Homebrew Altmer Species Details

Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most strongly gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate Magicka quickly. 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.

Masters of Magic

All elves are a people of magic and grace, but the Altmer personifies this view far more than the other elven races who they share Tamriel with. Beautiful and graceful, Altmer are typically of a slender build, with even the eldest of them very rarely showing signs of aging besides the graying of hair. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Bretons, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow.

They are the tallest of the races in Tamriel, with only the shortest falling under 7 feet tall. Growing to 8 feet is rare - most of them average around 7.5 feet.

Pure-Blooded and Civilized

The Altmer consider themselves the most civilized culture of Tamriel, a claim which holds some merit. The common tongue of Tamriel is based on their speech and writing. Most of the crafts, arts, and sciences used in the Empire are derived from Altmeri tradition. The clothing, manners, arts, and crafts of the Altmer are refined. While their achievements are admired by the races of Tamriel, their culture is considered less important, as they focus on their glories in martial tradition and their mastery of sorcery and enchantments.

The feudal monarchy in place in Summerset has a long history of conflict and instability, and the Altmer believe themselves to be proud, wise, and beautiful, and believe that their pure blood protects them from disease and makes them superior spellcrafters. Over hundreds of years, the Altmer have formed pure bloodlines. Uniforms and high speech are also regarded as important in Altmeri culture, and their wildlife and trees have, much like the Altmer themselves, been bred to be as perfect as they can be.

A Strict Hierarchy

After the society of the Altmer grew, a hierarchy came into place. In this hierarchy, the people were put in classes, with the higher classes holding the most power. These classes are the following, from highest to lowest: The Wise, teachers and priests, artists, princes, warriors, landowners, merchants, workers, and finally beasts. The social class of the beasts were attributed to those below workers, such as the men and beasts Altmer enslave to perform duties that they consider themselves to be too high for. Altmer were still said to have humanoid slaves during the seventh century of the Second Era.

Altmer who engage in dialogue and disagree with their opposition, prefer to settle the affairs through talking. Long conversations and thinking, combined with wine and fellowship often have the result of settling the affair. In the event where talk does not have a satisfying outcome, matters are put to an end by means of a duel. The rules of such duels are the following:

  1. Both combatants are only allowed to arm themselves with a traditional Altmer dueling foil, banning the usage of long swords, axes, flails and other such weapons. The foil must be washed in mineral water, thoroughly dried, and well-polished.
  2. Before the start of the duel, both combatants must recite the full name of their opponent, alongside calling upon certain bad deeds of their opponent where appropriate. If one stumbles or mispronounces the name of their opponent, they must stop and recite the name in full twice more.
  3. Both parties must ensure a witness is present during the duel, who are honor-bound to intervene in the combat should one of the parties commit an honor-infraction, such as fleeing the field, casting dirt in the eyes of their opponent, or harassing their opponent.

Whoever comes out victorious must engage with their opponent in a humble and courteous fashion, providing them with physicians, aid, and other services to heal their wounds. The defeat is required to admit error, and request forgiveness. This way, both parties finish the conflict with their honor intact, a good thing, as the Altmer considers honor the most important thing on Nirn.

An Ancient History

The Altmer believe their history starts after Nirn was created. They believe that the Ehlnofey, who landed on Nirn, were the ancestors of the Elven people. These Ehlnofey were divided in two kinds, the Old Ehlnofey and the Wandering Ehlnofey, and would engage in war with one another, a war that reshaped Nirn. When the war had concluded, the continents of Tamriel were formed, and the Ehlnofey turned into the elven races. The Aldmer afterwards moved in on Tamriel, with the predecessors of the Altmer settling on Summerset. The isles of Summerset are considered to be the birthplace of civilization and magic.

Altmer society in its beginning was centered around agriculture and was politically egalitarian. Their religious beliefs had remained the same as they had been in Aldmeris, as they continued to worship their ancestors. The elves would eventually form up and create the Crystal Tower as a monument to the spirits, both living and dead, of all elven peoples. The tower housed a number of graves of the original elven settlers. As exploration of mainland Tamriel advanced, many Aldmer would leave Summerset. Especially those among the worker class sought to settle the rest of the continent, believing they could live as kings instead of their low classes on Summerset itself.

Altmer Names

Unlike the names of Man and even their Dunmer kin, Altmer very rarely use family last names. In fact, Altmer also always abandon their birth name completely, and instead opt to rename themselves upon reaching a milestone in their life whose definition is unclear to all but the individual Altmer themself. Especially outside of Summerset, they never carry last names - even fake ones. Altmer names frequently start with: Cal, Cir, Ear, Val, Fal, Car, Ela, Far, Ala, Fir. The rest of their names are long and eloquent, crafted with pieces that sound the most appealing to them.

Male Names:  Angorirtel, Tauroon, Fanirteril, Talandil, Ciranamar

Female Names: Celanya, Iirinwen, Marnenyen, Sorcalinwe, Aranyar

 

Altmer Traits

Being of a pure and strictly policed blood, all Altmer share traits in common with each other.

Highborn

Being the most magically inclined of all the races in Tamriel, Altmer have innate reserves of magic others do not. Once per long rest, you may cast a spell at one level higher than your character's current spellcasting level. This is only possible if your spell has effects for casting it at high levels, as defined in the spell's description. If your spellcasting level is 9, you may instead use an unprepared level 8 spell that is allowed by your character's class. If they are not a caster, you may pick from the spell list allowed by your character's caster subclasses. 

Example: Battle Master Fighters can't use spells, but Eldrich Knights can. If your character is a Battle Master, they would pick their spell from the Eldritch Knight spell list.

Cantrips may be affected by this trait, but are still tied to the same once-per-long-rest restrictions. This does not grant you the ability to use a new spell your character cannot currently learn, or give them access to other spells from other classes.

Natural Aptitude

Experts in all forms of all magic, it is rare that the nature of anything arcane is unknown to an Altmer. You have proficiency in the Arcana skill.

Master of Magic

There is no form of magic that is alien to an Altmer. Starting at level 1, you may choose a single non-cantrip first level spell to learn from the Wizard, Cleric, Sorcerer or Warlock spell list. The level of this spell disregards class level and instead uses your character's overall level, scaling according to the Wizard spell table (+1 spellcasting level per two levels, until level 17, where it maxes to 9th level). This spell uses your Wisdom modifier. This spell may be used once per short rest. At level 10, it may be used twice per short rest.

Altmer Purity

Your natural affinity for magic gives you a strong resistance to certain spells that attack the mind. You have advantage on all Charm saving throws.

Ability Score Increase

Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Age

Although elves reach physical maturity at about the same age as humans, they live to be far older. The oldest Altmer can live to be 1000 years old.

Alignment

Altmer come from a strict culture where honor and order are law, and to defile that is to spite in the face of one's very existence. They are almost always Lawful, though their actions can fall anywhere on the good vs evil side of the spectrum. It depends on what the individual Altmer considers acceptable by their own moral compass - some openly support necromancy and murder, while others find such things abhorrent. Altmer are rarely Chaotic.

Size

Altmer are never shorter than 7 feet, and rarely break 8. Your size is Medium.

Speed

Your base walking speed is 30 feet. You have a swimming speed of 15 and a climbing speed of 15.

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

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