Homebrew Falmer, TES Species Details
The Snow Elves and Nords fought for centuries, from the Late Merethic Era to the early First Era, but the Snow Elves were steadily pushed back by waves of Atmoran reinforcements. The devastating loss of the Snow Elf leader, the Snow Prince, ended the Snow Elves' last, best hope. They had long maintained an uneasy alliance with the Dwemer, whose underground cities remained safe from the Nordic incursion on the surface. And so, faced with extinction, they called upon their kin for help. The Dwemer agreed to provide them a haven, but only at the price of their sight. The Snow Elves who agreed, the Betrayed, were forced to consume only toxic fungi which rendered them blind. Notably, the Nords also took Falmer slaves in the course of their conquest, forcing them to construct the city of Windhelm. During the reign of the Nordic High King Harald (1E 143-221), the last of the Snow Elves (at least, to the Nords' knowledge) were driven from the province's traditional borders.
Over time, the servants of the Dwemer became their slaves. Ancient torture chambers found in Dwemer ruins are suspected to have been used to keep their elven brethren in line. The Betrayed eventually rebelled, leading to the purported War of the Crag which raged underneath Skyrim for decades while the Nords above remained oblivious. This war presumably ended around 1E 700, when the Dwemer race vanished from the face of Nirn. While these Snow Elves are believed to have been rendered blind by the Dwemeri toxin, it's unknown whether this toxin is entirely responsible for transforming the Betrayed into their current state. Some suspect that it took many generations for them to be so thoroughly changed.
With the Dwemer gone, it was just a matter of time before the Falmer rediscovered their old enemies on the surface. Falmer raids to the surface world became common legend, and the Nords grew to blame them for almost every instance of misfortune. Nordic stories speak of these goblin-like creatures rising up from the ground in the dead of night to slaughter cattle, poison crops, attack lonely travelers, steal sleeping babes from their cribs, and spoil root cellars with poisonous slime. While few Nords will admit to fear of any kind, the topic of "snow ghosts" reliably sets any northerner on edge, and they are also called by many misnomers such as "bogles", "riekr-kin" or "clatter-coats". Ysgramor is credited by some Nords for driving the Falmer underground, the Nords see them no better than worms. They utilize tamed chaurus, a poisonous, chitin-covered insect found in the deepest reaches of Skyrim, for many of their needs. According to Gelebor, they have a strong hatred for all but their own race, and enslave the very few they do not kill. By the Second Era, the Falmer had devolved to their modern form and mostly dwelled in the Blackreach cavern system, though some old locals still knew them for their true nature as Falmer.
Falmer, TES Traits
A race that was once Mer, have now become little more than goblinoids.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Falmer reach adulthood at age 8 and live up to 60 years.
Size
Once the size and stature of their mer cousins, the Altmer, Falmer now resemble more of goblins than mer. Standing between 5 and 6 feet but hunching over, they appear to be much smaller. Your Size is medium.
Speed
Your speed is 30ft.
Tremorsense
You have Tremorsense to 60ft.
The Falmer, after living underground and eating the fungi, became powerless and turned into the servants of the Dwemer, and later on, their slaves. The fungi became a major part of the Falmer diet, resulting in both the current Falmer slaves, as well as their offspring, being blind and weak.
Speak with Small Beast
Through sounds and gestures you can communicate simple ideas with Small of smaller beasts. Especially subterranean creatures.
Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
Language
Due to the savage nature of Falmer society, you can speak Falmer which is a language comprised of grunts and guttural sounds.
Falmer Adaptation
Considering how the Falmer have fallen from a once great civilization, they have shown an unprecedented ability to adapt to their environment and circumstances. However, not every change has been for the better.
Falmer gain the following traits:
Proficiency in Survival
Proficiency in light armor and two martial weapons of your choice
Sunlight Sensitivity
Resistance to Cold Damage
Resistance to Poison Damage
Vulnerability to Fire Damage
Intelligence Score capped at 9
Strength Score capped at 12
Thrifty
The years spent beneath the surface without access to common materials, forges, etc. Have led the Falmer to become very resourceful, letting very little go to waste. You are proficient with three tool kits of your choice. Although, you only need one in your inventory as you have learn to work with the little you have.
Falmer Magic
Little is left of the Elven heritage of the Falmer. However, they still show some semblance of magical ability. At level 1 you gain the ability to cast the Ray of Frost cantrip, the Poison Spray cantrip, and Healing Word at 1st level an amount of times equal to your proficiency bonus per long rest. Wisdom is your spellcasting ability for these spells.
Comments