Homebrew Altmer Species Details

"The High Elves strive for a simple elegance in their designs, in which flowing lines reflect graceful forms from the natural world. More-or-less abstract birds, flowers, and sea shells are common motifs, rendered in rich but muted colors. Armor will be tooled or embossed to represent scales or feathers, and even heavy cuirasses and helmets may sport stylized wings or beaks.

Metallic items are often accented with a translucent greenish material called "glass." This is a sort of jade-like obsidian that Elven smiths have learned to work by secretive processes known only to the Altmer. Though rigid enough to take a superb edge when cool, glass can be made malleable enough to assume almost any form, and the High Elves use it extensively on ornamental arms and armor."



The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. 

Slender and Graceful

With their unearthly grace and fine features, Altmer appear hauntingly beautiful to humans and members of many other races. They are slightly taller than humans on average, ranging from the middle of 5 feet all the way up to 6 and a half feet. They are more slender than humans, weighing only 120 to 165 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Altmers' coloration encompasses hues of yellow from bronze to gold with hair naturally ranging from mid-brown to blond. Their irises tend toward similar colors of yellow or brown or, in some cases, deep orange.

Altmer Names

Altmer are considered children until they declare themselves adults, some time after the fiftieth birthday, and before this period they are called by child names. When they are children, they are kept locked away from the world, as there are no children in the world besides the Nords.

On declaring adulthood, an Altmer selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each Altmer’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Aldmeri words. Some elves traveling among humans translate their family names into Tamrielic, but others retain the Aldmeri version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Altmer Traits

Your Altmer character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase

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

Age

Although Altmer reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Altmer typically claims adulthood and an adult name around the age of 50 and can live to be 300 years old.

Alignment

Altmer are bound by generations of tradition, especially in Skyrim. With a history of strict governance from their homeland of Aldmer to their modern home of the Summerset Isle and the recent enactment of the White-Gold Concordant, the Altmer have a strong tendency toward Lawful alignments.

Size

Elves range from the middle of 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

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.

Arcane Mastery

You have proficiency in the Arcana skill.

Highborn

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Altmer don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Race Spells

Every person, depending on their race, has the ability to cast a small handful of spells on command. You can cast the cantrip produce flame, the 1st-level spell cure wounds, and the 1st-level spell command at will. These three spells do not count toward your prepared spells or spells known list and do not consume spell slots when used. The spells cannot be cast at higher levels using this power. Once you have used a spell once, you cannot use it again until you have completed a long rest.

Use your Intelligence modifier when casting each of these spells, even if you are a magic user whose spellcasting ability is not Intelligence. Your Spell Save DC is as follows:

Spell save DC = 8 + your proficiency bonus + Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Languages

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

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