Homebrew Dunmer (Elder Scrolls) Species Details
Cursed Blood
The Dunmer were born from the ashes of the Battle of Red Mountain. The infamous confrontation around 1E 700 led to the death of an ancient and respected war leader known as Lord Indoril Nerevar, the destruction of the Sixth House, the disappearance of the entire Dwemer race then present on Nirn, and the ascension into godhood of four of Nerevar's councilors and closest friends, culminating in a curse from Azura (the Goddess of Dusk and Dawn and the patron of Nerevar) that transformed the color of their skin grey and their eyes red.
Azura's curse was motivated in response to Nerevar's councilors, the general Vivec, the sorcerer Sotha Sil, and his wife Almalexia, breaking an oath they had sworn to Nerevar and Azura by stealing the divine power of the Heart of Lorkhan for themselves. When this Tribunal of new living gods showed no remorse to Azura, she cursed them and all Chimer, tying the fate of the Dunmer and Tribunal together until the end of time.Some Dunmer don't consider the darkening of their skin to be a curse, but rather see their sober complexion as a gift to mark the ascent of the Tribunal.
Dunmeri Culture
Dark Elven culture is divided between the nomadic Ashlanders and the settled Great Houses.
Under the rule of the Tribunal and the Council system of government, the House Dunmer of Morrowind were educated free of charge by the Temple, which provided education as well as shelter and healthcare. For these reasons, beggars were considered rare enough that some citizens claimed no beggars could be found within Morrowind as late as the closing years of the Third Era.
Certain Dunmer have their skin covered in magic script seen as white tattoos, now known to be modified glyphs of warding, which are to protect against undead like vengeful ancestor ghosts.
On the topic of undeath, Dunmeri culture abhors the use of necromancy to such a degree that even using undead animals in any capacity can be seen as heretical and subject to severe punishment. This is due to Dunmer's reverence of Ancestors and their spiritual guidance. Many Dunmer texts on necromancy claim that the mere act of raising or creating an undead can rend the corpse's soul from Aetherius, trapping it once more in its corporeal body. Many Dunmer also harbor the belief that this process taints the soul of the corpse, causing it to never be allowed to return to the spiritual plane they once resided in, becoming vengeful undead, like Wights and Revenants.
Dunmeri Names
Dunmeri names have ties directly to their families, their ancestors, and the houses they may come from. The Houses are used in replacement for a Last name, meaning that most Ashlanders do not have a last name unless integrated into a non Dunmeri culture. Here are a list of First names that fit the Dunmeri naming conventions.
Male names: Sulanos, Vilyhal, Gidaayne, Alvirayne, Dondol, Gidvul, Vonel, Goridur, Giryndras
Female names: Vavase, Volvesu, Miraeth, Nileane, Fedena, Bredrela, Glihasa, Mathene, Adosronu, Talryne
The Houses are as followed: House Dagoth, House Dres, House Hlaalu, House Indoril, House Redoran, House Sadras and House Telvanni. House Dagoth has been ritually stricken from the Dunmeri culture due to the ties with its namesake, Dagoth Ur. House Dres no longer holds a stake in Dunmeri politics after the Oblivion Crisis, and House Hlaalu has been effectively barred from politics after the Eruption of Red Mountain.
Dunmer (Elder Scrolls) Traits
Your Dunmer character will have the following traitsAbility Score Increase
Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age
Dunmeri blood, although tainted by the curse placed upon them by Azura, still holds great potency. Because of this curse, though, Dunmer do not live as long as they once did as Chimer. A Dunmer reaches maturity at 18, and can live as long as 750 years.
Speed
Your base walking speed is 30 feet.
Ashborn
Being a folk who live at the foot of a volcano, the Dunmer have had to adapt to these extreme temperatures in order to survive. You have resistance to fire damage, magical or otherwise. You are not hindered by scorching or sweltering climates.
Ancestral Guardian
With the power of your ancestral magic, you can summon the spirits of your ancestors to aid you in times of need. Once per long rest, you can cast Spirit Guardians on yourself without expending a spell slot. The Spirit guardians deal fire damage instead of Radiant or Necrotic.
Spiritwalk
Your connection to the collective of Dunmeri spirits can empower you to step into the space between life and death. Using this power, you can cast Etherealness on yourself. You can perform this action once every 1d4+1 days.
Language
You can speak, read, and write common and one other language of your choice.
Size
Your size is Medium.
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