http://dragonage.wikia.com/wiki/Origins
https://www.youtube.com/watch?v=bcNQtgo5A0U
The idea for this concept is inspired by Dragon Age Origins racial story. Yes it is not born from Elder Scrolls but it was the best idea for adding backstory to your characters and added explanations for motivations as to why your character is driven to whatever it is they aspire to. Also it adds replay-ability and purpose to rolling a new race beside just passives and skin variations. You are allowed to live through a backstory rather than read about it through some lore. I included a link and video to the game above I am referencing just in case there is anyone here who hasn't played it and doesn't know what I am talking about.

- There are nine origins—background stories for player characters—that are playable in Elder Scrolls Online.
- These playable backstories will allow the vestige to put themselves in a specific role within the social structure of their faction.
- This will help explain motivations for the joining one of the three alliances, by not just reading about lore but living a backstory.
- The origins are open to both genders, but they are dependent upon both race and class.
- The racial origin story will differ based on parameters chosen at character creation and what faction you start the game in.
- I didn't include a possible origin for Imperial because the site I was referencing didn't give enough backstory for this race
I just listed some very,very basic story ideas based off a website I was referencing on racial backstory. I am sure some of you or ESO writers/storytellers could come up with something way more deeper or interesting for conceptual origin stories. These origin stories could be introduced into the base game or added as a DLC called The Origin Stories Pack. They would consists of 3-10 hours of unique personal story that can only be experienced based on the race you pick on a character at the character creation screen. I say 3-10 hours because I doubt ZoS would go back and add more hours than that for something that enhances the beginning intricacies of leveling a new character. If this was introduced, whatever unique story per race that is introduced will have it's purpose designed to lend credence to why or what causes your character to join the faction it is in. I am not sure if this would be introduced before the beginning prison stage or shortly after that or even later on. Some dialogue choices during the quests whether they are for only flavor or change the story some are welcomed.
The Daggerfall Covenant
Breton:
Starting Area: Stros M’kai
Racial Bonus: Breton Racial Skills
Suggested Classes: Sorcerer or Templar
Strength: Magicka Builds
The racial skills of the Bretons reflect their affinity with spellcraft and swordplay, giving them bonuses to magicka, spell resistance, Light Armor and Conjuration Magic.
Recommended Classes: Sorcerer or Templar
"The men and women of High Rock were once ruled by High Elf overlords. Some Elven blood still runs in their veins, giving Bretons an innate grasp of magic that distinguishes them from the other human races. Passionate and flamboyant, intelligent and resourceful, the Bretons are renowned and talented craftsmen, shrewd merchants, gallant cavaliers, and inventive wizards. They can also be proud and quarrelsome. Tales of warfare between the kingdoms of High Rock account for much of their history, but most revere the Eight Divines and value prosperity over glory. "
The origin story for this race would revolve around warfare between the kingdoms of highrock. Or being part of a traveling band of craftsman making hand over fist money then something goes awry or you are betrayed.
Redguard
Starting Area: Stros M’kai
Racial Bonus: Redguard Racial Skills
Suggested Classes: Dragonknight or Nightblade
Strength: Stamina Builds
The racial skills of the Redguard reflect their ancestral legacy as swordmasters, giving them bonuses with Shields, stamina regeneration and increased power.
"The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik’r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik’r as a test of endurance and discipline. Only the strongest survive."
The origin story for Redguard would be tied to the history of the Yokuda. Their origin story would entail respecting the divine and being wary of some magical artifact that was found. It could have you visiting Sentinel or participating in a rite of passage in the desert of Alik'r.
Orsimer
Starting Area: Stros M’kai
Racial Bonus: Orsimer (Orc) Racial Skills
Suggested Classes: Templar or Dragonknight
Strength: Tanking
The racial skills of the Orcs reflect their people's harsh mountain environment, giving them bonuses with heavy armor and health regeneration.
"Though other races often regard the Orcs as barbarians and even beasts, these noble warriors have an ancient culture forged from endless warfare in their harsh mountain homelands. Orcs live under a simple code of honor by which the strong survive and the strongest rule. As the greatest smiths in Tamriel, their weapons and armor are prized by warriors everywhere. During the reign of the Second Empire, when their kingdom of Orsinium was finally granted provincial status, its restoration helped solidify their devotion to the new Daggerfall Covenant. "
The origin story for Orcs would be taking part in the endless warfare in their harsh mountain homelands. Or it could involve you smithing a majestic sword for the leader of the Daggerfall covenant then something shady happens to you or someone you know.
Ebonheart Pact
Nord
Starting Area: Bleakrock Isle
Racial Bonus: Nord Racial Skills
Suggested Classes: Templar or Dragonknight
Strength: Tanking
The racial skills of the Nords reflect their strong and hardy natures giving them bonuses with two-handed weapons, health regeneration and frost resistance.
"The Nords once conquered most of Tamriel, and as a result, feel a certain entitlement to rule. They broke the power of the Ayleids, nearly drove the High Elves out of High Rock, and conquered much of Resdayn, the precursor to Morrowind. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies. "
The Nord origin story would involve feeling entitled due to their past history in Tamriel. It would entail fighting in some battle where an opposing faction is trying to subdue you and you stand defiant with your sense of pride which would be broken.Perhaps a family member of yours dies in this incursion.
Argonian
Starting Area: Bleakrock Isle
Racial Bonus: Argonian Racial Skills
Suggested Classes: Templar or Nightblade
Strength:Stealth or Potion Consumption
The racial skills of the Argonians reflect their people's perilous swamp environment, giving them bonuses to healing, restoration and poison resistance.
"The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact. "
The origin story for the Argonian would entail running a stealth operation within the confines of a war on your borders. Maybe you end up killing one of your fellow Argonians turned traitor and this sets you on the path to find out who corrupted them.
Dunmer
Starting Area: Bleakrock Isle
Racial Bonus: Dunmer (Dark Elf) Racial Skills
Suggested Classes: Sorcerer or Dragonknight
Strength: Flame Damage
The racial skills of the Dark Elves reflect their intellect and natural agility, giving them bonuses in dual wielding, fire magic and fire resistance.
"The Dark Elf homeland of Morrowind has been invaded many times by the Akaviri and the Nords. This history of conflict has transformed the Dunmer into hardened warriors. They also have a natural affinity for magic and great intellect, making them skillful sorcerers. "
The origin story of Dunmer would entail defending your home against invaders. After the outcome this sets you on a journey for the person responsible for marking your territory for attack.
Aldmeri Dominion
Khajiit
Starting Area: Khenarthi's Roost
Racial Bonus: Khajiit Racial Skills
Suggested Classes: Nightblade or Dragonknight
Strength: Stamina and Stealth
The racial skills of the feline Khajiite reflect their natural agility, giving them bonuses to stealth and melee combat.
"The population of the proud feline Khajiit has dwindled in recent years following a devastating outbreak of Knahaten Flu. They owe a great debt to Ayrenn, Queen of the High Elves, for her help in restoring order from the chaos that followed the plague. They have a wry wit and a hedonistic outlook, but they are fearsome on the field of battle. They are the strong arm of the Aldmeri Dominion. "
The origin story for Khajiit would entail going on an important mission for Aryenn. Something would happen during the mission that would call into question your purpose of existence.
Bosmer
Starting Area: Khenarthi's Roost
Racial Bonus: Bosmer (Wood Elf) Racial Skills
Suggested Classes: Nightblade or Dragonknight
Strength: Stamina and Stealth
The diversified racial skills of the Wood Elves reflect their woodland affinity. Improved archery, stamina and stealth makes them dangerous foes.
"The Wood Elves, or Bosmer, are mischievous, curious and nimble. Because their homeland of Valenwood is often attacked by the Colovian Imperials, Wood Elves are experts at the art of defense. They are also gifted archers, perhaps the best in all of Tamriel. The capital of the Aldmeri Dominion, Elden Root, lies in the heart of their homeland. It has evolved into a center of political and cultural importance and is of vital strategic importance in the battle to control Tamriel. "
The origin story of Bosmer would entail traveling to Valenwood or Elden Root and participating in a hunting game which could be won or lost and affect where your story goes to next depending on the outcome.
Altmer
Starting Area: Khenarthi's Roost
Racial Bonus: Altmer (High Elf) Racial Skills
Suggested Classes: Sorcerer or Templar
Strength: Magicka Builds
The racial skills of the High Elves reflect their magical affinity by increasing their damage with destructive spells and increasing their rate of regaining Magicka.
"The High Elves, or Altmer, arrived in Tamriel thousands of years ago from Old Aldmeris. They see themselves, perhaps justifiably, as the ruling race of Tamriel. They are a highly cultured people, known for their breathtaking architecture and massive libraries of histories and creative works. They tend to be isolationists, largely remaining on Summerset Isle, and only emerge when they perceive a great threat to their homeland. They are powerful mages and warriors, and the de facto leaders of the Aldmeri Dominion. "
The origin story for Altmer would entail a childhood experience when first really taking in the architecture and libraries of your people. Then fast forward to a modern day Altmer ruin or such that you are investigating and discover something phenomenal.
So what do you think about ZoS adding Origin Stories to ESO? What type of story would you like to see for specific a race in game? You might have already even roleplayed your own stories.
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