The Altmer (or High Elves, as they are also known) are a race of Mer that make their home on the Summerset Isles, a set of islands off the south western coast of Tamriel. Many races of Tamriel consider the Altmer to be quite beautiful due to their fair, golden skinned complexion and the dazzling gem like colors of their eyes; as such, the Altmer are welcome guests in most parts of Tamriel, save for the Black Marsh and Vvardenfell. However, the combination of their fair appearance, long lives, propensity for magic, and resemblance to the Old Elves of Tamriel tends to give Altmer an elevated sense of their own importance. This can sometimes impact diplomatic relations with the other races. The use of magic is heavily emphasized in Altmer society, given the latent magical gifts of the Altmer race. Those Altmer that rarely or never leave the Summerset Isles are used to a culture in which Magic permeates every level of society. Unfortunately, the natural affinity of the Altmer race also leaves them vulnerable to magical attack; however, most choose to pay little heed to this drawback. Aside from their dependence on magic, Altmer also tend to place a high cultural value on living for as long as possible, often using magic to extend their longevity. Altmer born and raised on Summerset Isle tend to be haughty and more out of touch than those raised in other areas of Tamriel.

Altmer Characteristic Baseline

StrEndAgIntWpPrcPrs
20232330282525

Traits

Disease Resistance (50%)

Disease Resistance (X%)

Whenever a character with this trait would be infected by a common disease, roll a d100. If the roll is less than or equal to X, the character doesn’t get the disease.

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Power Well (20)

Power Well (X)

Characters with this trait have more magicka than usual. The size of their Magicka Pool is increased by X. If the character would receive this trait twice, combine the X values.

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Weakness (Magic, 2)

Weakness (Y,X)

Characters with this trait are weak to a certain damage or effect type. They increase damage of Y type by X after any other mitigation and suffer a -10 penalty per X to tests made to resist non-damaging effects of this type. If this trait would stack for a single damage type, instead only apply the highest value of X. Different values of Y damage type are considered different traits. In cases where the character is not making the Y related test, but rather a Y related roll is being made against one of their Characteristics, decrease that characteristic by 10 times X for the purposes of resolving that roll.

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(Racial) Mental Strength

Mental Strength (Racial Trait)

Altmer (Race) ignore penalties to Willpower (Characteristic) tests made to resist paralysis.

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Other

During character creation, Altmer characters may pick one of the traditional magic skills (Alchemy, Alteration, Conjuration, Destruction, Enchanting, Illusion, Mysticism, Necromancy, or Restoration) to begin trained at Novice rank for free.