THE TH’IL — Distant cousins to the elemental fae, the th’il find comfort in biomes that remind them of element from which they were created.
You might enjoy portraying th’il if you like elves influenced by ancient elemental ancestries.
DRANORVAURI — Soon after the th’il were touched into existence, Sythlia asked Benos to breathe life in to the newly created physical world. The end result would be an ever-evolving line of people whose tie to the material world is unmatched by most.
You might enjoy portraying one of the dranorvauri if you like dwarves (karuun and guelt), halflings (igylin and tirfolk), or other creatures who find home in or about the earth such as the gol. Some come from magic mixed with earth, the gnome.
KLANE — Said to be the last of the Created, the klane are the most adaptable of Sythlia’s creations, and indeed the most curious having settled into every corner of the planes.
You might enjoy playing a klane if you enjoy the adaptability of humans, shadowfolk (umbran), and those brought back from death (vivashan).
CHILDREN OF THE ITALTI — The Surge unleashed wild and unpredictable transformations in Sythlia’s creatures, introducing magical beings into the universe. The first of these were god-like in power and were known as the italti. These are their descendants, though their powers have since disappeared.
You might enjoy exploring the Children if you wish to play tengu/kenku (korvadan), deerfolk (odoko), lizardfolk, strix (maraki), aarakocra (geraki), or elongated creatures warped by arcane magic (sadrath).
In other worlds, known as the elves.
During the First Age, the Age of Creation, the th’il were lived in concert with nature and the fae. There was no death, no need for food, and no concept of consumption. The th’il were nourished directly by the infinite divine energies of Sythlia and thrived in a world unburdened by decay or mortality. Tied to earth, the Adri’il expressed their affinity through the shaping of natural stone, creating monumental works without quarrying or cutting. Connected with sunlight, the Lithar’il were radiant beings whose wisdom shone as a beacon, illuminating the understanding of the young world. The Ryal’il, aligned with water, created flowing art and rituals, using their connection to currents and tides. The Myrad’il, bound to fire, showed their power in dynamic dances of flame, weaving creations in the air that, ephemeral as they were, symbolized the momentary nature of existence. The Theran’il, aligned with air, moved with fluidity, creating pathways across the skies and crafting songs that were intangible and carried on the wind. The Slindar’il, bound to the moon, used the tenuous tug of lunar forces to paint intricate patterns of light and darkness, creating displays of breathtaking beauty. The Vaud’il, bound to spirit, wove the threads of existence together, joining all things and maintaining the precarious balance of harmony. The void-aligned Fayd’il worked at the edges of creation, carving boundaries and defining the space in which existence unfolded.
With the coming of the Second Age, the death of Aevyn had come to mean the end of the harmony of the First Age. This event tore a facet of Sythlia away, birthing Nor’dagha, the uncaring, brutal aspect of nature. The killing of Aevyn by a Slindar’il freed infinite divine creation energies throughout the universe. The th’il, exposed to these forces, mutated in myriad ways. Some became powerful god-like beings known as italti, while mundane animals were reshaped into wondrous creatures and magical beasts populating the lands.
It was during this era that Vaurain, arguably the world’s first true adventurer, took center stage in the growing chaos. Known for his close association with Al‘raxis, the last of Sythlia’s powerful dreg’n, Vaurain‘s efforts often served to mediate disputes between th’il lineages and even reached out to the italti themselves on occasion. His association with Al‘raxis stirred the envy of Inaralaal, a th’il leader recognized for their intellect and magical aptitude.
In 1104 PreIC, Vaurain visited Al‘raxis, an event that further stoked Inaralaal‘s jealousy. By 1082 PreIC, Inaralaal confronted Al‘raxis in a fateful encounter, leading to events that culminated in 1067 PreIC with the destruction of Lyr‘ani, one of the most beautiful creations of the th’il. This catastrophe, later known as Inarallal, marked a turning point in th’il history. Transformed by the immense energy released in the tragedy, Inaralaal became Thrii Dri’il, the Great Lich, ruler of Dra’anan. This event serves as a cautionary tale of unchecked ambition and the perils of personal grievances.
The italti, empowered and corrupted by the divine energies unleashed during the death of Aevyn, ruled as tyrannical god-kings over the lands for centuries. Their reign of terror defined much of the Second Age. In response to the italti’s tyranny and the growing chaos, the th’il established Wyth Tyr’il, their cultural homeland, as a sanctuary and a bastion of their heritage amidst the turmoil. The Ride of the Hunt, a series of coordinated uprisings, ultimately brought the italti’s dominion to an end. Twenty-two tyrannical italti were slain, marking the close of this era of horrors.
The Third Age, lasting a short 68 years, saw widespread territorial expansion. The beasts and so-called monsters that sprang forth from the turbulent energies of the Second Age were pushed to the outskirts of the known world. The northeastern part of Erinnal, birthplace of much of the turbulence that had wracked Evindale for so many thousands of years, became home to these creatures. With the passage of time, during this era, the th’il–now cast across the world-took to different environs and each lineage helped to forge a new civilization and culture.
The Fourth Age saw little reunification of the th’il instead, their houses continued to scatter further, taking shelter in remote parts of Evindale or among other cultures then forming.
During the rise of industrial powers and the encroachment of darker forces in the Sixth Age, the th’il lost touch with their elemental origins. Most abandoned their traditional roles to become outcasts in a world fast becoming the domain of mechanical progress and Syndicate control. The most shunned, of course, were the Fayd’il–born of the Void-a fact of macabre origin that nearly rendered them extinct.
Despite this decline, pockets of th’il communities preserved their heritage. These groups guarded ancient knowledge, awaiting a time when the th’il could rise again to restore balance. Legends spoke of a new era of harmony, led by the th’il, which would arise in the wake of humanity‘s rebellion against The Syndicate‘s oppressive reign.
The Eighth Age is the age of Brightpunk, and it promises renewal to the th’il. As Evindale heads toward hope and resurgence, the th’il are well-placed to resume their duties as stewards of the elemental balance. Their unity, forged in the trials and tribulations of millennia, is still their strongest asset.
ATTUNEMENT
EARTH
The first of the elemental fae imbued with Sythlia’s were those of earth. Called “feral” by some other th’il owing to their seeming lack of higher thinking, the adri’il are known for facial hair, pointed upper and lower canines, matter-of-fact mannerisms, and a penchant for adhering to their baser instincts.
On average, adri'il tend to be the most physically powerful of the th’il.
ATTUNEMENT
VOID
Born of the Void (fahn), fayd'il initially lack physical form, manifesting in the spirit realm independent of other entities. Their souls, infused with Void’s negative energy, are “birthed” horrifically by erupting from the corpses of intelligent undead. Parents know where their child will manifest, leading to persecution and rarity.
Fayd’il appear as pale, semi-corporeal versions of their undead “chrysalis,” heal from negative energy, and are unharmed by positive energy.
ATTUNEMENT
SUN
Small Lithar’il communities remain in Wyth Tyr’il, notably Lithir Hold. Once dying off, their decline was linked to the horrific hunting of their newborns who are burdened with all knowledge of the world. While the vast majority of this knowledge when they can communicate, their capacity to retain critical insights remains unique.
With slower aging and brighter, metallic hair, their population has stabilized.
ATTUNEMENT
FIRE
According to their own legends, Sythlia tapped into the essence of the primordial dreg’n before she forced an evolution of an elemental fae of fire.
The Myrad have a distinct sheen to their skin that resembles that of silver, gold, brass, bronze, or copper while their hair can be of any color. Some have a ridged scalp, or even crests. Their eyes are often equally bright, though of a different metallic color.
ATTUNEMENT
WATER
Evolved from ancient elemental fae of water, Ryal histories claim they, before any other th'il, were the first to grace Sythlia's world.
Historically, Ryals avoided mortal politics from their underwater home in the western oceans. However, in the Third Age they joined the Thiraf to battle a submerged ancient, causing tsunamis. Since then, they have taken active roles in land-based societies.
ATTUNEMENT
MOON
The slightest of th’il, many Slin are said to dwell on the surface of the Empire of Slindari, though rumors claim their underground population surpasses all others combined. Their gray-toned skin, raven-hued hair (often with subtle iridescence), and their attunement to Moon suggests origins in the Umbra.
Once accused of being the "wielders of the course blade" for their alleged involvement with the death of Ævyn, the Slindari have a contentious history with other th'il.
Ancient elemental magic in their veins protects them from modern variants of arcane energies.
ATTUNEMENT
AIR
Also known as farseers, theran’il have wide, almost saucer-like eyes, placing them as the most alien-looking of all the th’il, matching the Sadrath in lack of typical proportions.
While all elves may be found in Wyth Tyr’il, the Theran’il claim no homeland as their population is typically seen in all climates and in all lands. They are few in number, however.
ATTUNEMENT
SPIRIT
Feared and misunderstood, Vaud’il allegedly replace a child's soul before being born into their body which is said to be placed in its proper form elsewhere.
Vaud’il consume a humanoid soul every five years to maintain their form, marked as agents of Fayer upon their first consumption.
Often reviled, they sometimes act as psychopomps to guide the dying, are forbidden to end lives prematurely, and their closeness to the process of life and death cause many to embrace their role as zealots of faith.