion skill. If you are already proficient in this
occurred while enlisted within the armies of Tamriel, skill, you can choose a different skill proficiency from
through the necessity of skilled work, or by passing your warrior class list. Additionally, you can add your
their own trials in the halls of an arena. proficiency bonus to any skill check related to
leadership, tactics, and bolstering morale.
The warrior class receives new subclasses in this
section. CENTURION

MARTIAL ARCHETYPES 7th-level Legionnaire feature

At 3rd level, a warrior gains the Martial Archetype As a bonus action, you can initiate a squad formation
feature, which offers you the choice of a subclass. The by shouting orders. For 1 minute, you and a number of
following options are available to you when making creatures of your choice equal to your Personality
that choice: Legionnaire, Mercenary, and Gladiator. modifier that are within 20 feet of you create a squad
formation. A creature in the formation gains a bonus
LEGIONNAIRE to Strength saving throws and Strength attribute
checks equal to half your proficiency bonus, and is
The Legionnaires of the Imperial Legion are soldiers of considered to be behind half cover. Additionally, when
the Empire, stalwart defenders of the Emperor and you move, other creatures in the formation can use a
keepers of peace and order in Tamriel. Using tactics, reaction to move up to half their movement speed in a
power in numbers, and harsh training, Legionnaires direction of your choosing.
bolster the morale of their troop and lead allies by
example. A creature under this effect must end their turn
within 10 feet of another creature in the formation,
IMPERIAL TACTICS otherwise the effect ends early for it. The squad
formation ends early if you are incapacitated or you
3rd-level Legionnaire feature die. When the effect ends for you, it ends for all
creatures affected as well.
You learn tactics that are fueled by special dice called
Tactical Dice. Once you use this feature, you can’t use it again until
you finish a short or long rest.
Tactics. You learn three tactics of your choice, which
are detailed under “Imperial Tactics” below. Many ALL AS ONE
tactics enhance an attack in some way. You can use
only one tactic per attack. 10th-level Legionnaire feature

You learn two additional tactics of your choice at 7th, You can command your allies to react faster. When you
10th, and 15th level. Each time you learn new tactics, roll initiative, you and every ally within 10 feet of you
you can also replace one tactic you know with a can add your Personality modifier to their initiative
different one. roll.

Tactical Dice. You have four tactical dice, which are CALL TO ARMS
d8s. A tactical die is expended when you use it. You
regain all of your expended tactical dice when you 15th-level Legionnaire feature
finish a short or long rest.
Your leadership training allows your allies to act
without falter. Upon finishing a short or long rest,
choose one of your Imperial Tactics to practice with a
number of creatures equal to your Personality modifier.
Each of those creatures gain a single use of your

64 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

IMPERIAL ARGONIAN NORD
LEGIONNAIRE MERCENARY GLADIATOR

chosen tactic, which uses your Tactical Dice. The Distracting Strike. When you hit a creature with a
creature must use this tactic before it finishes another weapon attack, you can expend one tactical die to
short or long rest, or else the tactic is wasted and distract the creature, giving your allies an opening. You
forgotten. add the tactical die to the attack's damage roll. The
next attack roll against the target by an attacker other
IMPERIAL MIGHT than you has advantage if the attack is made before
the start of your next turn.
18th-level Legionnaire feature
Emperor’s Orders. When an ally that can see and hear
You become a paragon of the might of the empire. As you attacks an enemy, you can use your reaction and
an action you raise a banner of the empire, bolstering expend one tactical die, allowing the ally to add the
the morale of your allies and increasing their power. tactical die to their attack roll.
For the next minute, you and every ally within 10 feet
of you, gain a bonus to damage rolls from attacks Legate’s Valor. When up to three allies that can see
equal to your Personality modifier. and hear you make saving throws to resist the
frightened or charmed condition, you can use your
IMPERIAL TACTICS reaction and expend one tactical die, allowing each ally
The tactics are presented in alphabetical order. to add the tactical die to their saving throw.

Battlefield Healing. On your turn, you can use your On My Command. On your turn, you can use a bonus
action and expend one tactical die to heal an ally action and expend one tactical die to modify a willing
within 5 feet of you. It gains hit points equal to your creature’s position in the initiative order. The target’s
tactical die + your Personality modifier. current initiative increases or decreases (its choice) by
the number rolled on your tactical die
Challenge of Honor. On your turn, you can use your
action and expend one tactical die to challenge a Halting Attack. When an enemy you can see moves
creature. The creature must succeed a Personality within reach of your melee weapon, you can use your
saving throw or it is compelled to use its reaction to reaction to expend one tactical die and make one
move toward you, up to its movement speed. If the weapon attack against that creature. If the attack hits,
creature ends it’s movement 5 feet away from you, you add the tactical die to the attack's damage roll and
can attack it once as part of the action, adding your reduce the creature’s speed to 0 for the rest of the
tactical die to the damage roll. turn.

A target isn't compelled to move into an obviously Supervisor’s Advice. When a friendly creature who can
deadly hazard, such as a fire or pit, but it will provoke see or hear you rolls a skill check, you can use your
opportunity attacks to move in the designated reaction and expend one tactical die to add it to the
direction. roll.

CHAPTER 1: PLAYER OPTIONS 65

WARRIOR

MERCENARY a failed saving throw, on a success, you instead take no
damage, if any, and only half damage if you fail.
Hardened and battle-worn, these warriors are the
backbone of any adventuring group and the strong- SLAYER
arms of the front-line. Able to wade into battle and
keep their opponent's focus on them, you couldn't ask 15th-level Mercenary feature
for a greater ally to be at your side.
You can roll one additional weapon damage die when
Always the first to fight and the first to drink, determining the extra damage for a critical hit with a
Mercenary warriors are the select few who embrace weapon attack against aberrations, dragons, fiends,
the role of a rowdy brawler. Never one to back down monstrosities, undead, and shapeshifters.
from a challenge or a contract, these fighters are
without a doubt trouble to both their superiors and JOB FINISHER
those who stand against them.
18th-level Mercenary feature
MERCENARY TACTICS
You attain the pinnacle of resourcefulness in battle.
3rd-level Mercenary feature When you have no more than half your hit points left,
all creatures have disadvantage on saving throws
You learn tactics that are fueled by special dice called against your Mercenary Tactics, and you have
Tactical Dice. advantage on any attack roll that is a part of your
tactics.
Tactics. You learn three tactics of your choice, which
are detailed under “Mercenary Tactics” below. Many MERCENARY TACTICS
tactics enhance an attack in some way. You can use The Mercenary tactics are presented in alphabetical
only one tactic per attack. order.

You learn two additional tactics of your choice at 7th, Commander's Strike. When you take the attack action
10th, and 15th level. Each time you learn new tactics, on your turn, you can forgo one of your attacks and
you can also replace one tactic you know with a use a bonus action to direct one of your companions to
different one. strike. When you do so, choose a friendly creature who
can see or hear you and expend one tactical die. That
Tactical Dice. You have four tactical dice, which are creature can immediately use its reaction to make one
d8s. A tactical die is expended when you use it. You weapon attack, adding a tactical die to the attack's
regain all of your expended tactical dice when you damage roll.
finish a short or long rest.
Disarming Attack. When you hit a creature with a
You gain another tactical die at 7th level and one weapon attack, you can expend one tactical die to
more at 15th level. attempt to disarm the target, forcing it to drop one
item of your choice that it's holding. You add the
Saving Throws. Some of your tactics require your tactical die to the attack's damage roll, and the target
target to make a saving throw to resist the tactic’s must make a Strength saving throw. On a failed save, it
effects. The saving throw DC is calculated as follows: drops the object you choose. The object lands at its
feet.
Tactic save DC = 8 + your proficiency bonus + your
Strength or Agility modifier (your choice) Feinting Attack. You can expend one tactical die and
use a bonus action on your turn to feint, choosing one
HARDY creature within 5 feet of you as your target. You have
advantage on your next attack roll against that
7th-level Mercenary feature creature this turn. If that attack hits, add the tactical
die to the attack's damage roll.
You have learned to roll with both the punches and the
fireballs. You gain proficiency in Agility saving throws. Goading Attack. When you hit a creature with a
If you already have this proficiency, you instead gain weapon attack, you can expend one tactical die to
proficiency in Personality or Willpower saving throws attempt to goad the target into attacking you. You add
(your choice). the tactical die to the attack's damage roll, and the
target must make a Willpower saving throw. On a
UNSTOPPABLE failed save, the target has disadvantage on all attack
rolls against targets other than you until the end of
10th-level Mercenary feature your next turn.

No threat, great or large, can conquer your resolve.
When you use your Indomitable class feature to reroll

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WARRIOR

Menacing Attack. When you hit a creature with a BREAKTHROUGH
weapon attack, you can expend one tactical die to
attempt to frighten the target. You add your tactical 3rd-level Gladiator feature
die to the attacks damage roll, and the target must
make a Personality saving throw. On a failed save, it is When a creature is reduced to 0 hit points by one of
frightened until it's next turn. your weapons attacks, any excess damage from that
attack can be dealt to another creature of your choice
Rally. On your turn, you can use a bonus action and that is within 5 feet of the original target. If the
expend one tactical die to bolster the resolve of one of original Attack roll would hit the second creature, it
your companions. When you do so, choose a friendly takes damage equal to the excess damage dealt.
creature who can see or hear you. That creature gains
temporary hit points equal to the tactical die roll + DAUNTLESS CONTENDER
your Personality modifier.
7th-level Gladiator feature
Sweeping Attack. When you hit a creature with a
melee weapon attack, you can expend one tactical die You gain the ability to prove yourself as a true
to attempt to damage another creature with the same contender among the greats. When you are reduced to
attack. Choose another creature within 5 feet of the 0 hit points, you can use your reaction to maintain
original target and within your reach. If the original consciousness. You remain at 0 hit points, but can
attack roll would hit the second creature, it takes continue to act as normal. You still must make death
damage equal to the number you roll on your tactical saving throws at the start of your turn, and each time
die. The damage is of the same type dealt by the you take damage, roll a d6. On a 1–5, you do not suffer
original attack. a death saving throw failure. On a 6, you fail saving
throws as normal. This feature ends when you regain
Trip Attack. When you hit a creature with a weapon hit points or if you die.
attack, you can expend one tactical die to attempt to
knock the target down. You add the superiority die to Once you use this feature, you can’t use it again until
the attack's damage roll, and if the target is Large or you finish a long rest.
smaller, it must make a Strength saving throw. On a
failed save, you knock the target prone. SHOW STOPPER

GLADIATOR 10th-level Gladiator feature

Both champion and butcher, an Imperial Arena Your skills with combat have been tempered over the
Gladiator is a competitor first and foremost. Always years to make you into a singular killing machine.
seeking grandeur, fame, and wealth, Gladiators are
driven to achieve greatness. Once on each of your turns when you miss with a
weapon attack, you can make another weapon attack
Spending much of their life toiling over gaining the as part of the same action.
upper hand in combat, many gladiators can be seen as
either honorable combatants, or dirty and IRRESISTIBLE
underhanded cheats. A gladiator has one chance to
leave their mark upon the world and make their name 15th-level Gladiator feature
known. How they do so is up to them.
You can’t be charmed or frightened while in combat. A
GLADIATORIAL REFLEXES creature that attempts to charm or frighten you in
combat must succeed on a Willpower saving throw
3rd-level Gladiator feature (DC equal to 8 + your proficiency bonus + your
Personality modifier) or it becomes either charmed or
Your time in the arena has taught you how to defend frightened by you instead.
yourself and take advantage of your opponent's
mistakes. You can take a bonus action on each of your HEFTY STRIKE
turns in combat to take the Dodge or Help action, or to
gain advantage on your next weapon attack roll. 18th-level Gladiator feature

When you have advantage on a weapon attack, you
can forgo the advantage on the attack roll to increase
your damage. Upon a successful hit, you can roll the
weapon’s damage die again and add the number rolled
to the total damage dealt. For example, if a gladiator
with a greataxe were to hit a creature after forfeiting
their advantage, they would roll 2d12 slashing damage
instead for the hit, and 4d12 slashing damage on a
critical hit for the attack.

CHAPTER 1: PLAYER OPTIONS 67

68 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L A NEW CHALLENGER STEPS INTO
THE IMPERIAL CITY ARENA

CHAPTER 2: GUILDS OF CYRODIIL

I n the Second Era, Potentate Versidue-Shaie signed Different requirements may need to be met to earn
the Guild Act, which officially sanctioned all membership into a guild. If your character starts with
forms of guilds throughout the Empire. This an association to a guild, it may be based on your
moment in history changed the landscape of characters capabilities, or it could be built into the
commerce, education, and politics, as the guilds were backstory you have created. While it is possible to be a
able to redefine the distribution of goods, services, and member of more than one guild at once, it is best for
education to the people of Tamriel. Each guild is new characters to start with only one membership.
required to pay to expand their influence throughout When joining a guild later in a campaign, either by
the land, which in turn, strengthens the Empire by being recruited by the guild or seeking membership
their presence and the increased gold in the Imperial yourself, the requirements the guild upholds may be
coffers. There are many guilds that were formed more strictly enforced. The Fighters Guild will likely
through the eras, with some of the more prominent not allow a member who cannot prove the ability to
guilds rising above the rest: fight and the Imperial Temple may not want to be
associated with someone who is already a member of
◈ Skilled warriors and entertainers who fight in the the Thieves Guild.
Arena
Each guild provides a new background associated
◈ An illegal, but generally tolerated, guild of with it that can help shape your character even further
assassins, the Dark Brotherhood and emphasize the importance of your guild on your
life and upbringing. The backgrounds presented here
◈ An organized mercenary company, the Fighters work just like the backgrounds in the Player’s
Guild Handbook and Basic Rules, giving your character
suggested proficiencies, languages, equipment, and
◈ A group of enterprising merchants, the Gold Coast characteristics (personality traits, ideals, bonds, and
Trading Company flaws). Each guild also provides suggested classes that
would be associated with it and a list of spells that you
◈ Worshipers of the Divines, the Imperial Temple can add to your spell list if you’re a member of a
◈ A military force, the Imperial Legion spellcasting class.
◈ Teachers and experts of magic, the Mages Guild
◈ An organized crime ring, the Thieves Guild GUILD SPELLS

Everyone in Tamriel respects the guilds and their Spellcasting is relatively common in Tamriel, with
rights, and considers high ranking members of those most people having the ability to learn how to cast
guilds as people deserving the prestige given to them. spells, with the appropriate level of desire and
Nearly every worker in Cyrodiil, especially those in learning. Each guild has a favored style of magic, which
urban areas, belong to a guild suited to their vocation. usually represents how that magic is manifested and
The largest of guilds, recognized for their pervading what types of magic is used. Even guilds that are more
respect or notoriety, are known to have adventurers, focused on martial aspects, like the Fighters Guild,
opportunists, and fortune-hunters among their ranks. understand that magic can be utilized as an additional
tool to achieve their goals. For example, the Imperial
GUILD MEMBERSHIP Legion focuses on magic that will aid them in battle,
while the Thieves Guild prefers magic that can help
Many individuals have long standing relationships with conceal their methods.
the various guilds. There are many who have followed
in their parents or guardians footsteps and are If you play a character who has the Spellcasting or
expected to keep the familial traditions. Just the same, the Night Magic feature, your guild spells are added to
there are many citizens who have never considered the spell list for your class, thereby expanding the spell
joining a guild and never intend to. When you create options available to you.
your character, you can choose to be associated with
one of the guilds listed in this chapter. Doing so may
allow your choice of guild to play a more significant
role in your character’s development, or even may
shape the campaign for yourself and your allies.

CHAPTER 2: GUILDS OF CYRODIIL 69

RENOWN BENEFITS OF RENOWN

When you complete tasks or otherwise advance the When you gain renown in a guild, you also gain the
goals of your guild during your adventures, you are opportunity to rise in ranks, which rewards you with
recognized for your efforts and become an increasingly certain benefits. Most of these benefits are specific to
important member of your guild. You have the the guild and the role you play within it, but there are
opportunity to make a difference with your guild as general benefits that apply regardless of which guild
you rise through the ranks, possibly becoming second- you belong to.
in-line, or possibly even becoming named as
Guildmaster. Renown 3 or Higher. When you have a renown score of
at least 3 with a guild you belong to, you are an
Your status in the guild is measured by your renown established and respected member of that guild.
score. As you increase that score, you gain the Other members of the guild have a friendly attitude
opportunity to advance in the ranks of the guild. toward you by default. (Individual members of the
guild might have reasons to dislike you despite your
When you join a guild, either as a starting character renown.) They provide you with lodging and food in
or through the events of a campaign, your renown dire circumstances and pay for your funeral if
score with that guild is 1. Your renown score increases needed. If you are accused of a crime, your guild
by 1 when you do something to advance the guild’s offers legal support, as long as a good case can be
interests, assuming that other members of the guild made for your innocence or the crime was justifiable.
are aware of what you’ve done. Each guild’s
description in this chapter includes information about Some guilds, such as the Fighters Guild and Mages
its goals and the role you may play in achieving them. Guild, have clearly defined hierarchies that characters
Your GM will use these suggestions to determine can ascend as they improve their renown scores.
whether your deeds earn an increase in your renown
score. Other guilds have positions of honor that characters
can apply for if their renown score is high enough. Not
Each of the four ranks within the guilds generally every member of the Imperial Temple aspires to be a
describes a range of tasks that you might be expected Paladin, but any character who meets the prerequisites
to perform to maintain that rank. Fighting in the Arena can apply for the position. Ultimately, the GM decides
on a somewhat regular basis will be necessary to whether a character qualifies for such a role, with a
maintain your standing as a combatant, whereas certain renown score as a minimum requirement.
spreading the preachings of the Divines and upholding
their ideals is expected of a member of the Imperial Several guilds provide a salary among the benefits of
Temple. When your guild provides you with a mission renown within the guild. The salary is described as
or quest that requires you to leave the safety of your sufficient to maintain a lifestyle of a certain level. If
guilds holdings— putting yourself in danger—and you you earn a salary, you can live at the specified lifestyle
complete that task, your renown score with that guild without paying the normal daily expenditure. See
increases by 2. Ideas for what these quests may look chapter 5 of the Basic Rules and the 5e Core Rules for
like are provided in each of the guilds descriptions. more information on lifestyle expenses.

Of course there are other tasks that can be Occasionally, certain prominent positions in the
completed to increase your renown that don’t require guilds will allow you to gain the services of lower-
facing the dangers of adventuring. You can use the ranking members to assist you with your work. When
time between adventures to improve your renown you do, they are assumed to be loyal followers who
within your guild by performing these tasks, as well as help you to the best of their ability. Some of them are
by socializing with prominent people in the guild. After assigned to you to help for the duration of a single task
doing so for a total number of days equal to your or mission, while others are under your permanent
current renown score multiplied by 10, your renown command, staffing a shop, garrison, or guild hall
score increases by 1. These duties could include where you are in charge. Depending on their role, they
bookkeeping or working shifts at a Gold Coast Trading may help you in dangerous situations (like combat) or
Company store, or researching arcane knowledge and flee from them. You might assign them to perform
allowing your superiors to safely experiment their certain tasks in your absence, which could include
magic on you in the Mages Guild. undertaking research, staking out persons of interest,
or taking on low hazard jobs, for example, depending
on their role and capabilities. You carry the
responsibility for their lives and welfare, ultimately,
and if the guild decides that you are abusing your
authority and mistreating the members beneath you,
you might lose your renown, lose your rank or status
in the guild, or even be cast out of the guild.

70 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

LOSING RENOWN JOINING OTHER GUILDS

If you commit a serious offense against your guild or Some people focus their life's work into a single
its members, you might lose renown within the guild. guild, while others may never join one, preferring their
The extent of the loss depends on the infraction and is independence. Then there are individuals who never
left to the GM’s discretion. A character’s renown score seem to be satisfied with just one vocation, always
with a guild can never drop below 0. If your renown searching for more. At character creation, you can
score drops below the threshold for a rank or privilege choose to be a part of only one guild, but there is
you have attained, you lose that benefit. Even if you always opportunity to join more as a campaign
regain the lost renown, you might find it more difficult progresses. The guild descriptions provide information
to again secure a position or rank you have previously about the goals of the guild and how a character might
lost. If your renown is reduced to 0, you may be ejected fit in, but ultimately, it is your GM that decides what
from the guild and, if the offense merits it, could be requirements you must meet to join a new guild.
banned from ever joining again, without the
appropriate reparations. Some guilds may welcome new recruits and make
the process as simple as possible, while others may
REASON FOR JOINING require demonstrations of your capabilities or of your
loyalty. The Fighters Guild might send you on an
When you create your character with a guild in mind, unpaid job—possibly to kill a wild animal or intimidate
or if your character is seeking to join a guild at any some local bandits—to prove that you can be a
point in time during a campaign, consider what successful mercenary. Joining the Imperial Temple
motivates their membership. Guild members can have might be simple conversation to determine your
significantly different reasons for joining a guild, character and intention, whereas the Imperial Legion
depending on their motivations and priorities. might take anyone willing to sign up for service.
Consider what your reason has been for joining a guild.
If you are already part of another guild, and your
Do you firmly believe in the goals and ideals of a membership is well known, it may make it more
guild and hope to join with the sole purpose of difficult to join others. Very few guilds wish to work
advancing their goals? Were you born into a family alongside known assassins and thieves, and others
that has been part of the guild for generations who might not want to deal with the politics or conflicts of
carry an expectation of continuing on the tradition? If interest that might arise. A member of the Mages Guild
this describes your character, it is likely that you see could easily find themselves on a team in the Arena,
membership in this guild as a badge of honor that but a known scam artist from the Gold Coast Trading
should be proudly displayed. Imperial citizens who join Company might be rejected from the Temple of
the Imperial Legion with the sole purpose of Zenithar, and a Legionnaire might be considered to be
strengthening the Empire are a good example of this a warmonger in the eyes of the Temple of Dibella.
type of guild member.

Every guild has its perks. Are you more interested in
what a guild can do for you and the political power or
social influence you might gain from joining? Do you
seek increased wealth and social status that can come
from a prestigious role in the guild? You might find
yourself abiding by the rules of a guild only when
necessary to advance your position, while ignoring
them if it gets in your way. An example character may
be a Breton thief who joined the Gold Coast Company
to gain more intel on possible shipments of goods or to
take advantage of nobles with deep pockets.

Have you ever been told that you can’t do something
and find yourself doing your best to prove them
wrong? Do you prefer to challenge yourself and
actively seek to strengthen your weaknesses? A guild
that seems completely unsuitable for you might be the
faction you wish to the most to be a part of. An Altmer
sorcerer might perfect their magic with the intention
to prove themselves as a notable member of the
Fighters Guild, even if their talents would be best
suited for the Mages Guild.

CHAPTER 2: GUILDS OF CYRODIIL 71

ARENA come near some of the arena's heroes up close. There
are times when the crowd gets so wild that it’s capable
"You'll face whatever I can pull together for the day's of starting a grand melee on their own. But along with
capable fighters comes a capable staff who is more
events, and even I don't often know what that'll be much than willing to make sure that everything is in order
when it comes to announcing the next great battle.
in advance. Criminals, heretics, wild beasts. If you can't
GOALS OF THE ARENA
roll with the punches, at least leap to your grave. The
Every arena wants little more than to entertain the
crowd loves that." citizens of Tamriel by organizing the most exciting
gladiatorial fights possible. The more notable the fight,
—Arena Master Codus ap Dugal the higher the financial gain. The arenas wish to keep
their fights honest by upholding certain rule sets,
What started off as a mere dream of Gaiden Shinji, the although that may differ from province to province. All
Blademaster of the Order of Diagna, has grown out to the while, the Arena seeks to earn masses of gold by
be a reality. He stated that the best techniques are allowing spectators to place bets on the combatants.
passed on by the survivors and that to be the best, you This heightens the excitement and spectacle of the
have to learn from the best. These sayings form the fights, as the combat determines not just the winner,
very foundation upon which the Arena is built. Gaiden but who takes a hefty pouch of Septims home and who
Shinji personally guided the construction of the very loses it all to fate.
first arena, located in the Imperial City. Even after
Gaiden fell in the war against the Orcs of Orsinium, the Concerning the combatants themselves, the stakes
construction continued and was eventually finished. are usually even higher. There may be some lower
ranking fights that prove to be merciful, but the
Indirectly inspired by Gaiden, many other initiatives greatest of crowds are often drawn to the bloodiest
to build arenas had started, but only some managed to and most gruesome battles. Though many fighters
be completed. Even today, many aspiring combatants have fallen, it is in the Arena's best interest to always
travel from all over Cyrodiil to meet either death or remember and celebrate their heroes so that their
glory in the Imperial City's Bloody Jewel. In Cyrodiil, memory may live on in the tales that people tell their
the two main arenas are in Kvatch and the Imperial children. The Arena also earns incredible profits from
City, with the latter being far more grand and reserved selling merchandise and organizing events around
for the best fighters of Tamriel. their most esteemed champions.

INSIDE THE ARENA In the end, the Arena wants to make history through
their competitions and continues to satisfy that desire
Promoters of the Arena organize battles all over with every match. Even in the darkest of times, people
Tamriel—from Dragonstar to Morrowind—but the sport will always be wanting for distraction and
reserves an unmatched popularity in Cyrodiil, with entertainment and there are always more than enough
arenas found in both Kvatch and The Imperial City. The fighters who want to bring glory to their names.
arenas can be led by entrepreneurial minds or even
descendants of noble families, but most times they are ARENA CHARACTERS
being led by those who are willing to run an Arena and
look for suitable investors. Alignment. Any, but mostly lawful
Suggested Classes. Barbarian, crusader, monk, warrior
The arena itself employs an incredible workforce and
is often one of the greatest providers of industry in You might enjoy playing a character who fights in the
regions that capitalize on it. Blademasters guide and Arena if one or more of the following statements are
manage the fighters, while announcers and bards stir true:
the crowd and provide commentary during the fights.
Gatekeepers oversee the gambling activities and the ◈ You live to hear the roaring of the crowd.
battlematrons are in charge of logistics and are ◈ You constantly push your physical boundaries and
responsible for the training of the most promising
gladiators that the Arena has to offer. To be given the to truly test yourself.
title of Grand Champion is a privilege that most ◈ You fight with honor by following the rules.
combatants aspire to achieve for themselves, but it has
proven to be a difficult and deadly challenge.

Arenas require scouts, stablemasters, hunters, and
trappers to find and maintain the best fighters and
most exciting beasts to battle. The buildings
themselves need repairs, cleaning, and maintenance,
work eagerly filled by those who are very happy to

72 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

JOINING THE ARENA BACKGROUND:
ARENA COMBATANT
Fresh Pit Dogs need to be of excellent brawn and
athletics, and they must stay in peak physical As an arena combatant you might be looking for fame,
condition. If any of these requirements aren't met, the glory, or gold, or you could be fighting for the sake of
fighter will probably be mauled by the first beast it all your fans. Do you even care, or do you just want to
encounters in the arena. The Arena looks for see blood? Most arena fighters do so willingly, but
combatants that are apt and ambitious, who fight with there are also those whose financial situation leaves
honor and for glory. It is not a place for low-lives or them little choice but to turn to the Arena, rather than
cheaters, as they will be made short work of when lowly banditry.
caught.
Skill Proficiencies: Athletics, Performance
New combatants need to be interested in improving Tool Proficiencies: One type of gaming set or a musical
their skills and abilities, rather than being over-
confident and arrogant. They are encouraged to help instrument
other fighters between battle through training and Languages: One of your choice
friendly skirmishes. Any drama between contenders is Equipment: A signature weapon that is inexpensive, a
best kept on the pit floor, rather than having the
fighters engage in conflict away from the ring. symbol of your gladiatorial style (tabard, sash, or
emblem), a personalized gift from a fan, a set of
War wizards and spellcasters are welcome in the common clothes, and a pouch containing 50 septims.
Arena’s ranks, but they seldom manage to rally the
crowds the same way as those who prefer to engage in FEATURE: ARENA ACCESS
close range combats. The primary focus of the Arena is
for those who like to get up close and personal. As a combatant in the Arena, you have access to any
Barbarians and warriors have always been fan arena or fighting pit across Tamriel. Here you can find
favorites, but a daring spellsword sometimes manages weapons and armor that you can borrow for fighting
to grab some attention with their flashy martial magic. in the arena, and can gain the use of the local barracks
If you don't draw out a decent crowd, the Arena will where you can rest in safety. Along with the free
most certainly stop promoting you. lodging, you can also eat and drink the modest fare
offered by the location for half the price it would cost
at an inn.

CHAPTER 2: GUILDS OF CYRODIIL 73

SUGGESTED CHARACTERISTICS Bonds

Arena Combatants are almost always fierce and come d6 Bond
off as powerful fighters, each in their own right. They 1 I want to help as many other competitors as I
can be challenging, taunting, proud, or even arrogant.
Some, however, are just thankful to the gods and can.
crowds for aiding them in their journey through the
ranks of the Arena. 2 I have seen my friends perish at the hands of
the Grand Champion. I will defeat him to
Personality Traits honor their memory.

d8 Trait 3 I don’t want to hurt anyone, but I do this to
1 I’m not boastful, I'm just better than everyone provide for those I love.

else. 4 I fight to uphold the honor of my family.

2 A fight is never just a fight, the arena is a stage 5 My fans are everything to me and deserve to be
on which I have a part to play. treated with more respect than I do. They are
the reason I’m here.
3 I really couldn't care less about anything, I just
want to defeat my opponent and collect my 6 The arena is all I have ever known and owe my
pay. life to it.

4 My mother always told me that I wasn't the Flaws
brightest of the bunch, but I sure know how to
throw a punch. d6 Flaw
1 I have a burning hate for adoring fans.
5 I fight to forget; fighting clears my head.
Annoying fools have no clue what it is like to
6 I enjoy good sport and would gladly drink an be me.
ale with even my fiercest opponents.
2 I am way too confident about my own
7 I try to keep as much to myself as possible, capabilities, resulting in recklessness.
using as few words as necessary.
3 I am a bad sport and a sore loser.
8 I am usually calm and collected, but inside the
arena I can’t contain my wrath. 4 I have a nasty habit of cheating during fights.

Ideals 5 Among all my cheering fans and comrades, I
still feel lonely.
d6 Ideal
1 Violence. I want to see my opponent 6 In secret, I am thoroughly traumatized by my
time in the Arena.
humiliated before I destroy them in the arena.
(Evil) HOW DO I FIT IN?

2 Gold. I want to earn loads of Septims, my way. As a fighter in the arena, you are always able to apply
(Any) for gladiatorial battles against either creatures,
monsters, or other fighters. You might be traveling
3 Honor. I long for fair, respectful combat and from one arena to another, looking for opportunities to
memorable opponents. (Lawful). prove your mettle and to show fans that you are the
greatest fighter around. Unlike the Fighter's Guild, the
4 Attention. I crave the adoration of the masses. fighters of the Arena look for fame and glory rather
I want to be carried on their shoulders to greet than solving problems or helping the community. You'll
my fans. (Any) find that the arena life can be isolating, as there are
few that understand both the banes and benefits of the
5 Development. I want to become the greatest intense life that you are living.
combatant by improving my talents. (Any)
The thrill of the fight and the roaring of the crowds
6 Redemption. I'm not doing this for fun. I just are addicting enough that Arena fighters will often
want to right my wrongs by putting myself on look for other chances to fight when there are no
trial. (Neutral) battles planned. They might turn to pub-fights or even
a bit of mercenary work to keep their abilities honed
for the next major battle. Most of the time, the fighters
can be found training in the arena to improve their
skills in combat. Sometimes, in the case of some Arena

74 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

heroes, they can be found cajoling with their RANK 1: PIT DOG
numerous fans, receiving gifts and excessive adoration.
Prerequisite: Renown 3 or higher with the Arena
It may seem simple to some, living life in a cycle of
training, fighting, eating, and sleeping. But make no As Pit Dog for the Arena, you are standing at the start
mistake, even the lowest ranking battles against small- of a hopefully long career as a fighter. You have a lot to
time foes can prove fatal to careless combatants. learn, but you have already picked up various
However different their individual goals may be, techniques from the others. You have either won a few
fighters will often be amicable to each other and will fights or proved yourself in the training grounds. The
often help those who are in need of training, for there trainers have even begun to refer to you by name. Your
is little need for fighting when the crowds have gone training has allowed you to learn new techniques. You
home. gain proficiency in one of the following choices: a
weapon type of your choice, light armor, shields,
AN ARENA PARTY smith’s tools, or a gaming set.

A party that fully consists of Arena contenders might After a battle, the Arena ensures that you are healthy
be asked to participate in a large-scale battle with a and taken care of. If you spend a short rest with the
competing league. They may have a face or captain Arena healers after a fight, you regain all of your hit
(bard or warrior) who excites the crowd, with expert points without needing to roll hit dice.
fighters that make quick work of their opponents
(barbarians or rogues). A combat medic or protector You aren't supplied with a steady income, but you do
(crusader or spellsword) could defend, while war get paid a modest amount after each fight.
wizards and archers (mages and rangers) pelt down
enemies from a safe distance. They might gain fame RANK 2: BLOODLETTER
fighting as a team with a name and sigil of your
choosing, rising in the ranks together as you tackle Prerequisite: Rank 1 and Renown 10 or higher with the
deadlier foes. Arena

RANK AND RENOWN You have seen your share of bloodshed, but there is
still a long road ahead of you. The crowd is more likely
By gaining renown as a combatant in the Arena, you to recognize you and cheer you on and you have
increase in standing and rank. Promotion throughout earned the right to wear a signature outfit or use a
the ranks requires the approval of a Blademaster. unique banner when entering an arena. You may have
Advancement is a reward for winning Arena fights and even seen your likeness on posters and playbills around
defeating worthy opponents, rather than an automatic town.
consequence of increased renown.
You now get paid more after each fight, and you
ARENA GUILD SPELLS receive small discounts with shopkeepers that are
familiar with you when buying arms or armor, hoping
Prerequisite: Spellcasting or Night Magic class feature that you can promote their wares.

For you, the spells on the Arena Guild Spells table are RANK 3: MYRMIDON
added to the spell list of your spellcasting class. (If you
are a multiclass character with multiple spell lists, Prerequisite: Rank 2 and Renown 25 or higher with the
these spells are added to all of them.) Arena

Spell Level Arena Guild Spells You have proven yourself as a true competitor in the
Cantrip Arena, but it has left a mark on you. Due to your
1st Spells experience with the high tension battles of the arena,
2nd true strike, vicious mockery you now gain advantage on saving throws against
3rd mage armor, heroism being frightened.
4th magic weapon, flame blade
5th fortify attribute, haste The Arena has recognized your skill and now pays
death ward, stoneskin you a retainer in addition to the money you receive for
animate objects, flame strike fighting. You earn a salary that is sufficient to maintain
a modest lifestyle.

CHAPTER 2: GUILDS OF CYRODIIL 75

RANK 4: HERO ENEMIES AND ALLIES

Prerequisite: Rank 3 and Renown 50 or higher with the The Arena does not like to meddle with the politics of
Arena other factions and would prefer to remain an
independent organization. Any enemies the Arena
All the training and fighting has not been for nothing. might have consist of a handful of people who plead
You are one of the highest ranking fighters in all of that it is inhumane to lock up animals in cages, but
Tamriel and you have learned how to stir a crowd like those are very few. Although the Arena has a great
none other. While in the arena, you gain advantage on network of locations suitable for battle, such as other
all Performance checks made with either Strength or arenas in Tamriel, and maintains great contact with
Personality. Additionally, you have earned the their respective owners, they seldom interfere with
unconditional respect of an adoring fan, who follows anyone else. The Arena does keep in contact with the
you around and is eager to help you with anything you Fighter's Guild regularly to scout for hidden talent that
might need. is wasted on killing rodents. Otherwise, the Arena is an
honest organization that values merit and valor above
You continue to earn a salary that is sufficient to all else.
maintain a modest lifestyle and you now get paid a
large sum of Septims after each fight.

GRAND CHAMPION (SPECIAL ROLE)

Prerequisite: Rank 4 and you must have defeated the
previous Grand Champion

You have conquered all of those beneath you to
become the Grand Champion of the Arena. While you
are currently the best in the league, all others now
have their eyes set on you. You likely spend less time
fighting in the arena, but the matches you do
participate in are either meant to please the crowds or
take your title.

Your title earns you a set of the Grand Champion's
armor, custom made for you to display as a shining
symbol of your glory. Additionally, you receive even
larger discounts at stores when buying arms and
armor and may sometimes get these wares for free.

As Grand Champion, you continue to earn a salary
that supports a modest lifestyle, but you are paid with
a substantial amount of Septims for each appearance
at the arena.

76 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

DARK GOALS OF THE BROTHERHOOD
BROTHERHOOD
The Dark Brotherhood’s ultimate goal is to kill in the
"Sweet Mother, sweet Mother, send your child unto me, name of Sithis and the Night Mother, transferring the
souls of the slain into the Void. To make sure that the
for the sins of the unworthy must be baptized in blood faction will endure, its members are equipped with
outfits and weapons that allow them to kill with grace
and fear." and precision. To remain in shadow and secrecy is
perhaps the second-most important objective of the
-Black Sacrament Incantation Brotherhood. Their secretive and mysterious nature
inspires fear in their enemies and trepidation among
Lurking in the shadows, preying on their targets, the allies. To put it more bluntly, the Brotherhood aspires
Dark Brotherhood is an occult faction of infamous to do as the Night Mother pleases, as it is her that
assassins that answer to the call of their dread Night steers the course of the guild. To let blood flow from
Mother, matron of the Brotherhood. Ever since the the veins of their targets is to appease the Night
Morag Tong became outlawed outside of Morrowind Mother and to praise Sithis.
following the assassination of the Reman dynasty
during the second era, various splinter organizations DARK BROTHERHOOD
sprang from the Dunmeri guild of assassins. One of CHARACTERS
these became known as the Dark Brotherhood, which
still continues to be operational to this very day. Alignment: True neutral to lawful evil, sometimes
chaotic.
The assassins associated with the Brotherhood
worship both Sithis and the Night Mother, drawing Suggested Classes: Nightblade, ranger, rogue
both their motivation and inspiration from the Void.
Since their founding, the Brotherhood has spread all You might enjoy playing a character who is a member
over Tamriel, striking fear into the hearts of those of the Dark Brotherhood if one or more of the
unlucky enough to be confronted with the horrid following statements are true:
rumors. Through Black Sacraments, rituals of
communing with the Night Mother herself, the ◈ You like to hunt and kill your prey.
Brotherhood can be summoned to assassinate a target ◈ You have a close connection to the void or the
for a price.
occult.
INSIDE THE DARK ◈ You want to come off as secretive, using as few
BROTHERHOOD
words as possible.
The Brotherhood consists of an operating core and a
council of higher ranking brothers and sisters known JOINING THE BROTHERHOOD
as the Black Hand. Various Dark Brotherhood
sanctuaries lie scattered throughout Tamriel, offering If you aspire to become an assassin for the Dark
the assassins of this nefarious guild a place to call Brotherhood, there is no possible way for you to
home. These sanctuaries are ominous places, contact the faction, because the Brotherhood will
safeguarded by an eerie door, opening only for the always contact you. A quick way to get noticed by the
initiated. It is here that contracts are divided among guild is to display your talent for killing and your thirst
the assassins, each crafted to suit their own strengths. for blood by slaying an innocent person. Shortly after,
the Brotherhood will find a way to communicate with
Four Speakers and one Listener make up the Black you, either by sending unsettling messages or waking
Hand, the governing body of the Brotherhood. The you up in the middle of the night. Those who take their
Night Mother speaks only to the aptly named Listener. superiors and the Night Mother seriously will rise
From there, the Listener shares these contracts with through the ranks of the Brotherhood, provided they
the Speaker, who organizes and distributes them to the have the talent to do so.
assassins. All five fingers have a personal assistant,
known as a Silencer, a skilled assassin that handles BACKGROUND: BROTHERHOOD SLAYER
only the deadliest contracts. All members, whether you
belong to either the operating sanctuaries or the As a slayer for the Dark Brotherhood, you know what it
governing organ known as the Black Hand, have to live is like to claim a life. By taking the lives of others, you
by the five tenets of the Brotherhood, rules to ensure have learned the wonders and the pleasures that color
both professionalism and respect. your own life. You may intend to improve your skills
and to further appease Sithis and the Night Mother by
serving the Dark Brotherhood at the fullest of your
potential.

CHAPTER 2: GUILDS OF CYRODIIL 77

Skill Proficiencies: Deception, Stealth Personality Traits
Tool Proficiencies: Poisoner’s kit, disguise kit
Equipment: A memento taken from a killed target, a d8 Trait
1 I used to live a normal life, but all of that is
dark hood and face mask, a set of common clothes
and a pouch containing 40 septims. behind me now.

FEATURE: SLAYER’S PRESENCE 2 I have a dark sense of humor and laugh at
some of the most inappropriate times.
As a member of the Dark Brotherhood, you have an
intimidating air about you, which can present itself in 3 I could kill most people easily and I’m quick to
different ways. While not everyone is aware of your let them know this.
true potential, most people can sense that you could
be dangerous and are careful not to offend you. 4 My first kill was that of a loved one; it all
Because of this, you are able to commit minor criminal spiraled out of control from there.
offenses, like petty theft or minor vandalism, as long as
no guards or authorities witness the event. Innkeepers 5 No matter the circumstances, one must always
and tavern owners might not confront you or report stay cold and professional.
you to the town guard if you refuse to pay for food or
lodging. 6 People get killed all the time and so I'd rather
not get attached.
SUGGESTED CHARACTERISTICS
7 I don’t like killing stealthily. Sneaking is for
From deep and brooding to cynical and humorous, wimps.
every assassin within the Brotherhood has their own
way of dealing with the intense pressure under which 8 I remain silent.
they live. Generally speaking, the Dark Brotherhood
slayers are known for their secretive and shadowy
nature, revealing very little of whatever dark deeds
they have committed in the past.

78 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Ideals require careful planning to execute their assassinations
without being apprehended by the law. You are
d6 Ideal expected to be able to handle these contracts on your
own, or to help your brothers and sisters to complete
1 Brotherhood. I will see to it that the more complicated contracts.
Brotherhood will endure the test of time. (Any
Your skills are your own, and may set you apart from
2 Sadism. It is not enough to kill someone, for I other assassins. You utilize your specialty on your own
want to hear every last scream. (Evil) contracts and are often selected because of your
expertise. However you choose to work, you are bound
3 Escape. I want to get out of the Brotherhood as to keep your loyalties within the Brotherhood, as your
soon as possible. (Good) brothers and sisters are all the family you will ever
need.
4 Occultism. I kill only in the name of Sithis and
the Night Mother to ensure their pleasure. A DARK BROTHERHOOD PARTY
(Lawful)
A party that fully consists of Dark Brotherhood
5 Skill. Murder is an art which I seek to master. assassins are able to take on bigger, more complex
(Evil) contracts. Perhaps ones that require multiple people to
be assassinated, or a high-profile target that needs a
6 Revenge. I joined the Brotherhood to settle an highly specialized team made up of rogues and
old score. (Neutral) nightblades to handle. A spy or operative (thief) can
help gather intelligence as a ranger takes out the
Bonds target from a great distance.

d6 Bond RANK AND RENOWN
1 I have been with the Dark Brotherhood ever
By gaining renown within the Dark Brotherhood, you
since I was little. They are my only family. will be rewarded with contracts of higher complexity
and importance. Aside from the Black Hand, most
2 I can never let my family know about my dark assassins in the guild are generally seen as equally
profession. important. What sets each other apart is their
efficiency and devotion, and your renown represents
3 The Brotherhood and what it stands for are the attention the Listener gives to you.
important to me.
As you start with the Dark Brotherhood, your
4 My loyalty lies with the Night Mother. contracts may be simple targets, or could include
focused instructions and you retrieve these contracts
5 I am guilty of a horrible crime but the from the Listener.
Brotherhood doesn’t judge me.
BROTHERHOOD GUILD SPELLS
6 I'm planning on replacing my superiors soon
enough. Prerequisite: Spellcasting or Night Magic class feature

Flaws For you, the spells on the Dark Brotherhood Spells
table are added to the spell list of your spellcasting
d6 Flaw class. (If you are a multiclass character with multiple
1 I never wanted to join the Brotherhood because spell lists, these spells are added to all of them.)

I’m not made for it. Dark Brotherhood Guild Spells

2 I always mix up my contracts. Spell Level Spells

3 I can’t stand my brothers and sisters and hope Cantrip poison spray, true strike
their contracts will end them. 1st disguise self, expeditious retreat
2nd pass without trace, silence
4 Sithis, who? I just came to kill. 3rd fear, speak with dead
4th night form, phantasmal killer
5 I am prone to overestimating my capabilities. 5th create black soul gem, dream

6 I’m very bad at keeping secrets.

HOW DO I FIT IN?

Dark Brotherhood assassins are tasked with various
contracts their Speaker receives indirectly from the
Night Mother, matron of the Brotherhood. At first,
these contracts are relatively easy, but as one proves
their skill, they are given more intricate contracts that

CHAPTER 2: GUILDS OF CYRODIIL 79

RANK 1: MURDERER You also have access to more expensive reagents, like
dangerous herbs or poisons, to help you complete your
Prerequisite: Renown 3 or higher with the Dark contracts.
Brotherhood
RANK 4: SILENCER
Once you are fully integrated into your new family, you
are initiated in the ways of killing targets. You have a Prerequisite: Rank 3 and Renown 50 or higher with the
great deal of independence when it comes to how you Dark Brotherhood
fulfill your contracts, as long as they continue to be
completed. You have been an exemplary assassin, deserving of the
Night Mother’s favor. You are given the opportunity to
While you are working on contracts, you will always serve as a personal assistant to a member of the Black
be provided with the necessary means for a modest Hand, killing on their command in the name of the
lifestyle and any supplies you need to complete the Dread Father. As Silencer, you are considered to be the
mission (within reason). nails or claws on the hand, and you may be asked to
lead your own sanctuary. Your status is similar to a
RANK 2: ELIMINATOR guildmaster, and the Black Hand gives you nearly the
same level of respect as they have for themselves.
Prerequisite: Rank 1 and Renown 10 or higher with the
Dark Brotherhood ENEMIES AND ALLIES

After having slain more targets than your conscience A faction filled with professional assassins is bound to
can bear, you have decided to turn it off for good. You make some enemies, as most of Tamriel fears and
have gained more experience with slinking in and out despises the Brotherhood. Those who oppose the Dark
of places undetected. While traveling alone through Brotherhood will grapple every chance they get to
urban areas, you can move stealthily at a normal pace. disrupt or destroy their operations. The rival guild
You’ve also learned how to detect safe houses where concerning the assassinations of others is the Morag
you can take shelter until things calm down. Tong, the organization from which the Dark
Brotherhood originates. The two factions hate each
RANK 3: EXECUTIONER other with a burning passion and can often be found
fighting each other over influence or unsettled scores.
Prerequisite: Rank 2 and Renown 25 or higher with the The Brotherhood will find an ally in those who are
Dark Brotherhood wealthy enough to pay for their services and wish to
see their profession flourish. Many corrupt officials
You have gained a sinister reputation even among your benefit from the Brotherhood’s unique services
fellow brothers and sisters, for your skill at sending
targets to the Void is almost unrivaled. You have
learned how to quickly finish off your targets or
incapacitate them before they can make a sound. If a
creature has 10 hit points or less after you deal damage
to them with an attack, you can choose to reduce
them to 0 hit points instead.

80 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

CHAPTER 2: GUILDS OF CYRODIIL 81

FIGHTERS GUILD Even with the protections and guidelines put in place.
the Guild is not immune to corruption. High ranked
The Fighters Guild is a brotherhood of warriors. We individuals have been known to use their knowledge
and connections for self-enrichment, and nepotism,
provide a service to Tamriel, lending steel and shield to while not inherently counteractive, can put the
incapable in places of power.
those who need our help. Whether that means ridding a
GOALS OF THE GUILD
town of an invading menace or protecting a helpless
Any mercenary guild is generally straight forward:
mage, we'll take the contract. fulfill the contract and collect your coin, and the
Fighters Guild doesn't deviate from this much. As one
—Vilena Donton of the first guilds created after the Guilds Act of the
Second Era, the Fighters Guild has a long history with
By the authority of the Emperor, the Fighters Guild the peoples of Tamriel which has produced a sense of
provides employment to sell-swords and mercenaries trust with the Guild, along with an expectation of
and protects many citizens of the Empire. Citizens and professionalism and the ability to deliver. Part of this
governments alike can contract with the Guild, usually trust is earned by the Imperial Charter of the Guild of
to remove creatures and pests, deliver goods on Fighters, which prevents the guild from taking
dangerous routes, and collect fearsome beasts for the contracts that offend against the laws and customs of
Arena. the Provinces and the Empire.

Dinieras-Ves “The Iron”, an Akaviri warrior in service Ultimately, the Fighters Guild sees itself as a
of the Potentate Versidue-Shaie, was the first to come premium mercenary guild and easily out-competes
up with the idea of a guild of warriors. A group of most individual sell-swords through skill and access to
companions that could be hired by nobility, rather than essential resources. Ensuring that they keep that
requiring a standing army. The work would be distinction is paramount to the Guild's success and a
contractual, and a percentage of the fees would go fair amount of effort is put into ensuring any
back to the government. The organization was competition is snuffed out before they can gain much
originally named The Syffim, after the Tsaesci word for of a foothold with the people of Tamriel.
'soldiers', before opening itself to people outside of
Akaviri descent. In more uncertain times, the Fighters Guild has found
itself in powerful positions, being contracted by
INSIDE THE GUILD governments to fight back threats to all of Nirn.
During the Planemeld of the Second Era, the Guild was
A leader of the Fighters Guild is simply referred to with put in charge of fighting back the daedric forces that
the appellation of Master, and while the Guild can be threatened to invade Tamriel.
found throughout much of the Empire, the guildmaster
typically keeps residence within the province of
Cyrodiil. There is a relatively strict hierarchy within the
ranks of leadership, each leader usually heading up a
guild hall of a particular region or county. These
Guardians and Champions that run the individual guild
halls spend most of their time organizing contracts,
while the Master deals with political matters and
ensuring ongoing relationships provide meaningful
advancement. While those in leadership may
sometimes appear to be bureaucrats, make no mistake,
they are still skilled and formidable warriors.

To the associates of the group, the Fighters Guild
provides training and guidance, often making it easy
for skilled workers to increase their capabilities while
being paid—and the work typically a bit more
comfortable than joining the ranks of the Legion.
Members of the guild are often treated with respect
and seen as local heroes for keeping the citizens safe,
especially given the strict code of conduct each
member is expected to follow.

82 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

FIGHTERS GUILD then you are likely a warrior, ranger, barbarian, or even
CHARACTERS a monk. You will fit in with most of your fellow guild
mates and will be a promising member of the team.
Alignment: Usually lawful, often good
Suggested Classes: Barbarian, crusader, monk, If you are a spellcaster, you will likely be overlooked
unless you can prove your worth with strong battle
spellsword, warrior magics or protection. Crusaders of the Knight or
Templar devotion and spellswords are well respected
You might enjoy playing a character who belongs to for their combination of magic and might always have
the Fighter's Guild if one or more of the following a place in the Fighters Guild. Combat medics are seen
statements are true: as a necessity, especially for larger raids or when
needing to escort caravans, but their restorative and
◈ You like the idea of a hardened mercenary working defensive skills are sometimes overshadowed by the
for coin. flashier acts of valor.

◈ You prefer to use brawn to solve problems. BACKGROUND: FIGHTERS
◈ You enjoy playing tactical warriors, glory seeking GUILD ASSOCIATE

barbarians, or martial spellswords. As a member of the Fighters Guild, you spend your
time in possibly dangerous situations with the
JOINING THE GUILD expectation of getting compensated appropriately for
it. You may be nothing more than a sword-for-hire,
As a new associate of the Fighters Guild, you are doing what you do best to earn a few extra coins for
expected to be strong and healthy, as this is the bare you and your family. Or perhaps you are devoted to
minimum required to defend and deliver. You are also helping others and see this as the best way to make a
expected to maintain a minimum standard of public difference in your community.
behavior and must have a clean criminal record to join.
Your training usually occurs at the chapter's guild hall Skill Proficiencies: Athletics, Intimidation
you joined in, which is typically short but effective. Tool Proficiencies: One type of gaming set
You've proven that you can handle yourself while Languages: One of your choice
protecting others, and now you are free to take on Equipment: A Fighters Guild insignia, a hunting trap, a
contracts.
stein marked with a family crest, a deck of cards, a
Given the name of the Guild, having some form of set of common clothes, and a pouch containing 40
martial training is definitely an asset, but how that is septims.
exhibited, and what type of contracts you are more
likely to receive depends on your abilities. If you are
skilled with weapons and armor, you will be more
likely to be engaged in pest control and monster
hunting. If this is the career path you see for yourself,

CHAPTER 2: GUILDS OF CYRODIIL 83

FEATURE: HALL ACCESS Bonds

As an associate of the Fighters Guild, you have access d6 Bonds
to any Fighters Guild Hall across Tamriel. Here you can 1 Becoming Guild Master motivates my every
find simple equipment that you can borrow for
temporary use and can gain the use of the shared action.
barracks where you can rest in safety. Along with the
free lodging, you can also eat and drink the modest 2 I take on contracts to provide for my family.
fare offered by the Guild Hall for half the price it would
cost at an inn. 3 The Guild has given me purpose and I will do
everything to protect it.
SUGGESTED CHARACTERISTICS
4 I put myself in danger so I can provide for my
Members of the Fighters Guild tend to be more family.
aggressive in nature but reserved enough to obey the
law and guild guidelines. They have earned the respect 5 I failed to protect a loved one and I won't let
of others, but also know each good deed comes with a that happen again.
price.
6 The Guild saved me from a wild animal and I
hope to one day do the same for someone else.

Personality Traits Flaws

d8 Personality Traits d6 Flaws
1 I prefer action over planning.
1 I constantly feel the need to prove myself.
2 Getting the job done right always take priority,
even at the cost of safety. 2 I spend too much time and too much gold at
the arena.
3 I like to remind others that I do this for the
coin. 3 I joined the Guild to hide my cowardice.

4 I react brashly when in uncomfortable 4 Those who rank above me always know best.
situations.
5 I'll take any job if it helps me rise in rank.
5 Life is short and even serious situations should
be looked at with levity. 6 I wanted to join the Legion but feared they
wouldn't take me.
6 I always look forward to celebrating a job well
done back at the Guild Hall. HOW DO I FIT IN?

7 I don’t deserve the respect I’m given, but I As a member of the Fighters Guild, you will likely
hope to one day. spend most of your free time in guild halls training,
looking for contracts, recovering, or swapping tales of
8 I will put myself in harm’s way if it means it battle over a flagon of ale with your guild mates.
saves another. Between contracts you will find yourself with a lot of
independence, with the expectation that you always
Ideals exhibit an air of professionalism and respect. Those
who strike or steal from their own, or are found
d6 Ideals breaking the law, risk being expelled from the guild,
with re-admittance at the discretion of the Guild
1 Guild. My guild is all that really matters. (Any) Stewards.

2 Force. I use my respect to get what I want. Most contracts for low ranking members consist of
(Chaotic) simple pest control, escorting merchants on dangerous
trade routes, or collecting unpaid debts. Removing
3 Protection. Not everyone is capable of helping spiders, skeevers, or other wild animals that threaten
others, but those who can, must. (Good) the citizens is a great way for an associate to cut their
teeth, but these simple tasks can become tedious for
4 Independence. I take contracts when I need to, the more ambitious members who wish to rise
but otherwise follow my own goals. (Neutral) through the ranks.

5 Connection. The world works best when we all
work together. (Lawful)

6 Apathy. Protecting others comes at a cost,
which must be paid.(Neutral)

84 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Those that have proven themselves as capable
defenders are trusted with more dangerous jobs or
guild business outside of standard contracts. You
might be tasked with stopping entire bandit dens that
are causing problems outside of town or fighting off
giants or trolls that encroached on nearby farmland. At
the same time, you might be worried about Thieves
Guild members infiltrating your ranks and stealing
secrets for their own gain, or going undercover in rival
mercenary guilds to determine any illegal tactics being
used to get an upper hand. In extreme circumstances,
entire guild halls can be contracted to fight back
supernatural threats like vampires, lycanthropes, or
invading daedra.

A FIGHTERS GUILD PARTY

An entire adventuring party made up of ranking
members of the Fighters Guild will be relied on to take
care of more dangerous contracts, including raiding
gangs of smugglers, or providing crowd control for
official events. Bodyguards (warriors and barbarians)
would provide the muscle, while light armored scouts
(rangers or nightblades) sneak ahead gathering vital
information before a strike. Medics and skalds (bards,
mages, or wardens) support the party with extra
defense and uplifting tales or heroism.

RANK AND RENOWN RANK 1: APPRENTICE

By gaining renown as a member of the Fighter's Guild, Prerequisite: Renown 3 or higher in the Fighter's Guild
you rise in rank within the guild. Promotion
throughout the ranks requires the approval of a As an Apprentice of the Guild, you are provided with
superior. Advancement is a reward for services legal counsel, and the guild will pay for any damages
rendered to the guild, rather than an automatic that may occur at the cost of completing a contract,
consequence of increased renown. within reason. If you are accused of a crime, your guild
will support you if a good case can be made for your
FIGHTERS GUILD SPELLS innocence or the crime is justifiable.

Prerequisite: Spellcasting or Night Magic class feature Your continued training with the guild has allowed
you to learn 1 maneuver of your choice from among
For you, the spells on the Fighter's Guild Spells table those available to the Battle Master archetype in the
are added to the spell list of your spellcasting class. (If fighter class (Player's Handbook p.73). If a maneuver
you are a multiclass character with multiple spell lists, requires your target to make a saving throw to resist
these spells are added to all of them.) the maneuver's effects, the saving throw DC equals 8 +
your proficiency bonus + your Strength or Agility
Fighters Guild Spells modifier (your choice).

Spell Level Spells You also gain one superiority die, which is a d6 (this
Cantrip resistance, second barrier die is added to any superiority dice you have from
1st heroism, protection from evil and good another source). This die is used to fuel your
2nd enhance ability, warding bond maneuvers. A superiority die is expended when you use
3rd haste, protection from energy it. You regain your expended superiority dice when you
4th freedom of movement, locate creature finish a short or long rest.
5th flame strike, hold monster

CHAPTER 2: GUILDS OF CYRODIIL 85

As a full member of the guild, you now earn a salary In this role, you are in regular communication with
that supports you at a poor lifestyle, on top of your the Guild Master, who relies on you as an advisor and
compensation for completing contracts. puts you in charge of major guild initiatives. You may
be expected to heighten guild membership, investigate
RANK 2: PROTECTOR rival mercenary groups, deal with Thieves Guild spies,
or assist the Empire with greater concerns.
Prerequisite: Rank 1 and Renown 10 or higher in the
Fighter's Guild As Champion, your personal assistant stays with you
and you gain 1d4 + 1 Protectors that act as your
As a protector, you've proven yourself as a skilled entourage. You continue to earn a salary that
fighter and an apt strategist. You are personally given maintains a comfortable lifestyle.
contracts from your guild steward and you are
responsible for determining the methods and actions ENEMIES AND ALLIES
used to complete them.
The Fighters Guild does its best to maintain a neutral
Lower ranking members of the guild now report to relationship with the other guilds and organizations of
you, and when you are given a contract, a group of 1d6 Tamriel, although they often work alongside the
Fighters Guild Associates can assist you on the mission, Imperial Legion, the Imperial Cult, trading companies,
or can be assigned to completing contracts within your and the Mages Guild. They usually do not have much
guild hall's region. representation outside of the Empire, nor do they
attempt to encroach on the established guilds of other
Additionally, you have begun training with some of provinces, such as the Companions of Skyrim.
the most skilled fighters within the guild, learning 1
additional maneuver of your choice from among those While the Fighters Guild is not responsible for
available to the Battle Master archetype in the fighter upholding the law, you likely prefer to work with those
class (Player's Handbook p.73). You also gain one who operate within the law and oppose those who
additional superiority die. don't. The guild has had problematic relationships with
the Thieves Guild and various assassination guilds in
Between contracts and adventures, you now have a the past, and that history make attempts at accord to
salary pursuing your duties that supports you at a be difficult.
modest lifestyle.
Mercenary guilds that operate within the borders of
RANK 3: GUARDIAN the Empire rarely grow to a size that truly competes
with the well-established Guild of Fighters, but they do
Prerequisite: Rank 2 and Renown 25 or higher in the appear from time to time. The Guild goes to great
Fighter's Guild effort to stifle these guilds before they even have a
chance to interfere with their profits. You may be
To become Guardian, you must be promoted by your tasked with sabotaging the relationships of rival guilds,
provincial Champion. Your new title places you in defying spies attempting to steal guild secrets, or
charge of your own guild hall and gives you the protecting well known targets of assassins.
responsibility of a guild steward. The guild hall you run
may be the hall you've been working with for some
time, or perhaps you are transferred to another city, or
even another province.

As Guardian, you collect contracts from your
Champion while also pursuing your own local jobs,
handing them out as necessary to your own company
of guild members. You have full access to the resources
of your guild, including a personal assistant who can
take care of your duties while on adventures. You also
earn a salary that is sufficient to maintain a
comfortable lifestyle.

RANK 4: CHAMPION

Prerequisite: Rank 3 and Renown 50 or higher in the
Fighter's Guild

As Champion, you take on the leadership of the guild
halls throughout your province. Only the Guild Master
can promote you to this rank, and only if the previous
Champion is demoted, retires, or is otherwise
indisposed.

86 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

GOLD COAST Because of this, the authoritarian members of the
TRADING COMPANY Company are usually very sharp, ensuring their
victories through the loopholes and blind spots in the
“I love wandering the merchant stalls. Examining all the rules or Imperial laws. Some members within the
Company have sought out deregulations, causing a
goods that we helped bring to the Gold Coast. I get a schism with those that seek only to uphold the
structure as it is. This internal conflict has created
certain amount of pleasure from experiencing the result of interesting opportunities for intrigue and deception, as
members will sometimes get their hands dirty to climb
all my paperwork and negotiations.” the corporate ladder. However lawful the Company
may seem to associates and outsiders, there are always
-Dobias Sophus those that believe beneficial trade and far-reaching
connections are simply not enough.
The Gold Coast Trading Company is a flourishing
mercantile organization that looks after a broad array GOALS OF THE COMPANY
of business interests. Mostly known for trading general
goods, trinkets, and supplies, the Company also deals In short, the Company's main ambition is profit.
in weaponry, armor, and adventuring gear and have Through trade, acquisition, and innovation, the Gold
unique partnerships with various guilds and Coast Trading Company competes for the dominant
businesses. Sometimes their ventures are a bit market share in order to gain the largest sums of gold.
unorthodox, secretly trading in exotic creatures from They may achieve this by investing in expeditions for
far off regions—such as Craglorn—resulting in rare goods and items, enforcing their dominance upon
confrontations with officials. freelance merchants not yet committed to the
Company, and the general expansion of their sphere of
Despite their somewhat mixed reputation, and influence. The members of the Company are eager to
sometimes unwelcome notoriety, the Company get their hands on the newest products to prove they
continues to supply Tamrielic citizens with all kinds of are worthy of promotion and therefore, better
products. Spices from Elsweyr. Curios imported from compensation. There are some who wish to see the
Vvardenfell. They are even renowned for the stalls and Company freed from bureaucracy and the shareholders
kiosks that they hire to others. to achieve the optimal environment for free trade and
soaring profits. Unfortunately for their cause, the
INSIDE THE COMPANY shareholders still decide on the course set by the
company.
What started as a conglomerate of small-time
merchants and craftsmen, the Gold Coast Trading In an ideal world, the Company wants to monopolize
Company has grown to be one of Cyrodiil's most their trade and see their earnings rise as citizens from
prominent and lucrative enterprises.This growth, all over Tamriel buy their goods. Their primary goal is
however, has not gone unchallenged. Other trading cold, measurable, and
guilds, like the East Empire Trading Company, strive to calculated: gold.
conquer the market. With their main office set in Anvil,
where the organization finds its origin, they have
branched out with expeditions to other provinces in
order to find new merchandise and to establish new
outposts. Through innovative trade routes and
persuasive propositions, the Company tries to
maintain a foothold in the Tamrielic economy.

The Company's true leaders are the major
shareholders, who each own a significant part of the
business through their lucrative investments. Savvy
investors and cunning magnates, these high ranking
members ensure everything is written and eternalized
in their statutes. They have little room for those who
seek to bring chaos into their ranks. Almost all rules
imaginable, including the power of both the members
and the shareholders, as well as the policies for
setting up trade, have been written down and
codified. This bureaucratic form of organization
makes for sharp division of tasks and clearly defined
functions of their members, however daunting the
concerning paperwork might be.

CHAPTER 2: GUILDS OF CYRODIIL 87

COMPANY CHARACTERS and then, assets need to be guarded during transport,
and you might be along for the ride. Fighters and
Alignment: Usually neutral, sometimes lawful thieves typically meet these expectations, especially
Suggested Classes: Bard, nightblade, rogue, thief those with the Assault or Ruffian archetype.

If the following sentences describe you, you might SELLER
enjoy playing a character who belongs to the Gold Those with a silver tongue (most likely bards and
Coast Company: rogues, or nightblades that have focused on illusion
spells) have a knack for getting what they want. If you
◈ You like to promote trade and strike deals. are more suited for social encounters than combat,
◈ You hope to solve problems using wit and guile. you might be best suited behind a desk or with a
◈ You respect hierarchy. contract in one hand and a quill in the other.
◈ Intrigue, deception, and creating partnerships has
BACKGROUND:
a special appeal to you. COMPANY CLERK

JOINING THE COMPANY As a member of the Gold Coast Trading Company, you
are always looking for opportunities to make gold and
As a new trader, you have to understand the true value to strike favorable deals. You might be a humble and
of gold, and you are expected to know that spending it honest trader, looking to deliver quality merchandise,
is sometimes necessary to make more of it. You might or a cunning salesperson who is looking to make a
have started your time with the Company sweeping quick profit. Either way, you find yourself among the
floors around the shop, calling out sales in the company's hierarchy. Whether you choose to climb the
marketplace, or handing out pamphlets on the streets. company ladder or not is up to you.
It’s possible you’ve been doing this since you could
hold a broom, especially if you’ve been born into the Skill proficiencies: Persuasion, Insight
guild, serving a family business. Interns at the Tools proficiencies: Land vehicles or sea vehicles
Company start at the bottom of the organization, Languages: One of your choice
needing to make a name for yourself by aiding your Equipment: A certificate of membership, 10 sheets of
superiors in their endeavors. Depending on your skills,
you might fit into different roles in the guild. parchment, a quill, a personal Company seal, a set of
traveler’s clothes, and a pouch containing 60 Septims.
MUSCLE
Every asset within the company is worth protecting, FEATURE: INTERN MERCHANT
and there is never a shortage of work for those that
can. You might be the muscle who collects debt
payments from the guilds clients, or you might need to
intimidate those who have fallen behind. Every now

88 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

As a member of the Gold Coast Trading Company, you Ideals
can rely on certain benefits that the guild provides for
you. While conducting business for the guild, you will d6 Ideals
be provided an allowance that covers food and 1 Wealth. I want to get filthy rich. (Neutral)
comfortable lodgings at any inn associated with the
Company. In some cities and towns, Gold Coast 2 Power. I want to make a career and gain power
Company guildhalls are key locations to meet with over others. (Evil)
other traders, high ranking members, potential
patrons, or mercenaries. 3 Change. I intend to do things differently once
I'm on top. (Any)
If you are accused of a crime, your guild will support
you if a good case can be made for your innocence or if 4 Quality. I wish to gain respect by offering only
the crime is justifiable. You also gain discounts when the very best to my customers. (Good)
shopping from businesses that are a part of the
Company. When purchasing any supplies or services 5 Discovery. I want to set out on an expedition
from a guild member—such as weapons or a night at and venture to lands unknown. (Any)
an inn—you receive a 10% discount.
6 Company. I want to see this enterprise succeed
SUGGESTED CHARACTERISTICS and watch as my competitors fail. (Any)

Members of the Gold Coast Trading Company are often Bonds
cold and rational, however they can be empathetic and
creative, too. Regardless of how they achieve their d6 Bonds
goals, most merchants are highly competitive, even
with other members of the guild. When it comes to 1 I am primarily driven by status.
customers, a responsible merchant remains respectful,
even when it’s difficult. 2 I’m not cut out for business, but I need to look
after my family.
Personality Traits
3 I built my business with my own hard work. I
d8 Personality Traits will always protect it.
1 I have a great distaste for complications.
4 The customers are the most important,
2 Gold is gold, no matter where it came from. everyone else comes second.

3 I’m nice to others, especially if I want 5 Without the company, I’d be nothing. I owe
something from them. them everything.

4 I’m the smartest person I’ve ever met. 6 Strong partnerships are the key to success.

5 The best way to keep a patron is to shower Flaws
them with compliments.
d6 Flaws
6 I enjoy meeting people and making new
acquaintances. 1 I will do anything for a bit of gold.

7 Colleagues will never be my friends, I like to 2 I always get way too eager and make promises
separate work from my private life. I simply cannot keep.

8 They might not notice, but I am always 3 To be honest, I don't care for customers that
watching their every move. much either.

4 I'm a terrible liar.

5 I'm too lazy to ever finish my work by myself.

6 I am known to be quite particular.

CHAPTER 2: GUILDS OF CYRODIIL 89

HOW DO I FIT IN? RANK 1: TRADER

There is a well-defined hierarchy in the guild which Prerequisite: Renown 3 or higher in the Gold Coast
means that you will be working for someone else and Trading Company
that there will always be someone higher up the ladder
than you. As a member of the Gold Coast Trading When you have proven yourself to be a reliable
Company, you are always on the lookout for new employee of the guild, you are provided with a kiosk or
contracts to raise your status in the guild. cart under the company's name to sell goods that have
been provided for you. As a trader, you’re starting to
You will be expected to do whatever it takes to make become well-practiced in estimating the value of goods
new connections and agreements. That could mean and objects, due to the Company's strict policies on
dealing with less desirable people, dealing with bandit quality control, and you can generally ascertain the
lords, or disrupting the work of the Company's rivals. value of most items with some accuracy.

A TRADING COMPANY PARTY As long as you spend at least one week each month
selling wares from your kiosk or on your travels, after
A party that fully consists of members of the Company the company’s cut of the profits, you earn a salary that
might oversee the construction of new outposts or be supports you at a modest lifestyle.
sent to important diplomatic gatherings with
influential society. Agents and infiltrators (thieves and ODDJOB (SPECIAL ROLE)
rogues) are perfect for gaining intelligence and stealing
secrets from competitors. Hucksters (bards) can bring Prerequisite: Renown 3 or higher in the Gold Coast
in the business with their pitches, while protectors and Trading Company
bodyguards (warriors and barbarians) can keep
merchandise safe. Looking after a small shop isn’t ideal for everyone,
especially not you. You prefer to take a hands-on
RANK AND RENOWN approach to making sure the business has what it
needs to keep competitive. Instead of running a kiosk
A strict hierarchy is important to the Gold Coast in a city or outpost, you help those that do by running
Trading Company and roles are clearly defined in the errands, procuring special goods or escorting precious
many documents outlining the organizational cargo.
structure. Pressure is placed on its members to
continually strive to increase their own status and RANK 2: SALES ASSOCIATE
compete with their colleagues with the same ambition
used against outside competitors. Prerequisite: Rank 1 and Renown 10 or higher in the Gold
Coast Trading Company
COMPANY SPELLS
When you become a sales associate of the Gold Coast
Prerequisite: Spellcasting or Night Magic class feature Trading Company, you have become respected enough
to move away from the outdoor markets and find
For you, the spells on the Gold Coast Trading Company yourself a new home in one of the respected Company
Spells table are added to the spell list of your stores. In this role, you are part of a team that assists
spellcasting class. (If you are a multiclass character the merchant that heads the business. You have also
with multiple spell lists, these spells are added to all of become more familiar with the volatile world of trade,
them.) allowing you to recognize opportunities and pick up on
rumors at inns and taverns that others might miss. The
Gold Coast Trading Company Spells Company also allows you to make use of their contacts
which can provide information, air, or even discounts
Spell Level Spells at certain stores or guilds.
Cantrip mending, message
1st charm person, identify An oddjob at this rank might continue what they do,
2nd arcane lock, knock but supplying and servicing the store instead. You
3rd sending, tongues might also spend time working in the warehouses and
4th arcane eye, compulsion stockpiles.
5th modify memory, telekinesis
Your promotion will supply you with an income
worthy of a comfortable lifestyle, provided you spend
at least one week each month working for the
Company.

90 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

RANK 3: MERCHANT Between your adventures, you can now maintain
yourself at a wealthy lifestyle as an overseer of the
Prerequisite: Rank 2 and Renown 25 or higher in the Gold Coast Trading Company.
Company
SHAREHOLDER (SPECIAL ROLE)
By the time you reach this level of renown with the
Gold Coast Trading Company, you have gained a Prerequisite: Renown 50 or higher in the Gold Coast
reputation for yourself as a cunning merchandiser. You Trading Company
become proficient in one skill of your choice from
Deception, Insight, or Persuasion. If you are already You are eligible to purchase shares to the Gold Coast
proficient in these skills, you can choose any skill from Trading Company, as they become available. As a
your class list. shareholder, you gain the privilege to speak with other
shareholders and high ranking members of the Gold
Your expertise has been noticed and you are eligible Coast Trading Company. You also gain significant
for a leadership position at one of the prominent influence over the decisions made and could possibly
Company stores. You must have the approval from an sway the course of the company. The more shares one
overseer to gain one of these positions, and only if has, the more power they have to control the
there is a store available to run, which you could build company’s direction.
yourself. While running your own store, you can afford
to employ 1d4 + 1 sales associates (use the commoner ENEMIES AND ALLIES
stat block), who can run the store for you while you
are away. The Gold Coast Trading Company strives to be on good
terms with as many people, guilds, and factions as
Your elevated status also allows you to make use of possible to maximize the possibilities of trade. It is
the Company's reputation to gain entry at places impossible to strike deals with the other guilds and
where this is required, such as warehouses and local exploit their needs for profit if the Company is in poor
governments. Any Personality (Persuasion) check that standing with them. The Company does its best to stay
is made to gain access is made with advantage if the in good stature with most of the authorities, since they
reputation of the Company would hold influence. are known to supply both rulers and governments with
wine and weaponry in their time of need. They try to
Between your adventures, you can maintain yourself keep their deals with the Arena, Fighters Guild, and
at a comfortable lifestyle as a merchant. Mages Guild out in the open, where they can benefit
from the public knowledge, but try their best to hide
RANK 4: OVERSEER any dealings with the Thieves Guild or other less
ethical institutions.
Prerequisite: Rank 3 and Renown 50 or higher in the Gold
Coast Trading Company However objective the company tries to be, there are
always those who feel disadvantaged by them. The
Famous for your negotiating skills and ability to strike company's reputation is celebrated, although it is far
a deal, you are known both inside and out of the from spotless. There are some who try to bring to light
Company for your continued success. You are now in the company’s deep-rooted issues so that they may
waiting for a new venture capital deal to go through to come to fall.
be put in charge of your own partnership. As new sales
divisions or outposts rarely open, it is likely that you The Gold Coast Trading Company has a far-reaching
must wait for another overseer to retire, or find the network of mercenary companies, diplomats and
investments needed to expand the reach of the Gold aristocrats alike to aid them in their purpose of
Coast Trading Company on your own. generating wealth for their customers, members, but
especially their shareholders. From tax cuts to
As an overseer, you are responsible for directing the contracts, the Company makes sure to have these
success of several businesses under your care. You kinds of arrangements in order.
manage 1d6 + 1 merchants (use the noble stat block),
who in turn have 3d12 sales associates split among
them to assist with the day to day business.

Your increased prestige gains you access to guild
events and political audiences where you can influence
policy and new endeavors. You also become
increasingly familiar with the black market, where all
sorts of services are offered. You may deal with
criminal contacts as you please, but you may never
besmirch the Company's image.

CHAPTER 2: GUILDS OF CYRODIIL 91

IMPERIAL LEGION superior officer. Order is considered one of the most
important virtues for which the legion strives. The
"Upon my honor I do swear undying loyalty to the Legion has never been above public executions of
traitors or its enemies. Any legionnaire who would
Emperor, and unwavering obedience to the officers of his dare disobey their duties knows this fact very well.

great Empire. May those above judge me, and those below Every recruit, even the lowliest of auxiliaries, pledges
allegiance to the Emperor, who has the ultimate
take me, if I fail in my duty. Long live the Emperor! Long control over the Legion’s actions. A series of leadership
roles, Generals, Admirals, Grand Marshalls, and others,
live the Empire!" report directly to the Emperor, providing their opinions
and advice on strategic decisions for the continued
—Imperial Legion Oath success of the Empire.

The strong-arm of the Emperor, known as the Red The Legion hierarchy is clearly defined, with dozens
Legion, the Imperial Army, or even the Ruby Ranks, the of positions for senior and junior officers, as well as
Imperial Legion is the primary fighting force of the the soldiers that make up the lower ranks. Legates are
Empire. The roots of the Imperial Legion dates back to politicians who lead their own legions under the
the founding of the Alessian Empire during the First guidance of the generals. Prefects lead smaller cohorts
Era. When the slave-turned-saint Alessia conquered the throughout Tamriel, as the soldiers await their next
White-Gold Tower and lit the Dragonfires, her rebellion instruction.
became a legitimate political power.
GOALS OF THE LEGION
The Empire, as much as its legions, would traverse
eras of conflict, civil war, and loss. Dynasties rose and The singular purpose of the Imperial Legion is this:
fell between the First, Second, and Third Eras. The fulfill the will of the Empire no matter the cost. Long
legion likewise followed suit, ranging from a world has the Empire’s ambition to conquer the known
power, to crumbling to a mere shadow of its former world, and the Legion will go to Oblivion and back in
self. order to achieve it. Upon the will and command of the
emperor, the legion acts.
INSIDE THE IMPERIAL
LEGION Charged with establishing order and keeping the
peace within the Empire, the Imperial Legion provides
The legion, much like any other military organization, guards for towns and cities, and offers protection to
functions as a well-oiled machine when structure is nobles and high ranking politicians. Outside the walls
kept. Command must be upheld and respected in order of civilization, legion soldiers can be found patrolling
for any military to be successful in their campaigns. the common roadways and manning established forts
The Empire holds little allowance for those who would
shirk their duties or disobey a direct command from a

92 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

and places of strategic importance. They act both as ARCANE STUDIES
the main arm of the Empire’s military efforts, as well
as routine law enforcement in the allied provinces. Spellcasters, especially destruction mages, bards from
the College of Solitude, or necromancers of the
In times of war, the Legion is given great latitude in Undying Warrior art, can find a place in the Legion
their power, and many resources are put into place to alongside the Imperial Battlemages. These arcane
ensure the Empire is preserved. With a standing navy snipers open the battlefield for the ground troops.
and the ability to quickly increase their recruitment,
the Imperial Legion is an invading and occupying force. If restoration is your preferred school of magic,
combat medics are a highly valued part of any cohort
One tactic that the Legion has employed to ensure or army. Priests, bards, and wardens are essential to
victory is an enrollment process with a high standard maintain the strength of the Legion.
of excellence, while remaining open to all denizens of
Tamriel. All people, from any background and a broad WAR WIZARDRY
range of skill sets, are welcome within the Ruby Ranks.
From disenfranchised Orsimer to disaffected Altmer, If you are a spellsword of the Battlemage mystic art or
the fiercest warriors and the sharpest wizards. Even a crusader, you combine the powers of might and
dragons have been counted among the Legion at times. magic to bridge the expertise needed on any battle-
This versatility has provided the Imperial Legion with field. These fighters bolster the troops and themselves
centuries of strength and power. while cutting through their enemies with ease.

IMPERIAL LEGION
CHARACTERS

Alignment: Typically lawful or neutral
Suggested Classes: Crusader, mage, ranger, spellsword,
warrior

You might enjoy playing a character who is a member
of the Imperial Legion if one or more of the following
statements are true:

◈ You like to play disciplined characters with a sense
of justice.

◈ Protecting the innocent is important to you.
◈ You are drawn to unbending rules and clear

hierarchies.

JOINING THE LEGION BACKGROUND:
LEGION AUXILIARY
Many may come to join the ranks of the Imperial
Legion from a diverse range of backgrounds. Some join You are a recruit in the Imperial Legion and you have
as part of a knighthood, some join from conscription devoted yourself to serve the Emperor and the Empire.
and not of their own choosing, whereas others may You might spend your time patrolling the streets of
end up becoming a member of the legion as an cities, guarding prisoners in the gaols, watching over
Irregular. Others may act as agents to the Empire in the trade routes between towns, or keeping busy in
foreign lands, either as ambassadors or envoys of the forts while waiting for instructions. You might have
Emperor. Depending on whether you focused on enlisted to help others, or to help yourself. You might
martial training, studied magic, or pursued both be from a long line of Legionnaires, going back
courses, your path will look somewhat different. generations, or it might have been the manipulative
tactics of the Legion’s recruiter.
MARTIAL TRAINING
Skill proficiencies: Athletics, History
The vast majority of ranking members of the Imperial Tool proficiencies: One type of gaming set
Legion are trained with martial weapons and armors. Languages: One of your choice
Warriors, rangers, and rogues fit right in and will have Equipment: An Imperial Legion insignia, a cloth
a clear career path with the guild. The biggest
challenge you will face is setting yourself apart from bearing the symbol of the Empire, a memento from
the many others with similar skills in the Legion. home, a set of common clothes, and a pouch
containing 50 septims

CHAPTER 2: GUILDS OF CYRODIIL 93

FEATURE: LEGION STATION Ideals

As a member of the Imperial Legion, you have found d6 Ideals
your place within the strict hierarchy. You can
requisition simple equipment for temporary use, and 1 Authority. The Empire is the law and offers
you can gain access to any Imperial Legion fort, camp, stability to the land, and I am an extension of
or office in the Empire. In these areas, you can rest in that order. (Lawful)
safety and receive treatment from the combat medics.
People tend to be on their best behavior in your 2 Aspiration. I seek to prove myself worthy of
presence, and assume you have the right to be in areas my family and superiors by matching my
that might otherwise be locked off to the public. actions against my duties. (Any)

SUGGESTED CHARACTERISTICS 3 Altruism. I serve to better the world around
me. (Good)
Legionnaires are pragmatic and confident. Disciplined
and orderly. Members of the Legion see themselves as 4 Power. I hope to one day rise to the top of the
leaders and have a competitive spirit, fostered by the ranks within the legion. (Lawful)
line of expected promotions within the guild.
5 Protection. Any threat to the Empire needs to
Personality Traits be struck down before it can cause any harm.
(Chaotic)
d8 Personality Traits
6 Change. We must help bring about the
1 I swore to follow an oath to the legion, and I changes the Empire is constantly working in
keep my promises. the world. (Chaotic)

2 I idolize a particular hero from my youth, and Bonds
constantly refer to their deeds.
d6 Bonds
3 I swear to protect our Empire with force if 1 I would die to serve my Emperor and our
necessary.
Empire.
4 I joined the legion because I want to help
people. 2 I will someday get revenge on those who have
harmed my loved ones.
5 I have a criminal past and seek redemption
through self-sacrifice. 3 I’ve formed endearing relationships with those
who have negative opinions of the Empire.
6 I quote (or misquote) legion regulations in
almost every situation. 4 I opposed the Empire in my youth, and I’m
striving to atone for my past.
7 I am used to the constant moving and
marching of the legion. Luxury grates on me. 5 My fellow Legionnaires are my family.

8 I look down on anyone who hasn't served a 6 I serve the Empire to make my parents proud.
cause greater than themselves.
Flaws

d6 Flaws

1 Once I have been given an order, I will strive to
follow that order no matter the cost. Even to
my own detriment.

2 I put too much trust in my commanding
officers and the Empire.

3 I am inflexible in my thinking due to my
training within the legion.

4 Secretly, I question my orders from superiors.

5 I hate those who fight against the Empire.

6 I judge others harshly, and myself even more
severely.

94 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

VARIANT: LEGION AGENT The Empire invokes a great sense of emotion and
feeling in the different regions of the world, and
Agents of the Imperial Legion hide in plain sight, unlike each era has different views on the given Empire at
the rank and file soldiers of the Empire. Agents are the time. During the Third Era, the Empire was all-
specialists in infiltration, espionage, politics, and even encompassing and ruled without question. Many
sometimes assassination. These legionnaires act have not enjoyed their place as a provincial govern-
independently and are given a handler in order to ment and indentured to Cyrodiil, but they endured
further the Empire’s goals where armies cannot go. it nonetheless. During the Second Era, the former
Reman Empire had crumbled, and all of Tamriel was
Skill proficiencies: Insight, Investigation thrown into disorder. The legion had lost much of
Tool proficiencies: Disguise kit its power and much of its respect. The Fourth Era
Languages: One of your choice had also become a time of disorder as the rise of
Equipment: A Disguise kit, a nondescript badge of the the Thalmor had threatened to overrule the Empire.
From the ensuing conflicts that arose, many of the
Imperial Legion, a set of common clothes, a decoder, Empire's greatest allies, the Redguards and Nords,
and a pouch containing 50 septims had lost their respect with their former ruler.

FEATURE: REFUGE AN IMPERIAL LEGION PARTY

You receive shelter and assistance from members of A party entirely consisting of Imperial Legionnaires
the Empire at fortresses, Imperial held cities, outposts could be a small specialized military strike force, likely
and forward camps. Additionally, you have special focused on combat, but also highly trained in
access to a secret network of supporters and infiltration and politics. Soldiers (barbarians, fighters,
operatives who can provide assistance on your or rangers) could make up the majority of the party,
adventures. You know a set of secret signs and with a combat medic (priest or warden), a war skald
passwords you can use to identify such operatives of (bard), and an agent or scout (rogue or ranger)
the Empire, who can provide you with access to a rounding out the group. Battlemages (spellswords or
hidden safe house, free room and board, or assistance wizards) would add to the firepower of the tactical
in finding information. These imperial agents may risk team.
their lives for you, so long as the risk revealing their
true identities is justifiable or minimal. RANK AND RENOWN

SUGGESTED CHARACTERISTICS By gaining renown as a soldier in the Imperial Legion,
you ascend through the structured ranks of the guild.
An agent of the Empire will need to wear many faces in Promotion always requires the approval of a superior
order to live out their role. Taking their place as officer. Your advancement is a reward for fulfilling your
secretive members of this division of the legion, agents duties and proving your talents, rather than an
act as the underhand of the Emperor, but this needn't automatic consequence of increased renown.
be their only personality trait. Many agents find their
way into this line of work as a regular legionnaire and LEGION GUILD SPELLS
are reassigned into this division due to their supreme
abilities and skills. An example trait could be: I have Prerequisite: Spellcasting or Night Magic class feature
worn so many faces, I forget who I truly am anymore.
For you, the spells on the Imperial Legion Guild Spells
HOW DO I FIT IN? table are added to the spell list of your spellcasting
class. (If you are a multiclass character with multiple
The Imperial Legion is an established military and you spell lists, these spells are added to all of them.)
are expected to follow all orders given. This sense of
duty and structure can be complementary or jarring Imperial Legion Spells
for some. You can be seen as either a protector for the
people, or a ruthless invader. Those who feel their Spell Level Spells
lands are being encroached upon may not welcome Cantrip guidance, message
those with the trappings of the Empire and legion. 1st alarm, command
Others may roll out the red carpet in order to get on 2nd arcane lock, calm emotions
your good side. 3rd haste, clairvoyance
4th compulsion, freedom of movement
Your place in life is one of uncertainty and one of 5th dominate person, scrying
conflict. You will find yourself fighting both beast and
person. Invading hordes of Akaviri or former allies,
such as the Nords of Skyrim. Your life will no doubt
include strife and misery, but also victory and pride.

CHAPTER 2: GUILDS OF CYRODIIL 95

RANK 1: SERGEANT to the longstanding traditions of this esteemed order.
They will be called upon to take on tasks that require
Prerequisite: Renown 3 or higher with the Imperial Legion the use of the schools of magic, such as missions that
could benefit greatly from the use of illusion or
As you’ve spent time with the Legion you have proven teleportation magics. The Imperial Battlemages will
yourself as a leader. At this rank, you have trained also be responsible for defending and healing the
extensively and have been gifted with Legion troops, while using destruction or alteration magic to
equipment befitting your station. You gain proficiency control the battlefield and exploiting the enemies
with a one-handed weapon of your choice and shields, weaknesses.
or with a two-handed weapon of your choice, and you
receive a version of this equipment that indicates your As a Battlemage Palatine, you are placed in charge of
rank in the Legion, generally bearing a Legion or cohort a cohort of soldiers, just as a prefect is, except these
insignia. soldiers are Imperial Battlemages (use the hedge
wizard stat block to represent them).
Additionally, you gain authority over a small team of
lower-ranking soldiers. When you undertake a mission RANK 3: LEGATE
on the Legion’s behalf that requires military strength, a
squad of 1d4 soldiers accompanies and assists you for Prerequisite: Rank 2 and Renown 25 or higher with the
the duration of the mission. Imperial Legion

Between work and adventures, you earn a salary that As a legate within the Imperial Legion, you gain
is enough to maintain a modest lifestyle, including command of a fort or military base and the
private quarters in an Imperial Legion fort or garrison. responsibility for maintaining order and protecting
people in that part of Tamriel. You have four cohorts
RANK 2: PREFECT under your command. Each cohort has six squads of
five soldiers (including a sergeant) reporting to them.
Prerequisite: Rank 1 and Renown 10 or higher with the One additional squad of 2d4 Legion recruits is your
Imperial Legion personal retinue.

As a prefect, you are responsible for missions and You become more familiar and engaged with the
strategies that you can’t execute entirely on your own politics of the Empire, and regularly receive
or with the aid of a handful of soldiers. After receiving communications from generals who coordinate the
orders handed down from the legate above you, it’s efforts of the smaller garrisons. They keep you
your job to figure out the tactics needed to accomplish informed of the goals and concerns of the Emperor and
those goals. can help you address them. You are responsible for
giving orders to your brigadiers, and you must answer
You lead a cohort of soldiers, which consists of six to your general for the troops’ success or failure in
squads, each made up of four Legion recruits achieving the Legion’s strategic goals.
commanded by a sergeant (use the soldier stat block
to represent them). You can assign these squads to As a legate, your salary allows you to maintain a
tasks of your choosing within the area of Tamriel that comfortable lifestyle between adventures.
your forward camp, fort, or city is situated. You can
also lead these soldiers into battle yourself, or bring SPECIAL ROLE: CENTURION
one squad and its sergeant with you on a guild
mission. Prerequisite: Renown 25 or higher with the Imperial
Legion
You continue to earn a salary sufficient to maintain a
modest lifestyle, but your private quarters are more You have made yourself known to the Emperor, who
spacious. has become impressed with your loyalty and
dedication to the Empire. In one of the most honored
SPECIAL ROLE: BATTLEMAGE PALATINE roles among the Imperial Legion, as a Centurion, you
have been chosen as one of the Emperor’s personal
Prerequisite: Renown 10 or higher with the Imperial bodyguards. You are expected to take on this role if the
Legion, Spellcasting or Night Magic class feature Emperor calls upon you, and you become one of their
most trusted defenders and advisors. You become a
If you meet the prerequisites, you can apply to become confidant of the Emperor and accompany them in even
a Battlemage Palatine, an elite leader of the Imperial the most private assemblies of the Elder Council. You
Battlemages. These exceptional spellcasters are exalted will be responsible for protecting the Emperor while in
for their unique skills and abilities and serve alongside the Imperial City, but will be requested to take on
the regular Legions. While in this prestigious role, you missions that are of personal importance to the
use a combination of might and magic to serve the Emperor.
Empire in ways that the martial rank-and-file soldiers
cannot. Members of the Imperial Battlemages are
given a different level of independence in the guild, due

96 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

RANK 4: GENERAL ENEMIES AND ALLIES

Prerequisite: Rank 3 and Renown 50 or higher with the The Imperial Legion is dedicated to the Empire,
Imperial Legion assisting as needed to keep the peace or conquer their
enemies. Many of the guilds of Tamriel keep a friendly
As a general, you have been handpicked by the relationship with the Legion, although there are some
Emperor to assume the leadership of one of the major that prefer to keep a tactically neutral position. The
forts or cities of the Empire. In this role, you attend Fighters Guild has a long history with the Empire and
meetings with the Elder Council, and even the continues to support the Legion in times of need. The
Emperor, who places you in charge of major guild Gold Coast Trading Company sees the Legion as a
initiatives. In these meetings, you are advised and valuable business partner, whereas the Mages Guild
ordered, with the expectation that your duties and usually tries to keep its ranks out of politics as best as
decisions align with their orders. You are in regular possible.
communication with other generals and military
leaders, relaying any information from the Council. Even the Thieves Guild has a relatively favorable view
You might be tasked with improving recruitment, of the Legion. Of course, soldiers and guards have no
developing a plan for dealing with Thalmor infiltration, qualms with arresting and punishing the thieves they
or collaborating with the Fighter’s Guild to train more catch, but the Empire as a whole sees the Thieves Guild
soldiers. You have the freedom to go against the as a necessary evil, as they regulate crime and keep out
Emperor’s or Elder Council’s direct orders, but you are bandits with less moral ideals.
responsible for the results of those choices.
Throughout the Eras, the Imperial Empire has made
Your leadership as a general inspires those around no shortage of enemies. Other factions have risen to
you. Any soldiers under your command, and any allies contend with the Empire, such as the Aldmeri
within 15 feet of you, that can see and hear you have Dominion and the Stormcloak Rebellion. These threats
advantage on saving throws against being frightened. represent the very real conflicts that you will find
yourself in under the Imperial banner. It is your duty as
You continue to draw a salary sufficient to maintain a a legionnaire to quell all threats and advance the
comfortable lifestyle. Empire’s rule.

CHAPTER 2: GUILDS OF CYRODIIL 97

IMPERIAL TEMPLE The Temple knows little authority, though you may
come into contact with both militaristic and clerical
“I have noted that Heartlanders like myself, and leaders who communicate goals and instructions to
their members. Each individual order of the Temple
assimilated Imperial Citizens of other races, tend to can have slightly different organizational structures, as
each deity has different spheres and priorities. The
impersonal and formal relationships with their gods and primary source of organization is directly interpreted
from the words of the Divines themselves and the
spirits. For us, cults are first and foremost social and Primates seek only to convey the sacred wisdom to the
rest of the Temple.
economic organizations. We typically think of the Eight
The Ten Commands of the Nine Divines
Divines in the most abstract terms—as powerful but
1. Stendarr says: Be kind and generous to the people
indifferent spirits to be propitiated, and do not think of of Tamriel. Protect the weak, heal the sick, and give
to the needy.
their relationships as personal.”
2. Arkay says: Honor the earth, its creatures, and
—Cuseius Plecia, Reflections on Cult Worship the spirits, living and dead. Guard and tend the
bounties of the mortal world, and do not profane
Faith and religion form the fundamentals of Tamrielic the spirits of the dead.
culture, yet there are few mortals as dedicated to their
deities as the ones that serve the Imperial Temple. The 3. Mara says: Live soberly and peacefully. Honor
citizens of Cyrodiil have always adopted the devotion your parents, and preserve the peace and security
of the Divines into their lifestyle; they pray at chapels, of home and family.
seek divine aid, and ask counsel from their priests. The
ones that facilitate the Imperial beliefs are the
followers and members of the Imperial Temple. Those
who devote themselves to the Imperial pantheon strive
to uphold the commands of the Divines, and share
their faith and philosophies with the community.

Depending on the era, the Imperial Pantheon 4. Zenithar says: Work hard, and you will be
consists of either eight or nine Divines. The Third rewarded. Spend wisely, and you will be
Era brought forth Talos, but worship of the Ninth comfortable. Never steal, or you will be punished.
Divine was outlawed in the Fourth Era with the
signing of the White-Gold Concordat after the Great 5. Talos says: Be strong for war. Be bold against
War with the Aldmeri Dominion. enemies and evil, and defend the people of Tamriel.

INSIDE THE TEMPLE 6. Kynareth says: Use Nature's gifts wisely. Respect
her power, and fear her fury.
The Imperial Temple is the combined organization of
all Imperial orders dedicated to a Divine. The guild 7. Dibella says: Open your heart to the noble secrets
itself consists of an array of faiths, from members that of art and love. Treasure the gifts of friendship. Seek
serve only a single Divine, to those who worship joy and inspiration in the mysteries of love.
several, or even all beings in the Imperial pantheon.
Chapels, wayshrines, and many other types of religious 8. Julianos says: Know the truth. Observe the law.
structures fall within the Temple's sphere of influence, When in doubt, seek wisdom from the wise.
and each is either operated or maintained by the
faithful. 9. Akatosh says: Serve and obey your Emperor. Study
the Covenants. Worship the Nine, do your duty, and
Every city in Cyrodiil, and the greater expansive heed the commands of the saints and priests.
Empire, has at least one chapel or temple dedicated to
one or more Divine. These main places of worship are 10. The Nine say: Above all else, be good to one
looked after by a Primate, who counsels and guides the another.
public, as well as those who serve the temple. You
have regular contact with the Primate that looks after
your temple and generally knows your interests, goals,
and strengths. If you haven't devoted yourself to a
specific chapel, you can seek guidance from any
Primate.

98 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L


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