Dunmer (Asylon Supplement)

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Dunmer[edit]

Personality[edit]

The Dunmer are a secretive race bound by honor in the most formal sense of the word. They live in a theocratic society of rigid social and political structure, and must constantly keep one eye open for fear of being framed or (as is more often the case) blackmailed into disgrace. They are grim, aloof, reserved, and distrusting and disdainful of other races.

Paradoxically, they are a culture dominated by rules and regulations, yet they are even more predominantly worshippers of the chaotic pantheon of Draenic Princes. All Dunmer are loath to break any law (publically, at least), yet their gods have clear agendas and demand that their followers are loyal. This creates a fascinating, sometimes deadly web of deceit and subterfuge beneath a veneer of civilization and order. Because of this, Dunmer have a keen awareness of people and situations, and are often seen as shrewd negotiators and businessmer.

There are many strong traditions of magic and combat in Dunmer society, but all are dominated by religion, and all pay homage to one Prince or another. Perhaps the most honored guild tradition in Ersatis, though, is the Kabatu Nertu, the only legally sanctioned assassin's guild in all of Aina. The Great Houses of Ersatis often resolve their disputes via honorable writs of execution through the Kabatu Nertu, and joining the secret society is a dream of many young and ambitious Dunmer adventurers.

Physical Description[edit]

Dunmer are just as tall as Atralonians, ranging from 5 to 6 feet, but are more slight, weighing only 100 to 185 pounds on average, with males noticeably taller and heavier than the women. The most notable features of the Dunmer are their blood-red eyes and ashen-gray skin, which is said to be the result of constant exposure to power of the Draenic Princes. Dunmer hair is most often degrees of black or reddish-orange, but white hair (while usually a sign of old age) is not uncommon.

Dunmer dress more opulently than any other race. They have a complex, subtle fashion that can often mean the difference between success and humiliation at social gatherings. They are fond of red and black, but just as often wear oranges, yellows, or any other warm colors. Jewelry or other ornamentation is almost standard on any Dunmer that can afford it. Dunmer come to physical maturity at 25 years old, but typically don't set out on adventures until they are around 100 years old. Because they live next to the fumes of Durgu Giru their life expectancy is shorter than other Mer, and most Dunmer don't live past 400 years.

Like all mer, Dunmer are more elegant and have finer features than other races, and they do not sleep. Instead, they meditate in a deep trance for 4 hours each day. A mer resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, a mer wanders through a special section of the Plane of Shadow that is cut off from any location on the Material Plane. While meditating, they wander the ways of that darkened realm, putting themselves through mental exercises that follow the twisted logic of the transitive planes. The common word for a mer's meditation is "trance" as in "4 hours of trance."

Relations[edit]

The Dunmer are a slightly mysterious race. They have only began trading with other nations in the past 400 years, which is still fairly new by the reckoning of Mer. Dunmer find all other races disappointingly impious, although the Atralonians come closest to displaying proper religious reverence. Surely, most Dunmer now have regular contact with the outside world, but there is a palpable condescension on behalf of the dark-skinned elves. They are often proud, ruthless, cruel, and young female Dunmer are well known for their promiscuity. They can come to position of small influence in other lands, but their history of betrayal and age-old conflicts prevent them from gaining more influence.

Alignment[edit]

Dunmer almost always obey the laws of wherever they find themselves, but also try to find underhanded loopholes, and are thus rarely good.

Lands[edit]

The symbol of Dunmer religion (and, therefore, the object of political power) is the great volcano Durgu Giru, which is believed to be the eruption of power from Sheor's heart, which was pulled from his body and cast into the soil of Irte before Man or Mer first appeared. The Dunmer look at the fiery mountain as the remains of the progenitor of their gods, and a symbol of their power.

The lands of Ersatis are then divided into two basic groups: normal terrain and ashlands. The ashlands are a harsh terrain home to a few roving tribes of Dunmer and a few schools of magic or combat, and the rest of Erastis ranges from grass- and woodlands to watery sloughs in the far south.

Religion[edit]

Dunmer worship all of the Draenic Princes, though individual Dunmer may exclude some of the deities. In particular, the Princes known as the Four Corners of the House of Troubles (Kaol, Ragdar, Nex, and Germordl) are generally avoided by neutral and good Dunmer. Whichever Dranen the Dunmer choose to worship, they believe that the Princes have an active, concerned role in their lives, and pray and make tribute to the gods often.

Language[edit]

The Dunmer tongue resembles the fire and smoke that flows from Durgu Giru: sometimes bright, other times dark, and always characterized by rolling lyricism chopped up by harsh consonants. It uses the standard Elven script, and shares remarkable similarities with Ignan, the language of fire-based creatures.

Names[edit]

Similar to humans, Dunmer names are given by their parents at birth. They are given one or two names, and inherit their family name.

Male Names: Ano, Dutadalk, Eno, Fervas, Galtis, Hetman, Llavam, Lliryn, Massarapal, Niras, Zabarbael

Female Name: Adusamsi, Bedenea, Elvasea, Ibanammu, Galvene, Idula, Marasa, Nidara, Pilu, Raishi, Volmyni

Family Names: Aravel, Beneran, Dinadad, Farandas, Girendas, Hainabibi, Kil, Nedalor, Orelu, Pansamsi, Vandus

Adventurers[edit]

Dunmer adventurers almost always find a balance between magic and combat. Whether it be offensive casting specialization, investing skill ranks in Use Magic Device, or multiclassing between combat and magic, Dunmer love to integrate both into their lives. While there is no dearth of Dunmer clerics, it's interesting to note that they rarely venture outside their homelands. Dunmer that leave Ersatis are more likely to do so for greed than for piety.

Roleplaying Flavor[edit]

Dunmer are primarily nocturnal, explaining their low light vision and aversion to bright lights and loud noises.

Quite the opposite of Altmer, Dunmer view unconsciousness and dreaming as pleasurable, but dangerous and addictive. The soporific poison Dunmer use to coat their weapons actually originated as a drug used to achieve true sleep for recreational purposes. The experience of unconsciousness, and especially true dreaming, fascinates and excites them, for it offers a temporary escape from the incredible stress of living in Dunmer society, yet it leaves a Dunmer utterly vulnerable to his or her enemies. Even the rumour that a Dunmer has succumbed to an addiction to true sleep invites kidnap or assassination by rivals.

Racial Traits[edit]

For Dungeons and Dragons 3.5 edition[edit]

  • +2 Charisma, +2 Dexterity, −2 Strength, −2 Wisdom: Dunmer are shrewd and agile, but they also lack physical strength and willpower.
  • Humanoid (Elf)
  • Medium: As Medium creatures, Dunmer have no special bonuses or penalties due to their size.
  • Dunmer base land speed is 30 feet.
  • Immunity to magic sleep effects.
  • +1 Listen, Spot, Search: Dunmer senses, while not as sharp as their Mer cousins, are still fairly sharp.
  • +2 Diplomacy, Gather Information: All Dunmer seem to have an innate understanding of people and situations, and how to manipulate them.
  • 1 bonus feat at first level: Dunmer walk many paths, and pick up all sort of skill along the way.
  • Automatic Languages: Common and Dunmeri. Bonus Languages: Any.
  • Favored Class: Warmage. A multiclass Dunmer's warmage class does not count when determining whether she takes an experience point penalty for multiclassing. The Warmage is an honored tradition amongst the Dunmer, and Warmage/Swashbucklers are especially common among them.

For Pathfinder RPG[edit]

  • +2 to one ability score.
  • Medium
  • Speed: 30 feet
  • +1 Perception
  • +2 Knowledge (Arcana), Sense Motive
  • Dunmer gain Knowledge (Nobility and Royalty) as a racial skill.
  • Ashlander Dunmer gain exotic weapon proficiency with the ashlander shortspear.
  • Low-Light Vision
  • Immune to Sleep
  • Multitalented: Dunmer choose two favored classes at first level and gain +1 hp or +1 skill point whenever they take a level in either one of those classes. See chapter 3 for more info about favored classes.
  • Languages: Common and Dunmeri

Vital Statistics[edit]

Table: Dunmer Random Starting Ages
Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Table: Dunmer Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Dunmer Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d10 100 lb. × (2d4) lb.
Female 4' 5" +2d10 80 lb. × (2d4) lb.



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