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{{GAnom}}[[File:Morrowind, Dunmer.jpg|thumb|Female and male variations of the Dunmer in Morrowind]]
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[[File:Morrowind - Maunal - Dunmer.png|thumb|270px]]
 
{{For|2=Dunmer}}
 
{{For|2=Dunmer}}
'''Dunmer''' are grey-skinned elves and the natives of [[Morrowind]]. Many of them belong to one of the seven [[Great Houses]]. Adept with [[Weapons (Morrowind)|sword]] and [[Magicka (Morrowind)|magic]], Dunmer are a versatile [[Races (Morrowind)|race]]. 
+
'''Dunmer''', also known as '''Dark Elves''', are gray-skinned elves and the natives of [[Morrowind]]. Many of them belong to one of the seven [[Great Houses]]. Adept with [[Weapons (Morrowind)|sword]] and [[Magicka (Morrowind)|magic]], Dunmer are a versatile [[Races (Morrowind)|race]].
   
 
==History==
 
==History==
 
===Ancestry===
 
===Ancestry===
[[File:Shrine of St. Veloth - Morrowind.png|thumb|220px|left|[[Veloth]].]][[File:TESIII Jiub.png|thumb|150px|[[Jiub (Morrowind)|Jiub]], a Dunmer male.]]
+
[[File:Shrine of St. Veloth - Morrowind.png|thumb|200px|left|[[Veloth]].]][[File:TESIII Jiub.png|thumb|150px|[[Jiub (Morrowind)|Jiub]], a Dunmer male.]]
The Dunmer were once the [[Chimer]] (Changed Folk, or The Changed Ones), who were a people of the Altmeri who had abandoned the ways, customs and laws of the [[Summerset Isles]], and embarked on a great exodus to Morrowind. They followed the [[Veloth]], who spoke to them on behalf of Boethiah, the [[Daedric Princes|Daedric Prince]] of Plots. These teachings spawned a new culture on [[Tamriel]] and a new people, even though the Chimer were physically indistinguishable from [[Altmer]]. At the time of exodus and until their change, the exiles were known as the Velothi. The term can be used in a general sense for the Dunmer as well, though it carries a specific meaning referring to ex-Ashlanders who abandoned their nomadic societies.<ref name=redmount>''[[Nerevar at Red Mountain]]''</ref>
+
The Dunmer were once the [[Chimer]] (Changed Folk, or The Changed Ones), who were a people of the Altmeri who had abandoned the ways, customs and laws of the [[Summerset Isles]], and embarked on a great exodus to Morrowind. They followed the [[Veloth]], who spoke to them on behalf of Boethiah, the [[Daedric Princes|Daedric Prince]] of Plots. These teachings spawned a new culture on [[Tamriel]] and a new people, even though the Chimer were physically indistinguishable from [[Altmer]]. At the time of exodus and until their change, the exiles were known as the Velothi. The term can be used in a general sense for the Dunmer as well, though it carries a specific meaning referring to ex-Ashlanders who abandoned their nomadic societies.<ref name="redmount">''[[Nerevar at Red Mountain]]''</ref>
   
At the time of the Velothi's mass exodus, Morrowind was known as Dwemereth, after the enigmatic [[Dwemer]] who already inhabited the region. The exiles settled there and flourished, developing what is now known as Velothi High Culture, based on worship of the three Good Daedra and respect for the House of Troubles and the new customs. The ruins of Velothi Towers that now dot Morrowind are attributed to this period and are only common to tell-tale stories made up of legendary proportion.<ref name=redmount/>
+
At the time of the Velothi's mass exodus, Morrowind was known as Dwemereth, after the enigmatic [[Dwemer]] who already inhabited the region. The exiles settled there and flourished, developing what is now known as Velothi High Culture, based on worship of the three Good Daedra and respect for the House of Troubles and the new customs. The ruins of Velothi Towers that now dot Morrowind are attributed to this period and are only common to tell-tale stories made up of legendary proportion.<ref name="redmount"/>
   
Sometime around the rise of the [[First Empire]] of the [[Nord (Oblivion)|Nords]] in [[Skyrim]], the Velothi civilization broke down into a relatively primitive collection of clans and tribal warfare. Because of the slave revolt, many Strongholds went into opposition to hide and protect [[Vvardenfell]]'s borders from the Early Nord Skirmish squads. The so-called Dunmer Strongholds of Morrowind were most likely built at this time, for defense against Nordic raiders and other Chimer too, who did not seek exile with the rest at the time of exodus. Such disunity allowed Skyrim to conquer Morrowind. The Nords ruled Morrowind, now called [[Resdayn]], under the reign of semi-corrupt Nord Tyrants for many years, until fighting of their own (the War of Succession) allowed the Chimer and Dwemer to form an alliance against the vulnerable and rebellious Nords, and oust the occupiers.<ref name=redmount/>
+
Sometime around the rise of the [[First Empire]] of the [[Nord (Oblivion)|Nords]] in [[Skyrim]], the Velothi civilization broke down into a relatively primitive collection of clans and tribal warfare. Because of the slave revolt, many Strongholds went into opposition to hide and protect [[Vvardenfell (Morrowind)|Vvardenfell]]'s borders from the Early Nord Skirmish squads. The so-called Dunmer Strongholds of Morrowind were most likely built at this time, for defense against Nordic raiders and other Chimer too, who did not seek exile with the rest at the time of exodus. Such disunity allowed Skyrim to conquer Morrowind. The Nords ruled Morrowind, now called [[Resdayn]], under the reign of semi-corrupt Nord Tyrants for many years, until fighting of their own (the War of Succession) allowed the Chimer and Dwemer to form an alliance against the vulnerable and rebellious Nords, and oust the occupiers.<ref name="redmount"/>
   
 
===Azura's Curse and the Chimer's Transformation===
 
===Azura's Curse and the Chimer's Transformation===
This was the [[First Era|era]] of the [[First Council]], when the modern [[Great House]] system was in productions form but already developing, with [[Indoril Nerevar]] [[Moon-and-Star]] and his three advisors (the [[Tribunal]] ; Almsivi) at the fore. This included [[Almalexia (God)|Almalexia]], [[Vivec]] the warrior-poet, and [[Sotha Sil]]. As every student of eastern history knows, the union did not last long. After a supposed summoning of Azura at [[Red Mountain]], where the Dwemer and Chimer fought the last of the opposing forces, Azura laid her curse upon the already-exiled Chimer. The supposed murder of Indoril Nerevar Moon-and-Star by the summoning ritual made by the Tribunal, Azura appeared, with Indoril dead, and her words hissed: ' May the eyes of the Changed Ones be turned as red as this volcanic ash, and may their skin be as blackened as their hearts. The accursed drawn, blood from the master spilled, and a curse shown in the race of these folk, forever-more'.
+
This was the [[First Era|era]] of the [[First Council]], when the modern [[Great House]] system was in productions form but already developing, with [[Indoril Nerevar]] [[Moon-and-Star]] and his three advisors (the [[Tribunal]] ; Almsivi) at the fore. This included [[Almalexia (Tribunal)|Almalexia]], [[Vivec]] the warrior-poet, and [[Sotha Sil]]. As every student of eastern history knows, the union did not last long. After a supposed summoning of Azura at [[Red Mountain]], where the Dwemer and Chimer fought the last of the opposing forces, Azura laid her curse upon the already-exiled Chimer. The supposed murder of Indoril Nerevar Moon-and-Star by the summoning ritual made by the Tribunal, Azura appeared, with Indoril dead, and her words hissed: ' May the eyes of the Changed Ones be turned as red as this volcanic ash, and may their skin be as blackened as their hearts. The accursed drawn, blood from the master spilled, and a curse shown in the race of these folk, forever-more'.
This led to the hiding of Vivec in the Ministry of Truth and the recession of the cultures of the now accursed Chimer. Azura withdrew from the mountain, and there upon the now-Dunmer lay with ashen souls, and would reflect change in the Eras to come.<ref name=redmount/>
+
This led to the hiding of Vivec in the Ministry of Truth and the recession of the cultures of the now accursed Chimer. Azura withdrew from the mountain, and there upon the now-Dunmer lay with ashen souls, and would reflect change in the Eras to come.<ref name="redmount"/>
   
 
==Modern Beliefs==
 
==Modern Beliefs==
 
After the Nordic occupation of Morrowind, many Dunmer remained distrustful of outsiders, which is likely where their hatred for 'Outlanders' came from. The native Dunmer especially hate Dunmer who were not born on Morrowind, regarding them with suspicion, and seeing them as 'impure'. If the player chooses to be a Dunmer on {{Morrowind}}, they will still be called an 'outlander', as they were born somewhere else entirely.
 
After the Nordic occupation of Morrowind, many Dunmer remained distrustful of outsiders, which is likely where their hatred for 'Outlanders' came from. The native Dunmer especially hate Dunmer who were not born on Morrowind, regarding them with suspicion, and seeing them as 'impure'. If the player chooses to be a Dunmer on {{Morrowind}}, they will still be called an 'outlander', as they were born somewhere else entirely.
   
Despite not liking outlanders, the Dunmer will still allow them to join the local guilds, and some even excel in them. For example, the [[Morag Tong]], Morrowind's local assassin's guild, will allow outlanders into its ranks. The [[Great Houses]] will as well; [[House Hlaalu]] is the most sympathetic towards outlanders, but the others will still allow them to join their ranks.
+
Despite not liking outlanders, the Dunmer will still allow them to join the local guilds, and some even excel in them. For example, the [[Morag Tong (Morrowind)|Morag Tong]], Morrowind's local assassin's guild, will allow outlanders into its ranks. The [[Great Houses]] will as well; [[House Hlaalu]] is the most sympathetic towards outlanders, but the others will still allow them to join their ranks.
   
 
===Gods===
 
===Gods===
[[File:Vivec God.png|thumb|right|150px|Vivec]]
+
[[File:Vivec God.png|thumb|right|200px|Vivec]]
 
Gods worshiped by the Dunmer folk of Morrowind include: <ref>''[[Varieties of Faith in the Empire]]''</ref>
 
Gods worshiped by the Dunmer folk of Morrowind include: <ref>''[[Varieties of Faith in the Empire]]''</ref>
 
*[[Almalexia (Tribunal)|Almalexia]]
 
*[[Almalexia (Tribunal)|Almalexia]]
Line 38: Line 38:
   
 
==Character creation==
 
==Character creation==
===Racial Bonuses===
+
===Attributes===
  +
{|class="wikitable sortable" style="width:300px;text-align:center"
*[[Speed (Morrowind)|Speed]] +10
 
*[[Willpower (Morrowind)|Willpower]] +10
+
![[Attributes (Morrowind)|Attributes]]
  +
!Male
*[[Personality (Morrowind)|Personality]] +10
 
  +
!Female
===Skill Bonuses===
 
  +
|-
*[[Long Blade (Morrowind)|Long Blade]] +5
 
*[[Destruction (Morrowind)|Destruction]] +10
+
![[Agility (Morrowind)|Agility]]
  +
|40
*[[Light Armor (Morrowind)|Light Armor]] +5
 
  +
|40
*[[Athletics (Morrowind)|Athletics]] +5
 
  +
|-
*[[Mysticism (Morrowind)|Mysticism]] +5
 
*[[Marksman (Morrowind)|Marksman]] +5
+
![[Endurance (Morrowind)|Endurance]]
  +
|40
*[[Short Blade (Morrowind)|Short Blade]] +10
 
  +
|30
  +
|-
  +
![[Intelligence (Morrowind)|Intelligence]]
  +
|40
  +
|40
  +
|-
  +
![[Luck (Morrowind)|Luck]]
  +
|40
  +
|40
  +
|-
 
![[Personality (Morrowind)|Personality]]
  +
|30
  +
|40
  +
|-
 
![[Speed (Morrowind)|Speed]]
  +
|50
  +
|50
  +
|-
  +
![[Strength (Morrowind)|Strength]]
  +
|40
  +
|40
  +
|-
  +
![[Willpower (Morrowind)|Willpower]]
  +
|30
  +
|30
  +
|}
   
 
===Skill Bonuses===
=== [[Powers (Morrowind)|Power]] ===
 
  +
{|class="wikitable sortable" style="width:300px;text-align:center"
* [[Ancestor Guardian (Morrowind)|Ancestor Guardian]]
 
  +
![[Skills (Morrowind)|Skills]]
  +
!Modifier
  +
|-
 
![[Athletics (Morrowind)|Athletics]]
  +
| +5
  +
|-
  +
![[Destruction (Morrowind)|Destruction]]
  +
| +10
  +
|-
 
![[Light Armor (Morrowind)|Light Armor]]
  +
| +5
  +
|-
 
![[Long Blade (Morrowind)|Long Blade]]
  +
| +5
  +
|-
  +
![[Marksman (Morrowind)|Marksman]]
  +
| +5
  +
|-
 
![[Mysticism (Morrowind)|Mysticism]]
  +
| +5
  +
|-
 
![[Short Blade (Morrowind)|Short Blade]]
  +
| +10
  +
|}
   
 
===[[Abilities (Morrowind)|Abilities]]===
 
===[[Abilities (Morrowind)|Abilities]]===
*[[Resist Fire (Morrowind)|Resist Fire]]
+
*[[Resist Fire (Morrowind)|Resist Fire]]: 75%
  +
 
===[[Powers (Morrowind)|Powers]]===
 
*[[Ancestor Guardian (Morrowind Power)|Ancestor Guardian]] – [[Sanctuary (Morrowind)|Sanctuary]]: 50 pts for 60 sec on self
   
 
==Preferred play style==
 
==Preferred play style==
Line 61: Line 114:
   
 
==See also==
 
==See also==
  +
*[[Races (Morrowind)]]
 
*[[:Category:Morrowind: Dunmer|List of Dunmer in ''Morrowind'']]
 
*[[:Category:Morrowind: Dunmer|List of Dunmer in ''Morrowind'']]
  +
  +
==Gallery==
  +
<gallery>
  +
Morrowind, Dunmer.jpg|Female and male variations of the Dunmer in ''Morrowind''
  +
</gallery>
   
 
==Appearances==
 
==Appearances==
Line 72: Line 131:
 
*{{Online}}
 
*{{Online}}
 
*{{Legends}}
 
*{{Legends}}
 
 
{{Refs}}
 
{{Refs}}
 
 
{{MorrowindRaces}}
 
{{MorrowindRaces}}
   
  +
<!--Interwiki links-->
[[cs:Dunmerové]]
 
[[de:Dunkelelfen (Morrowind)]]
+
[[de:Dunmer (Morrowind)]]
[[es:Dunmer]]
+
[[es:Dunmer (Morrowind)]]
[[fr:Elfe Noir]]
+
[[fr:Dunmer (Morrowind)]]
[[it:Elfi Oscuri]]
+
[[nl:Dunmer/Morrowind]]
  +
[[pl:Mroczny elf (Morrowind)]]
[[nl:Dunmer]]
 
  +
[[ru:Данмеры (Morrowind)]]
[[pl:Dunmer]]
 
[[ru:Данмер]]
 
 
[[Category:Morrowind: Dunmer]]
 
[[Category:Morrowind: Dunmer]]

Revision as of 23:07, 28 January 2020

File:Morrowind - Maunal - Dunmer.png
For other uses, see Dunmer.

Dunmer, also known as Dark Elves, are gray-skinned elves and the natives of Morrowind. Many of them belong to one of the seven Great Houses. Adept with sword and magic, Dunmer are a versatile race.

History

Ancestry

Shrine of St

Veloth.

TESIII Jiub

Jiub, a Dunmer male.

The Dunmer were once the Chimer (Changed Folk, or The Changed Ones), who were a people of the Altmeri who had abandoned the ways, customs and laws of the Summerset Isles, and embarked on a great exodus to Morrowind. They followed the Veloth, who spoke to them on behalf of Boethiah, the Daedric Prince of Plots. These teachings spawned a new culture on Tamriel and a new people, even though the Chimer were physically indistinguishable from Altmer. At the time of exodus and until their change, the exiles were known as the Velothi. The term can be used in a general sense for the Dunmer as well, though it carries a specific meaning referring to ex-Ashlanders who abandoned their nomadic societies.[1]

At the time of the Velothi's mass exodus, Morrowind was known as Dwemereth, after the enigmatic Dwemer who already inhabited the region. The exiles settled there and flourished, developing what is now known as Velothi High Culture, based on worship of the three Good Daedra and respect for the House of Troubles and the new customs. The ruins of Velothi Towers that now dot Morrowind are attributed to this period and are only common to tell-tale stories made up of legendary proportion.[1]

Sometime around the rise of the First Empire of the Nords in Skyrim, the Velothi civilization broke down into a relatively primitive collection of clans and tribal warfare. Because of the slave revolt, many Strongholds went into opposition to hide and protect Vvardenfell's borders from the Early Nord Skirmish squads. The so-called Dunmer Strongholds of Morrowind were most likely built at this time, for defense against Nordic raiders and other Chimer too, who did not seek exile with the rest at the time of exodus. Such disunity allowed Skyrim to conquer Morrowind. The Nords ruled Morrowind, now called Resdayn, under the reign of semi-corrupt Nord Tyrants for many years, until fighting of their own (the War of Succession) allowed the Chimer and Dwemer to form an alliance against the vulnerable and rebellious Nords, and oust the occupiers.[1]

Azura's Curse and the Chimer's Transformation

This was the era of the First Council, when the modern Great House system was in productions form but already developing, with Indoril Nerevar Moon-and-Star and his three advisors (the Tribunal ; Almsivi) at the fore. This included Almalexia, Vivec the warrior-poet, and Sotha Sil. As every student of eastern history knows, the union did not last long. After a supposed summoning of Azura at Red Mountain, where the Dwemer and Chimer fought the last of the opposing forces, Azura laid her curse upon the already-exiled Chimer. The supposed murder of Indoril Nerevar Moon-and-Star by the summoning ritual made by the Tribunal, Azura appeared, with Indoril dead, and her words hissed: ' May the eyes of the Changed Ones be turned as red as this volcanic ash, and may their skin be as blackened as their hearts. The accursed drawn, blood from the master spilled, and a curse shown in the race of these folk, forever-more'. This led to the hiding of Vivec in the Ministry of Truth and the recession of the cultures of the now accursed Chimer. Azura withdrew from the mountain, and there upon the now-Dunmer lay with ashen souls, and would reflect change in the Eras to come.[1]

Modern Beliefs

After the Nordic occupation of Morrowind, many Dunmer remained distrustful of outsiders, which is likely where their hatred for 'Outlanders' came from. The native Dunmer especially hate Dunmer who were not born on Morrowind, regarding them with suspicion, and seeing them as 'impure'. If the player chooses to be a Dunmer on The Elder Scrolls III: Morrowind, they will still be called an 'outlander', as they were born somewhere else entirely.

Despite not liking outlanders, the Dunmer will still allow them to join the local guilds, and some even excel in them. For example, the Morag Tong, Morrowind's local assassin's guild, will allow outlanders into its ranks. The Great Houses will as well; House Hlaalu is the most sympathetic towards outlanders, but the others will still allow them to join their ranks.

Gods

Vivec God

Vivec

Gods worshiped by the Dunmer folk of Morrowind include: [2]

Character creation

Attributes

Attributes Male Female
Agility 40 40
Endurance 40 30
Intelligence 40 40
Luck 40 40
Personality 30 40
Speed 50 50
Strength 40 40
Willpower 30 30

Skill Bonuses

Skills Modifier
Athletics +5
Destruction +10
Light Armor +5
Long Blade +5
Marksman +5
Mysticism +5
Short Blade +10

Abilities

Powers

  • Ancestor GuardianSanctuary: 50 pts for 60 sec on self

Preferred play style

Dark Elves are best for players who want to do as much as possible in the game. Their skills are very diverse from Mysticism to Short Blade and every enemy has a weakness you can exploit. Dark Elves make for one of the most offensive races in the game. Use this to your advantage.

See also

Gallery

Appearances

References