Race - Alderman
Long before the Velot Eruption, long before the nations existed as they are known today, the Elder Elves held rule over Kelden. The slavedrivers of all mortal races, the Elder Elves ruled with spiteful, supremacist views, and violently oppressed any sign of the "lesser races" trying to "reach beyond their means." Eventually, the other races clawed together enough power, unnoticed, to rebel. Thus began the Crepuscular War, and the beginning of a new era as the Elder Elves eventually fled across the sea. However, their lineage remains in small parts, across the wide land of Kelden.
There were many occasions for Elvish blood to enter the lineage of mankind, in many circumstances. It is common belief that humans are the direct descendants of the Elder Elves, with myriad changes over time of course. There is even the theory that humans are Elves which were domesticated into better servants, whether by the Gods, the Elder Elves themselves, or another entity entirely unknown. What is known, however, is that the blood of the Elder Elves is stronger in some than others. Those who manifest signs of Elvish heritage are known as aldermarked, and are distinct from the standard human in more than name alone.
Voice of Rulers
An aldermarked is descended from a race that claimed to have been the firstborn children of the Gods, and it shows in how they talk, move, and act. Aldermarked move with unnatural grace, show innate knowledge of etiquette, courtesy, and courtly manners, and pick up any given skill with masterful dedication. To be an aldermarked is to be marked at birth for greatness – and, most likely, squandered in some backwater farming village or, worse, abused by some superstitious farmer. However, the rare aldermarked who manages to "make it," so to speak, will undoubtedly be a hero of legend, combining human ingenuity and perseverance with the natural excellence of the Elder Elves.
An aldermarked, much like the Elder Elves, is beautiful in every regard. Too beautiful, in fact. Their faces display unparalleled symmetry, their eyes glow with arcane gold, their hair flows like silk woven by the gods. Their movements are like poured wine, their voices like ringing bells. They are, at a glance, inarguably not human. To interact with an aldermarked is to feel innate peace and joy, all the while with a disgusted shiver running up your spine. The company of an akderman is something that is desired, abhorred, feared, and pursued in equal measure, and an experience unlike any other.
Typically, an aldermarked will have a human name, though they can of course give themselves a new name at their desire. Most commonly adopted by aldermarked are names in Elvish, though the language is rare enough that few can find any words at all, let alone suitable to names.
Heir to the birthright of an empire long dead, the aldermarked have many shared traits that distinguish them from mankind.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age. Aldermarked mature just slightly slower than humans do, reaching physical adulthood at around age 24. They live much longer than humans, however, often exceeding 200 years.
Alignment. Aldermarked share the innate desire to conquer, rule, and lead that the Elder Elves had, skewing them towards lawful alignments. They also have the human drive towards freedom, passion, and self-expression, drawing them more towards chaos. As such, the majority of aldermarked split the difference in neutrality, though their moral compass is their own to define.
Size. Aldermarked are slightly taller than humans, ranging from 5 and a half to 6 and a half feet tall on average. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to the blood of the Elder Elves, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Elder Blood. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Inborn Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common and two extra languages of your choice.