The Dunmer (or Dark Elves, as they are also known) are a race of xenophobic Mer native to the province of Morrowind, a land dominated by a wasteland of dust and fire. Like other elves, the Dunmer were originally from the Summerset Isles; however, they are descended from the Chimer, a tribe of Aldmeri exiles who fled Summerset to worship the Daedra, whom they title “Our Stronger, Better Ancestors”. An agile and graceful people, the Dunmer use their natural magical and physical abilities to their advantage in combat. Physically their swordsmanship rivals that of the Redguards of Hammerfell, while their natural affinity for Destruction magic is rivaled only by their distant cousins in the Summerset Isles.
Dunmer society is divided into two distinct areas: the more civilized Great Houses and the nomadic Ashlanders. The Great Houses of Morrowind behave more like nations than states, divided as they are by both culture and politics. The only things which unite the Great Houses are the temple and an almost universal distaste for outlanders.
By contrast to the more civilized and political Great Houses, Ashlander society is more tribal-oriented and nomadic. The Ashlanders split from the society of the Great Houses over the validity of the Temple’s doctrine, a conflict which has divided the two sectors of Dunmer society ever since. Those who have met the Ashlanders describe them as ferocious, chitin-armored savages who are wary of strangers; however, beneath the xenophobic surface of Ashlander society lies a deeply spiritual and disciplined lifestyle, a vital key to the survival of the nomads in the harsh land of Morrowind.
Dunmer Characteristic Baseline
Traits
Resistance (Fire, 3)
Resistance (Y,X)
Characters with this trait reduce damage of * type by X after any other mitigation and gain a +10 bonus per X to tests made to resist non-damaging effects of the listed type. In cases where the character is not making the * related test, but rather a * related roll is being made against one of their Characteristics, increase that characteristic by 10 times X for the purposes of resolving that roll.
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Powers
Ancestor Guardian
Ancestor Guardian (Power)
Each Dunmer is capable of invoking a guardian spirit of one of their ancestors and can, through the use of the Cast Magic (Primary Action), bring that spirit into the Mundus to aid them. The spirit counts as a ghost (see the Inhabitants of Tamriel supplement) which, if killed, is sent back to whence it came. The caster and their allies do not suffer Fear effects from an ancestor guardian. Otherwise, the spirit persists until 30 minutes pass or until the end of a Combat Encounter that it participates in, whichever comes first. This power may only be used once until after the character’s next Long Rest. The GM should remember for roleplaying purposes that spirits are capable of communicating with mortals, and that Dunmer (Race) are likely to know the name of their own ancestral spirit. The GM should also feel free to customize the profile of the spirit beyond that of a generic ghost.
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Other
During character creation, Dunmer characters may choose to begin with either the Destruction skill or the Necromancy skill trained to Novice rank for free.