What if the Fallout Universe met the Elder Scrolls Universe?
A dark time indeed for Cyrodiil, the segregation between the races has quadrupled, and they won't mix with each other unless in a large settlement like Imperial City.
Khajiits and Redguards roam about the Imperial Wasteland in huge nomadic raider clans, Orcs guard their base Kvatch dressed in salvaged Power Armour, Argonians rule the swamps of the south and have taken over Leyawiin, and Imperials desperately try to cling on to a 'cultured' civilization with the Bretons and the High Elves.
Wood Elves have taken to living in the irradiated forests, Dark Elves roam haunt the ruins, Nords now rule over Bruma and will not allow non-Nordic trespassers.
The Imperial City Army (ICA) is fighting the Orcish Alliance of Kvatch over Skingrad, and the Nords of Bruma and the Argonians of Leyawiin just want left alone. The ICA is spread thin and after long exhausting battles with the Orcish Alliance the survivors get picked off by Khajiit raiders.
Storylines start differently depending on the race you select:
High Elf (Altmer): proud and lordly people, you are born in Imperial City and do your best to avoid the shanty town of the Waterfront and the Khajiit pickpockets but one day you take a shortcut through the city and end up being confronted by some drunken Orcs. They sing chants about the Orcish Alliance and how this city belongs to their kind but when you inform a guard he brands you a racist fool. Again and again you witness these brutish Orcs and decide to take matters into your own hands...
Argonian: the swamps of the south are teeming with Mudcrab Mirelurks and Goblins. Argonians must be tough to contend with them. Leyawiin has turned into more of a slum even though it was captured to become a haven for Argonians.
You prefer the swamps rather than the slum, and live a life of solitude although you often wonder what life up north is like...
Wood Elf (Bosmer): ruling the irradiated woodlands you fiercely hunt any trespassers. Khajiit Raiders are especially notorious however, and will not stop pestering your tribe.
One day, a girl that you are courting gets kidnapped by the Khajiit and you set off to rescue her. You find her dead at the roadside, and seek revenge... but upon returning you find your entire tribe have been attacked again. The Khajiit must pay for this...
Breton: spiritual and peaceful people, you fall into the role of Battlemage for the ICA. All the ICA's Battlemages appear to be Bretons which lends you some ease as you march out in patrol.
You quickly get rid of some mutated bears almost entirely by yourself and begin to prove yourself within the ranks.
One day down at the river some Mudcrab Mirelurks attack your small battalion and you find yourself surrounded... a few spells don't work on them so you decide to abandon the others. Assumed dead by the ICA you decide to change your name and either rejoin or disappear...
Dark Elf (Dunmer): fighting Feral Draugr and Ogres is your life in the ruins of the large Caractacus Cars garage but when a Goblin tribe makes your home their home an all-out tribal war detonates but the Goblins eventually win sending your tribe on its way. Stress sinks in, and after a long debate you are cast out to the Imperial Wasteland to make your own way in life...
Imperial: living in the shanty town of the Imperial City Waterfront, you suffer an attack from some petty street thugs. You vow for revenge after regaining conciousness but it all changes when it turns out these thugs work for the infamous Thieves Guild...
Khajiit: born into a savage and fierce Raider clan you learn how to fight from an early age. You pit fight Radrats and take your massive pet Minotaur on raids for protection. Every day involves some form of violence but when the ISA take on the Orcish Alliance in a bloody battle you form a raiding party to pick off the survivors, little do you know that there is reinforcments on their way and your clan ends up being the ones getting picked off...
Nord: born in Bruma, the cold northern town, you know all the ins-and-outs of being a proud Bruma Nord; hunting, killing trespassers and above all being racist against Elves but when an unknown faction cuts your electricity supply by destroying the generators you must quest for more in the wide and wild Imperial Wasteland...
Orc: born into a tribe that recently were attacked by a savage tribe of Goblins. You head for Kvatch for aid and shelter, and are gladly welcomed... but at a price; you must join the Orcish Alliance military. They fit you with some Power Armour and send you out on a mission against the ICA...
Redguard: born into a ritualistic raider clan you vow to escape. Desperate for a way out you allow yourself to be captured by the ICA who, instead of taking you to the Imperial City like you hoped, throw you to rot in a ruin occupied by Dark Elf tribals and Feral Draugrs...
Swords and bows are now all replaced by guns. Maces and Axes are now - Shotguns, Daggers - Handguns, and Swords - Rifles, whereas Claymores and Greatswords are now powerful weapons, and unique weapons like Umbra sword are now unique guns.
Orcish Assault Rifle
Steel Missile Launcher
Volendrung (similar to the Fat Man)
Thieves Guild - ranging from brutish street thugs to protection rackets to pickpockets.
Orcish Alliance *Orcs only - the dark army of Kvatch, they want Skingrad for themselves and won't back down to the ICA.
Imperial City Army ICA - a multi-cultural army that defends its native Cyrodiil. They are made up of mainly Imperials but have a lot of Bretons and High Elves in their ranks too. They are at war with the Orcish Alliance, years of fighting petty Raiders and Goblins have made them lazy and are now spread too think amongst the Imperial Wasteland.
The Companians *Nords only - the Nords of Bruma have made their own army based on their ancestors' legendary faction.