Atal'ai

> *"The Atal'ai are a mysterious folk, on the one hand beautiful and serene, on the other incredibly brutal and destructive. Much like nature itself, I suppose." -* Domigo Thundergong
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## The Devoted

The *Atal'ai /* **The Devoted** (Also known to some as as Trolka, Orc-Troll, Trollkin or Half-Troll) are a unique species of mixed heritage, with ancient Elf, Orc and Troll ancestry. **D&DBeyond Link**

## The Exile

Long before The Forgotten Age, when the people of the world were forced to band together in an effort to survive against the primordial titans and furies that rained destruction down upon the world, bands of early trolls, orcs and elves came together to form a single exiled community in a far off land, devoted to The Life Mother. Many centuries later the secluded people that emerged from their years in isolation were Orcs, Trolls and Elves no longer. What returned were the **Atal'ai**, . The story of these primal, nature-infused folk is incomplete however, as it is uncertain exactly how they came to be, or where exactly they were exiled. Some conclude the Feywild was involved while others have suggested that they are the descendants of all three races that went into exile, despite ancient scriptures only accounting for the return of Atal'ai, and no Orc, Troll or Elf was seen to emerge.

## The Early Atal'ai

In those early days the tusk bearing **Atal'ai** were seldom welcome among most elven or human civilisations due to their more “savage” nature. Being mistaken as Orcs or their kin, who at the time, were constantly at war with man and elf, they were driven to constant conflict.

   During the time before the Forgotten Age, the **Atal'ai** fought for their freedom against oppressors, humans were chief among them, causing the **Atal'ai** to retreat into seclusion where possible. Many were enslaved by Giants, often put to work as armed forces or manual labourers. The few **Atal'ai** that lived without shackles tried to keep their existence a secret from their ancestor’s masters, because of this, their true nature and heritage, Troll, Elf, Orc or otherwise, is shrouded in mystery.

## Atal'ai of Today

Many **Atal'ai** look to ruins of the past in the depths of forests, jungles and other remote locations, where they may one day learn the secrets of their true ancestry. Traditionally Atal'ai employ dark magic known as **Voodoo**, which draws from Necromancy and Nature schools of magic, to fuel their spells. This can cause friction with The Consortium at times and drive Atal'ai into conflict with them. It is common to find Atal'ai as Druids, Barbarians, Warlocks and Rangers within The Verdant Sphere, The Iron Herd or The Tomb Keepers or Blood Hunters, Blood Mages and Blood Clerics for the Sanguine Syndicate, but Atal'ai are not limited in anyway to these posts alone. Atal'ai are found serving almost every purpose a citizen can serve within the world of Vari, from Chef to Town Guard, Noble to Theif, Paladin to Carpenter, the Atal'ai are found in every corner of every city, able to do anything they set their mind to.

## Description

They average six feet in height and two hundred pounds in weight. They are often tall, thin and muscular. They have both elven and orcish physical characteristics with their fierce tusks, long ears and delicate facial features. Their long arms, strong legs and quick reflexes make them adept rangers. Their eyes vary in appearance, but often glow a soft or bright yellow, amber, blue or green. They have only two fingers and a thumb on their hands, and they have only two toes on each foot. Some have a toenail on their heels and do not wear standard shoes or boots due to their unusual foot shape and comfort in wading barefooted within different terrains. They have skin colours that range from pale blue to lavender purple and an olive or mint green. Their skin colour is usually just one of those three colours, or somewhere in between, but can vary in tone.

Although when calm, the Atal'ai are often in line with Elves for their serene approach to the world around them. When roused to anger, however, they can burst forth with savage fury and zealous might, leaving no doubt that the **Atal'ai** are a fierce and dangerous species when provoked.

## Regenerative

Although enough physical damage will kill them, **Atal'ai** are likened to Trolls due to their ability to regenerate lost limbs and heal grievous physical injuries at an accelerated rate, it is for this reason that Trolls are credited in their lineage. The ability to regenerate wounds and limbs gives them an advantage in battle. They are so well known for their regenerative abilities that alchemical mixtures, which induce regeneration in other races, are referred to as *Atal'ai blood potions*, despite not actually containing any of their blood.

## Voodoo and Mojo

**Voodoo** (also known as black magic by some) is a dark and powerful form of magic, referred to as the "ancient power of the Atal'ai" by the Elves. It is practiced primarily by Atal'ai Clerics, Wizards, Warlocks, Druids, Hexxers, and Witch doctors as well as others. While not practiced by all Atal'ai, voodoo is certainly widespread within their culture. Little is known about its emergence among the their kin as their origin as a species remains a mystery. Many Atal'ai that possess knowledge of Voodoo are unwilling to share it with outsiders. However, following the rise of the Consortium's influence and power, several notable researchers have come to speculate that Voodoo may simply be the way in which Atal'ai view the weave, much like their elven kin do, but the way in which they traditionally practice it employs much **Nature** and **Necromancy** magic.

The use of **Mojo** has long been established in the **Atal'ai's** voodoo magic, which is considered by the Consortium as Blood Magic. Although it is a traditional practice for some Atal'ai, it is viewed with considerable suspicion. Mojo is a substance found within the blood of Atal'ai, used to fuel the most powerful and darkest of their Voodoo. The Sanguine Syndicate confirm that **Atal'ai** drinking their own blood, using it in rituals, as spell components or consuming the blood of their kin, provides power to those who understand how to wield it. In many cases, Atal'ai are able to use their own blood in place of an Arcane Focus, Holy Symbol or Druidic Focus, to channel the power of arcane, druidic or holy magic.

## Atal'ai Names

Atal'ai first names don’t always have meaning in the Elven or Orc languages, but are made up of a blend of both speeches to create unique sounding words. Family traditions mean they carry a clan name in the common tongue.

#### **Sample Names:**

* **Male:** Tayuloh, Waiz'ron, Lukjemi, Trogon, Truz'run, Ror'nan, Tar'nigez, Namtrac, Wak'ka, Tuka
* **Female:** Vah'ku, Jialmeje, Aeyih'jo, Peih'ke, Lel'zaenn, Hexa, Rexe, Cire, Ekko, Tzsu'ja
* **Clan Name:** The Dark Sun Tribe, The Deadwitch Kin, The Shrunken Heads Clan, The Bleached Bones Clan, The Gravestar Tribe, The Blessed Axe Tribe, The Voodoo Host, The Shattered Skull Clan

#### **Full Examples:**

* *Tuk'run of the Bleached Bones Clan*
* *Hexa'jo of the Gravestar Tribe*
* *Trogon of the Dark Sun Tribe*
* *Ekko of the Voodoo Host*

## Racial Features:

**D&DBeyond Link**

**Increase.** Your Constitution score increases by 2 and Your Wisdom score increases by 1.

**Age.** Atal'ai reach maturity by the age of 22, and live 120 to 140 years.

**Size.** Atal'ai stand 6 feet tall and are more solidly built than humans, weighing around 200 pounds. Your size is Medium.

**Alignment.** Atal'ai tend toward chaotic neutrality.

**Speed.** Atal'ai have a base speed of 30 feet.

**Darkvision.** 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 gray.

**Natural Weapons.** Your tusks are a natural melee weapon, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Legacy of the Devoted.** You have proficiency in the Nature skill.

**Voodoo and Mojo.** You are able to use your own blood, or blood of another Atal'ai, from containers such as vials, bottles, jars or directly from fresh wounds in place of components to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

**Regenerative Physiology.** You concentrate regenerative power in your blood to swiftly recover from wounds. As an action, you can expend one hit die to regain hit points. Roll a single hit die and add your Constitution modifier to it. Also, any severed body parts (fingers, legs, tails, and so on), if any, are slowly restored over 72 hours of being removed.  You can’t use this feature again until you finish a long rest.

**Spiritual Insight.** The spirits of your ancestors whisper secrets from beyond the veil of death. Before making a Wisdom ability check or Wisdom saving throw, you can heed the wisdom of the spirits to gain advantage on the roll. You cannot use this feature again until you finish a long rest.

**Languages.** You can speak, read, and write Common, Orc and Elvish.