There are eight races in Daggerfall, each of which hails from a particular province within Tamriel. There are actually nine provinces in Tamriel; however, no specific race is associated with the Imperial Province. (The Imperial race was not conceived until Redguard. In addition, Orcs were not considered to be a proper race until Morrowind; in Daggerfall, they are treated as humanoid creatures.)
When you are creating your character, you will be asked to select one of eight provinces, which will determine your race. Note that the only gameplay effect of choosing a race - regardless of whether a custom or predefined class is chosen, and regardless of the character's selected gender - will be each race's "Special Advantage" as listed below. The race and gender attribute modifiers listed in the "Table of Racial Starting Statistics" of the Daggerfall Chronicles were not actually implemented in the game.
The game treats Lycanthropes and Vampires as races. Therefore, they are included at the bottom of the list.
- "Argonians hail from the province of Black Marsh. You are part of a highly-evolved race of reptiles, known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily when swimming. While many Argonians have successfully mastered the arts of thievery and spellcasting, there are some regarded well as warriors."
- Argonian Special Advantage:
- Reduced Fatigue loss while swimming; can hold breath longer than other races
- "Bretons hail from the province of High Rock. You are part of a tall, fair-skinned people, highly intelligent and willful. Magic seems to infuse the very being of the Breton people. As a race, they are more resistant to the effects of hostile magic than any other group, and thus are excellent in all arcane arts."
- Breton Special Advantage:
- +30% Resistance to Magic
- "Dark Elves hail from the province of Morrowind. You are part of a tall, dark-skinned people, known to be extremely strong, intelligent, and quick. They are extremely versatile in all manners of skills and well-known as warriors and mages."
- Dark Elf Special Advantage:
- Bonus Damage and Chance To Hit = Level / 4
- "High Elves hail from the province of Sumurset Isle. You are part of a tall, golden-skinned people, extremely intelligent, agile, and willful. The magical nature of Sumurset Isle has made the High Elves natural spellcasters who are immune to poisons and spells."
- High Elf Special Advantage:
- "Khajiit hail from the province of Elsweyr. You are part of a tawny-skinned people, extremely hardy, intelligent, and agile. Many Khajiit have taken to painting their faces to more resemble their legendary feline cousins, the predatory cats that hunt the great desert. Khajiit are on the whole excellent climbers, and adept in all the arts of the thief."
- Khajiit Special Advantage:
- +30 to Climbing checks
- "Nords hail from the province of Skyrim. You are part of a tall and fair-skinned people, strong, willful, and hardy. Owing to the climate of Skyrim, Nords are resistant to the coldest of temperatures, and take little damage even from ice-based magical attacks. Nords are historically well-suited to all the arts of the warrior."
- Nord Special Advantage:
- +30% Resistance to Frost
- "Redguards hail from the province of Hammerfell. You are part of a dark-skinned people, extremely hardy and quick. Legend has it that the Redguard are innately more proficient with weaponry than any other race. In general, Redguards make excellent warriors."
- Redguard Special Advantage:
- Bonus Damage and Chance To Hit = Level / 3
- "Wood Elves hail from the province of Valenwood. You are part of a small, fair-skinned people known to be extremely agile and quick. Wood Elves have a natural affinity for the bow and arrow, and all members of their race have some ability with that weapon. There are well-known Wood Elves in most every class, but the arts of thievery are their particular forte."
- Wood Elf Special Advantage:
- Bonus Damage and Chance To Hit for Archery = Level / 3