Homebrew Altmer Species Details
“Soaring and graceful, or static and repetitive - The Altmer seek refinement rather than innovation, they are conceitedly resistant to large-scale changes but are content to tinker. The results reveal highly sophisticated precision, harmony, and repitition of orthodox compositions."
— Notes on Elven Architecture
Altmer, also known as High Elves by the denizens of Tamriel, are a tall, golden-skinned elven race hailing from the Summerset Isles. Renowned as one of the most intelligent races, and their exceptional innate aptitude for magic makes them the most gifted in the Arcane Arts.
Heights of the Ages
The Altmer are typically relatively tall, often standing a full head taller than the average men or mer. They possess slender, graceful builds with long limbs and refined features, and their skin tones are typically shades of gold, a traitt that commonly sets them apart from most other elven races. Eye colours range from blue, green and brown to gold and amber, often luminous or piercing. Their aforementioned magical affinity is further enhanced by their naturally long lifespans, which range from several centuries to as much as a thousand years, though few ever reach this upper limit due to external factors.
Legacy of the Highborne
The religious worldview of the Altmer is deeply rooted in their belief that they are direct descendants of the Aedra, or "ancestor spirits" - divine beings who gave their essence to shape the mortal world. This stringent belief in their divine lineage leads their society to view all matters of cosmology and religion with the utmost respect.
One such example of this is the veneration of the "Sacred Numbers". In Altmeri Numerology, three, five and eight reflect metaphysical ideas of harmony and balance. Three represents the "Prime Celestials", the sun and the two moons. Five represents the Elements: Earth, Air, Water, Fire and Aether. Eight for the eight Planets as well as the sum of three and five. These "Good Numbers" all summed together are Sixteen, which is considered a very powerful number. Finally, Two is the "Bad Number" because it represents duality, which Altmer consider impossible. Due to this, Altmer rarely do anything in twos aside from romantic couplings.
Contrarily, Three is seen as a fulcrum, an essential and central force, which makes it an auspicious number. Because of this, certain Altmeri government roles are only done in groups of three.
Hierarchy and Structure
Over their centuries of societal development, the Altmer developed into a rigid hierarchy of classes. The Wise (teachers and priests) became the highest echelon, followed by Artists, Princes, Warriors, Landowners, Merchants, Workers and enslaved peoples such as Goblins. At an Altmer's coming of age they are granted a calian, a sphere of aetherquartz crystal representing their honour and social status. Calians are considered to be "praxic talismans" and individuals that commit grave offences against Altmeri Law are termed "ousters" or "apraxics". Ousters are banished from their homes for grievous deeds while Apraxics are termed to those that have committed unforgiveable crimes. As the name suggests, these "Apraxic" individuals have their Calians shattered by a curate and are subsequently are shunned by an Altmer that believes themselves in good standing.
Altmeri Institutions
Having lived for so long in their idyllic shores of the Summerset Isles, the Altmer have founded many institutions which govern particular roles in society.
Auridon Paladins: A militant order known for elite warriors and mages that defend the isle from outside threats as well as native rebels.
College of Sapiarchs: A sagely order considered to be the foremost scholars and finest magical minds, serving to guide heirs to the royal throne.
Divine Prosection: A state-level law enforcement responsible for enforcing both secular and religious law to ensure Altmeri social and cultural rules are adhered to.
House of Reveries: A group of performers and artists known for honing their craft to provide the highest quality entertainment on the Summerset Isles.
Paladins of Y'ffre: Protectors of the Summerset Wilds that adorn their armours and attire with motifs inspired by the Indriks of their land.
Welkynars: A prestigious order of elite Altmer knights who dedicate their lives atop the city of Cloudrest to protecting the province.
Altmer Traits
The Altmer have a variety of innate magical abilities, granting these traits.Ability Score Increase
Your Charisma score increases by 2 and your Intelligence score increases by 1.
Age
Although Altmer reach physical maturity at about the same age as humans they typically live for three to four times as long as them.
Size
Altmer range from around 6 to 7 feet tall and have slender builds. Your size is Medium.
Speed
As an Altmer, your base walking speed is 30 feet.
Cultured People
You gain proficiency in arcana and one skill of your choice.
Syrabane's Boon
Familiar with the basics of magic, you gain two cantrips from the Sorcerer Spell List. Additionally, every time you cast a cantrip or spell, you can cast it again on that turn as a bonus action without expending a spell slot.
Highborne
Your Altmeri heritage gives you an edge in diplomacy allowing you to add your charisma modifier twice to persuasion rolls against nobles.
Elemental Weakness
Your natural affinity for magic also leaves you unprotected against it. You suffer a vulnerability to fire, cold and lightning damage.
Languages
You can speak, read, and write Common Tamriellic and Altmeri.
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