Tarundrae (Arctic Elves)

Arctic Elves – Tarundrae (The Hardy) – Orlind

~6% of overall population

                A small contingent of elves followed Fendus back to his homeland after the Battle of the Fall.  There in the frigid north they honed themselves against the cold and prepared for the next time their kind would be needed.  Finding kinship with the local danjir tribes, many Tarundrae, or “the Hardy”, modeled their new societies after the simple communal tribal clans native to Orlind.  As human society flourished in Orlind, the Tarundrae receded further and further into the wilds of the frozen lands, attaining near legendary status to the common folk.

Physical Description: Pale and muscular compared to their lithe brethren, the Tarundrae have adapted to the frigid environments of Orlind by becoming more physically hale and socially reserved.  Shorter and thicker than most other elven varieties, they are most physically analogous to the Kalabrae of Avalon, though do not suffer from shortened lifespans.  Tarundrae have skin ranging from almost translucent white to varying shades of icy blue, their hair ranges from bright platinum blondes to dark azure, and their eyes are typically very pale and weak to the bright light of the sun.  Tarundrae tend to gravitate to nocturnal lifestyles.

Government: The Tarundrae live in small clans based around particular extended elven bloodlines and each are ruled by a single primarch, either male or female, who is typically an accomplished druid or hunter.  The guidance of this primarch is typically unchallenged unless they demonstrate a continued lack of wisdom in which case any other member of the clan can present an argument to the clan’s elders to challenge the primarch for control of the clan.  These impeached primarchs are rare, and typically exiled from their clans if their lapses in judgment lead to such a drastic outcome.

Economy: Arctic elf communities are largely self-sufficient, trading with neighboring danjir tribes or human settlements only when they have a surplus of hides, meats, or are in dire need of a particular medicinal herb.  When in negotiation they typically offer their own skills in return for whatever goods they desire, but they are loathe to enter into any permanent arrangements with anyone aside from other Tarundrae clans.  Clans that range in specific areas will typically fall into typical trade routines with the local settlements.  They have no particular use for human coin but value fine, practical crafts.

Religion/Spirituality: Tarundrae clans typically revere a variety of patrons including Fendus, Illerial Whitewind, Verana, Helion, Astros, and Egrin.  Over time the worship of these entities has blended into a distinct religion in and of itself combining old aspects from their original society and a rich nature-reverent tradition.  Though they do not worship the Unseelie fey, they recognize that they walk upon their lands and offer tokens of respect and deference whenever appropriate.  Tarundrae have a strong connection with the natural world and are particularly skilled at shapeshifting varieties of druidic magic.

Lifestyle: Most Tarundrae live a simple subsistence based lifestyle with their clan, taught from an early age to respect and revere the unforgiving land that sustains them. From early childhood the Tarundrae encourage an active lifestyle, often making survival games for their children to keep them physically fit and to prepare them for the duties of adulthood.  Tarundrae are expected to assist in the clan’s survival from the moment they reach physical maturity, though they are not considered truly adults until they have survived for over twenty winters as a full contributor to the clan.  The Tarundrae lifestyle is not entirely dour, however, they keep rich oral histories passed down through elaborate storytelling, and are known to be fiercely romantic lovers.

Diplomacy: While not exactly xenophobic, most Tarundrae clans have little interest in engaging with their civilized neighbors, focused more on quelling imbalances in the land around them and tending to Verana’s Gardens, small pockets of temperate paradise amongst the otherwise frigid land.  Some clan primarchs, particularly older ones, have been known to be called upon by various danjir tribes as a neutral third party to mediate disputes and challenges.  While the Tarundrae remain cool and open to humanity, they largely regard them as children to be shepherded rather than equals. 

Military/Defense: Every Tarundrae is expected to learn to defend themselves, their clan, and the innocents around them who cannot fend for themselves.  Children are quickly evaluated for signs of aptitude and guided towards clan elders who teach them in the way of the bow, stealth, swordsmanship, or magic as appropriate.  Those few Tarundrae who are too sickly or too inept to provide assistance to the clan are often deposited at a variety of hidden enclaves throughout Orlind, communities that best resemble a conventional settlement filled with noncombatants and stewarded by a rotation of clans over generations.  When called to action, the entirety of a Tarundrae clan will rise to defend Orlind, though traditionally only the Duchess of the Muses has been able to summon the clans in this fashion. 

Adventurers: Few Tarundrae cleave off from their clan to travel father abroad however there are a few in every generation who do.  Typically claiming to be called away from their clans by a deep spiritual calling, they typically become rangers and druids, and form a powerful anchor point to any adventuring party.  Many Tarundrae adventurers begin as remarkably shy, often unaccustomed to the diverse makeup of most parties.  However once they let their guards down, they become fast and loyal friends.

Half-Tarundrae: Human offspring of Tarundrae are rare compared to other half-breed varieties.  The Tarundrae do not copulate with other species as a habit and the half-Tarundrae are typically the result of exiles or adventurers.  The rare half-Tarundrae born into a traditional clan is often regarded with pity, knowing that their life will end before it has a chance to truly begin.  Though these half-breeds are welcome in a Tarundrae clan, they never achieve positions of power and only earn begrudging respect.  Most half-tarundrae become adventurers themselves, or else carve out what life they can in human settlements.

Names: Tarundrae have largely maintained their traditional elven naming conventions; a small piece of their original society that flourishes to this day.  While some clans have taken to giving their children given names more similar to the danjir or local humans, their clan names are of utmost importance to them.  No Tarundrae would ever willingly forsake their surname. 

Geography/Borders:

  • Spire of Winter – In stark contrast to modern Tarundrae society, their ancestors erected this massive traditional elven wizardly tower shortly after arriving in central Orlind to continue their arcane traditions.  Over generations the denizens here dwindled away, as not enough new blood existed to replace the ageing arcanists.  Most Tarundrae clans avoid this place now, considering a cursed and haunted place.  A handful of truly ancient elven wizards remain within, though they grant audiences to few and respond unkindly to uninvited visitors. 
  • Kaen Alora (NG autocratic small town (population 1,341, 88% arctic elf, 9% half-arctic elf, 2% danjir, 1% human)) – The largest known Tarundrae enclave is situated just a few days southwest of Bastion and has evolved into a peculiar utopian experiment combining Tarundrae, danjir, and human cultures.  Though still a fledgling community in many respects, there has been remarkably little unease despite the inherently reclusive nature of most of the residents.   

Variants/Rules: Arctic elves and their human offspring are variants on base elves and half-elves.

Arctic Elf Racial Traits

  • Ability Score Modifiers: Arctic elves are healthy and strong, and deeply connected to nature.  Generations of isolation have drawn them away from their innate arcane talents though.  They gain +2 strength, +2 wisdom, and -2 intelligence.
  • Size: Arctic elves are medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Arctic elves are Humanoids with the elf subtype.
  • Base Speed: Arctic elves have a base speed of 30 feet.
  • Languages: Arctic elves begin play speaking Al’Hasierian and Elven.  Arctic elves with high Intelligence scores can choose from the following: Auran, Aquan, Common, Sylvan, Terran, and Sylvan
  • Keen Senses: Desert elves receive a +2 racial bonus on Perception checks.
  • Elemental Resistance: Arctic elves with this racial trait gain elemental resistance 5 to cold.  This racial trait replaces elven immunities.
  • Silent Hunter: Arctic elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
  • Weapon Familiarity: Arctic elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Darkvision: Arctic elves gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Half-Arctic Elf Racial Traits

  • Ability Score Modifiers: Half-arctic elves characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Type: Half-arctic elves are humanoid creatures with both the human and the elf subtypes.
  • Size: Half-arctic elves are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Half-arctic elves have a base speed of 30 feet.
  • Cold-Honed: Half-arctic elves can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments.
  • Adaptability: Half-arctic elves receive Skill Focus as a bonus feat at 1st level.
  • Keen Senses: Half-arctic elves receive a +2 racial bonus on Perception checks.
  • Darkvision: Half-arctic elves gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Elf Blood: Half-arctic elves count as both elves and humans for any effect related to race.
  • Multitalented: Half-arctic elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Prominent Figures:

  • Hagred Holakian (LN Arctic Elf Hunter) – A generation ago, a misguided human jarl called Hagred the “King of the Frost Elves”, a title that Hagred found as amusing as it was inaccurate, yet it is a title that persists to this day.  Though the primarch of Clan Holakian is a humble man he has found himself placed unwillingly as the primary mediator between Tarundrae clans and various human city-states across Orlind.  As more humans come to regard him as “king” he finds himself more conflicted by the appellation, at once growing fond of the respect he is afforded while also wary of his standing with the other clans.
  • Faelar of Bastion, of Two Worlds (CG half-arctic elf, half-danjir skald) – A half-tarundrae born to a danjir mother, Faelar is a man of unique caliber and an accomplished hero despite his youth.   A master of sword, spell, and song who shows no fear in the face of fearsome dragon or brutish giant alike.  It is said that he has a long trail of suitors in any settlement he passes through, though his heart remains promised to a simple apothecary in Bastion.