Friday, July 5, 2019

Elves and Orcs of Tirol

I recently introduced my take on the amazon race in order to accommodate the Praxians of The Sentinels.  This allows me to keep all of the elvish subraces for the Tirolean peoples. Paired with the orc races, the Tiroleans and Zentraedi can be accommodated in a fantasy setting.

A triumvirate of former high elves.


Tirolean culture is classist, and has existed in this way for millennia.  Over time, several sub-races emerged as differen parts of the population became specialized in different roles.  The core elf sub-races map to Tirolean culture as follows:

High Elves are the urbanites of Tiresia--nobles, merchants, and artisans who often take on leadership roles in the community.  The majority of the founders of the Artifice Masters were of this race.  [Cabell, Zor]

Wood Elves can be found living in he wilderness of the large island of Tirol.  Because of their experiences with hunting and exploration, wood elves are more martially inclined than high elves, so often find themselves in military roles.  The military forces of the Artifice Masters are primarily wood elves.

Dark Elves are a rare breed native to the caves beneath the Monopole Mountains.  These were the people that were modified to become the orcs--but a handful of the original subrace still remains.  Some remain in their homeland, while others joined the orc fleet as emissaries.  [Exedore]

Sea Elves dominate the shores of Tirol, nearby islands, and the near coast of Fantoma.  In the source material, Tiroleans has been space-faring explorers for centuries; so their fantasy counterparts would be experienced seafarers.  Sea elves continue with this tradition, and can be found almost anywhere in Fantoma--often governed by high elves and defended by wood elves.  The support crews of the seven arks of the Artifice Masters are predominantly sea elves.

Elandrin and Shadar-kai are both new arrivals to the known world--they have no known history, and members of this sub-races have no memories before awakening in an elf community.  Eladrin are often confused for high elves, and shadar-kai for dark elves--but that confusion dissapates when the unique abilities of these sub-races are manifested.  These two races have a unique tie to the Artifice Saga that would be revealed in play should such a character be included.

A new subrace, unique to the Artifice Masters faction, also exists--engineered by those Masters to serve as the leasers of that faction: the Triumviroids.


In order to create a "perfect" ruling caste, the Artifice Masters developed the triumviroid sub-race by manipulating principles of alchemy and necromancy.  All elves among that factions leadership are triumviroids. [Musica, Octavia, and Allegra.  Karno and his brothers.  The Robotech Masters and clone Masters.  Invid fighter pilots.]
Ability Score Increase.  Your Charisma score increases by one.
Shared Skill.  You and your siblings gain proficiency in your choice of the same skill: Investigation, Insight, Medicine, Performance or Persuasion.  In the presence of one or both of your siblings, you have advantage on checks with this skill.
Triumvirate.  If your siblings are alive and you can see them both, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If one or both of your siblings is dead, you can’t be frightened.
Reeducation.  Through the process of reeducation, triumviroids who have lost siblings can be reaasigned to a new triumvirate.  You lose proficiency in the skill shared with your previous triumvirate, and gain proficiency in the skill shared by your new triumvirate; you also regain the triumvirate ability (above).  Reeducation can only be performed by another triumvirate proficient in Medicine.


Using the same alchemy and necromancy that created the triumviroids, the Artifice Masters transformed a large portion of the dark elf people into orcs, orogs, and orc chiefs.  Originally used to mine adamantium and mithril from the Monopole Mountains, they soon came to be used as an army to conquer the entirety of Fantoma.
NOTE:  Orcs are not 30+ foot-tall giants in the Artifice Saga--they are merely taller and broader than most other races.  They are, essentially, "micronized" Zentraedi ... but were never any larger than they are now.

Orc base racial traits can be found in Volo's Guide to Monsters.  These traits apply for both orcs (Zenraedi soldiers) and orogs (Zentraedi officers).  [Khyron, Azonia, Miriya, Grel.]
Ability Score Decrease.  Common orcs reduce their Intelligence score by 2.  Apply this only if a distinction between an orc and an orog is necessary.
More powerful orcs serve as chieftains (high commanders) of the Zentraedi.  In addition to the standard orc traits, apply the following.  [Dolza, Breetai, Reno.]
Gruumsh's [or Imperative] Fury. You deal an extra 1d8 damage when you hit with a weapon attack.

An orc chieftain and a dark elf.

Half-Elves & Half-Orcs

The first generation of half-orcs is coming of age back in Micronia and among the Artifice Expeditionary company.  These children have inherited the versitility of their human parents, and the durability and ferocity of their orc parents.  [Dana and Maia Sterling, possibly Rand.]

Half-elves, on the other hand, are virtually unknown.  Only one elf, Exedore, has joined the Artifice Expeditionary Company as of the start of the campaign, and there is no known evidence that he has a child.  Other dark elves may have advised Dolza and Reno, but their identities are unknown.  The first half-elves will likely be born during the course of the Sentinels campaign.  Should a player wish a half-elf character, a convincing and conceivable backstory would need to be presented.

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