Homebrew Dunmer Species Details
"Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are naturally resistant to fire and can call upon their Ancestor's Wrath, bringing ancestors back from death for short periods of time to lend a hand in battle. Morrowind has been invaded many times by the Nords. This history of conflict has transformed the Dunmer into hardened warriors. They also have a natural affinity for magic, specifically battle-focused elemental magic, and great intellect, making them skillful sorcerers.
Ashlanders and the Great Houses
There are two main groups Dunmer native to Morrowind fall into: The Ashlanders and the Great Houses
The Great Houses have their origins in ancient Velothi tribes, and function effectively as political parties within the Morrowind polity, as well as controlling much of the trade and local administration in the province. Representatives from each of the Great Houses form the Grand Council, which has ruled Morrowind since the late First Era. The Houses themselves also have ruling councils, which enforce House policy and conduct. Great Houses that have been referenced to date are House Dagoth, House Dres, House Hlaalu, House Indoril, House Redoran, House Sadras and House Telvanni. All but House Dagoth and House Sadras had a stake in Morrowind's governance for most of its history. House Dagoth was destroyed following the events at the Battle of Red Mountain, while House Sadras replaced House Hlaalu following the Red Year. During the time of Resdayn in the First Era, the Dwemer (the now-extinct dwarves) were also accorded the status of a House, referred to as "House Dwemer."
Ashlanders claim to be the direct descendants of the Aldmeri peoples who followed the prophet Veloth into the lands now called Morrowind. They live in camps of small, mobile huts, herding guar, and hunting wildlife for meat and hides. Ashlanders claim it is their right to raid settlements and other tribes for plunder and slaves. The Ashlanders worship their ancestors and are led by their Ashkhan, or warchiefs, and are counseled by the arcane wisdom and prophecies of their wise women. The Ashlander culture is an anachronistic survival of the ancestor worshiping tribal culture from which the Great Houses emerged. They see the worship of living Dunmer, the practice of the Tribunal Temple, as an abomination.
Regardless of their political and religious beliefs, most Dunmer have red, glowing eyes with skin tones varying from somewhat greenish and the more common gray to the occasional light blue. They are known to be strong, intelligent, and quick, however, they are also said to be ill-favored by fate. This comes from their history that states that the current form the Dunmer take was changed from that of the Chimer (who more closely resembled Altmer) by Azura, as a curse for the actions of the Tribunal eras ago. Both male and female Dunmer have a height similar to most of the human races. This means that they are generally taller than their Bosmer cousins and shorter than the Altmer.
Dunmer and Daedra
The Dunmer were once the Chimer (Changed Folk, or Changed Ones), who were several clans of mer who Boethiah convinced to abandon the customs and laws of the Summerset Isles. At the time of this exodus, the exiles were also known as the Velothi. The term can be used in a general sense for the Dunmer as well, though after the exodus it generally carried a specific meaning referring to those who maintain the original nomadic lifestyle of Boethiah's followers, rather than that of the settled Great Houses.
The exiles settled in Resdayn and flourished, developing what is now known as Velothi High Culture, based on the worship of the three Good Daedra (Boethia, Mephala and Azura) and respect for the House of Troubles and the new customs. The ruins of Dunmer Strongholds that dot Morrowind are attributed to this period. Disunity allowed the Nords to conquer Morrowind and rule for many years until fighting of their own in an event known as the War of Succession allowed the Chimer, led by a soon-to-be Dunmer named Indoril Nerevar and a Dwemer (the now-extinct dwarves) Dumac Dwarfking, to form an alliance against the Nords, and oust the occupiers, creating the First Council. War ultimately erupted between the Dwemer and the Chimer, over religious differences. This culminated in the Battle of Red Mountain, which resulted in the disappearance of the Dwemer and the annihilation of their House Dagoth allies. A prophet named Nerevar died soon after the battle, either from wounds sustained in the battle, or was murdered by the Tribunal, three of his closest advisors. The Tribunal's actions, either in using the tools to become gods, or in murdering Nerevar, caused Azura to curse the Tribunal and the Chimer people, turning their skin to ash and their eyes red, making them the Dunmer.
The ancient Velothi acknowledged Boethiah, Mephala and Azura as their primary figures of worship, with ancestor worship also a prominent feature. Sheogorath, Mehrunes Dagon, Malacath and Molag Bal are acknowledged as the "House of Troubles," testing figures to not be worshipped but dealt with caution. Following the Tribunal's apotheosis, the Great House Dunmer began to worship the Tribunal, with only House Dres openly still worshiping the Daedra. However, the Ashlanders remained worshipers of the Daedric Lords Boethiah, Mephala, and Azura; this has caused many conflicts between the Temple and the Ashlanders. Another core facet of their belief system is the prophecy involving the Nerevarine, that is meant to save the native Dunmer from outlanders. Following the fall of the Tribunal and the establishment of the New Temple, Daedra worship was restored among the House Dunmer, and Ashlanders regarded as guardians of the "true way."
According to the temple, the three Daedra that recognized the divinity of the Tribunal were Azura, Boethiah, and Mephala. These three Daedra are known as the "Anticipations" because they share the same aspects and spheres as each member of the Tribunal. Each Daedra is an anticipation for each of the Tribune; Azura is the anticipation of Sotha Sil, Boethiah is the anticipation of Almalexia, and Mephala is the anticipation of Vivec. The House of Troubles did not acknowledge the divinity of the Tribunal, and therefore continued in their role as testing figures and tricksters, and their worship was forbidden by the Temple.
Dunmer Names
Unlike the Altmer and the Bosmer, surnames play a key role in a Dunmer's name. While the Altmer do not put a stake in names and the Bosmer do not have them at all, everything about a Dunmer's name is influenced by their family. Regardless of if a Dunmer is a commoner, of one of the Great Houses, or is an Ashlander, their names will use constants and syllables that derive meaning in their language that relate to certain themes. Some examples of this can be attributed back to a few of the great houses - Houses Hlaalu, Redoran, and Telvanni give their children names that relate to stealth, combat and magic, respectively. Ashlander names tend to be very long, and commoner names follow a theme that was set by their ancestors centuries ago.
Male Names: Andel, Drasli, Tarvus, Vedram, Yeveth, Sarvos
Female Names: Brindisi, Morgiah, Barenziah, Karliah, Mehra
Dunmer Traits
The Dunmer are a proud race who share many traits in common with each other.Fire Resistance
All Dunmer are accustomed to the heat of fire, whether it be magical or natural. You have resistance to fire. You have advantage on all saving throws related to the effects of fire.
Ancestor's Wrath
Dunmer have very close ties to the spirits of their ancestors, allowing them to summon their strength to assist themselves in times of need. Once per long rest, as an bonus action, you can summon a spectral Dunmer to assist you in some way. You can choose the appearance and the spirit's relation to your character. This spirits' duration and effects change depending on if it is summoned in or out of combat. Regardless of if it is summoned in or outside of combat, it is tied to the same once-pre-long-rest cooldown.
In combat: It assists with attacking whatever target you do and can't attack individually. You may add 1d4+your Wisdom modifier to any successful damage roll. If used for attacking, it lasts for three damaging rounds. Failed attacks do not count against your round total, however, it can be attacked and dispelled before the round period completes. Its health is half of your total HP.
At level 5: The hit dice increases to 2d4+your Wisdom modifier
At level 15: The hit dice increases to 3d4+your Wisdom modifier
At level 20: The hit dice increases to 4d4+your Wisdom modifier
Outside combat: It can give you advantage on one ability check. It disappears in 1 hour, or after the ability check is done. It acts as a separate entity but still looks like a ghost. It is up to DM discretion to decide how/if it can interact with NPCs and how they react to it.
Fireblood
Dunmer are especially gifted with the use of damaging elemental magic. You may add your proficiency modifier to any attack roll that falls into the following elemental types: cold, fire, lightning, thunder.
Sorcerer's Blood
Most Dunmer are born with at least a basic knowledge of magic. At level one, you may choose a cantrip from the Sorcerer spell list to learn. Wisdom is your spell modifier for this cantrip.
Ability Score Increase
Your Wisdom score increases by 2 and your Constitution 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 Dunmer can live to be 1,000 years old.
Alignment
Despite the name "dark elves", Dunmer are not necessarily of an evil race. However, they are rarely good, too. Apart from direct descendants of the Great Houses, who are almost always lawful, most Dunmer tend to fall into a neutral or chaotic alignment. Dunmer closely worships and revere Daedra that most races would consider extremely cruel, giving most an opinion of them that they are in fact evil - most of them are just misunderstood. However, most Dunmer find it extremely difficult to fall into a good alignment because of all these factors.
Size
Dunmer are the middle of Tamerial's elven races, standing at about the same high as human - considerably shorter than the Altmer,. but much taller than the Bosmer. They average 5-6 feet. 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.
Previous Versions
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