An Imperial Prefect studies his battle plans

Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

From Slave to Master

When the Imperial race emerged from the original Nibenese tribesman and the Nedic immigrants, they were subjugated by the Ayleids, or Wild Elves of Cyrodiil. They remained as slaves for decades before creating a rebellion that overthrew their elven masters, creating the first human empire. Although short lived, this early empire was disrupted through civil war, splitting Cyrodiil into two distinct cultures: the Eastern Nibenese and the Western Colovians. Since then, the Imperials and their ever changing Empire have had some part in the birth of each Era.

Diplomats and Soldiers

Known for their impressive citizen armies, the Imperials are exceptionally disciplined and treat the law with the utmost respect. Banners of the Imperial Empire can be found in nearly every province of Tamriel, although recent years have proven to be a struggle to maintain their power.

As shrewd diplomats and remarkable negotiators, the Imperials have had great success subduing other nations, bringing peace and prosperity to many societies. When their authority is questioned, their martial prowess and extraordinary organization of their military usually makes quick work of any dissenters.

Imperial Names

Imperials have both given names and family names.

Male Names

Aventus, Baro, Caius, Decentius, Ennodius, Floretius, Gaius, Helvius, Iniel, Janus, Kastav, Luther, Mallus, Nermus, Octavius, Pelagius, Rallus, Sergio, Titus, Valgus, Xander, Zedrick

Female Names

Alexia, Astria, Britta, Cania, Dynari, Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta, Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia, Una, Viera, Vitrroia, Ysabel

Family Names

Aerius, Amatius, Berne, Caro, Deltian, Felannus, Gratius, Herennius, Jannus, Loran, Mallius, Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick

Common Traits

Every character will have traits to choose that are not dependent on their Heritage, relying more on the background or story of the character prior to becoming an adventurer. These are often influenced by their Heritage or their class, but is entirely up to the player.

Attribute Score Increases. When determining your attribute scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

A classic depiction of an Imperial would suggest that your Personality score increases by 2. Increase your Strength by 1 if you are Colovian, or your Intelligence by 1 if you are Nibenese.

Alignment. Each ancestry has stereotypes about what they believe, but these are broad strokes that might only apply to a group, rather than to an individual. Each player character’s alignment is entirely under the purview of the player.

The militant Imperials are often seen as lawful good, but sometimes lean towards lawful neutral, given their stringent laws and institutions.

Languages. Your character can speak, read, and write Tamrielic (sometimes referred to as Cyrodiilic or Common) and one other language that you and your GM agree is appropriate for the character.

Imperial Ancestral Traits

Your Imperial character has certain characteristics in common with other Imperials.

Size. Imperials range from 5 to 6 feet tall, and vary in build. Your size is medium.

Speed. Your base walking speed is 30 feet.

Imperial Cunning. You have advantage on all Intelligence and Personality saving throws against magic.

Imperial Luck. You have a number of Imperial Luck Dice, which are d4s, equal to your proficiency bonus. You can expend one Imperial Luck Die to add it to an attribute check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Imperial Luck Dice, but must decide before the GM determines whether the roll succeeds or fails. You regain your expended Imperial Luck Dice when you finish a long rest.

Imperial Cultural Traits

Imperials are well known for their diplomacy and discipline.

Bonus Language. You learn one additional common or uncommon language of your choice.

Legion Combat Training. You are proficient in your choice of either the Blunt or Blade weapon type.

Diplomat. You gain proficiency in the Persuasion skill.

Subculture. Two unique types of people are found within Cyrodiil: Colovians and Nibenese. Choose one of these subcultures.


The Cyro-Nords that settled in the west created the Colovian Estates, and in turn called themselves Colovians. They are typically more rugged and hardy than their Nibenese counterparts. They are uncomplicated, self-sufficient, and extremely loyal to other Colovians.

Star of the West. Your hardy upbringing lets you push past the normal boundaries of exhaustion. When you are exhausted, you suffer the effects of one level less than your current level of exhaustion. For example, at 1st level, you suffer no adverse effects.

Red Diamond. When you finish a long rest, you gain a number of temporary hit points equal to 1d6 + your Endurance modifier.


The Imperials that settled in the East, by the Nibenay, became the Nibenese. This area was brought together by the Alessian order and maintains strong merchant guilds. Nibenese are proud cosmopolitan people who maintain strong relationships with the other provinces through merchant guilds. They are more given to the studies of magic, philosophy, and the evolution of ancient tradition. Many outfit themselves in garish clothing, tattoos, and brandings.

Voice of the Emperor. You know the charm person spell. Once between long rests, you are able to cast this spell without expending magicka points and without your target knowing it was cast on them. Intelligence, Willpower, or Personality is your spellcasting ability for this spell (your choice when you choose this ancestry)