LINEAGES


THE • CHILDREN • OF • SYTHLIA

From the elements did the creatures of Ævyndal arise. Some Sythlia let evolve on their own path, adjusting to the elements however they may.  Others, the Mother touched and forced the manifestation of their destiny through a prearrangement of the elements.  Others still were created entirely through prescribed combinations of the elements, perhaps in seeking a balance only knowledge of Her Plan may reveal.

Unknown

“The Birth of the People”, Grandastium

The People: Overview

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, but with more of a mystical background.


DRANORVAURISoon 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).

 

History of the People

The people of Evindale are varied not only in appearance, but also in origin. Some evolved naturally (the “evolved”), others had a divine hand force rapid evolution (the “touched”), and some were created directly by deity (the “created”).

Sythlia, creator of the material universe and its tangential planes, began with the Eight Elements—Sun, Air, Fire, Void, Moon, Earth, Water, and Spirit. She imbued them with life, creating the elementals. Dissatisfied with their lack of free will, Sythlia forced their evolution into the elemental fae. Eventually, Sythlia would impart enough of her own will on them and thus was born the th’il.

The Th’il
The th’il were drawn to environments that resonated with the element of their origins. The adri’il would be found In the forests (earth), the slindar’il in the shadows (moon), ryal’il found home in water, myrad’il enjoyed the deserts (fire), and the theran’il found mountain peaks to their liking (air). Others came from different dimensions: the fayd’il hailed from the void, and the vaud’il from the world of spirits. Sythlia created the last of the th’il from her own knowledge, the lithar’il.

The Touched
Some of Sythlia’s creations took eons to mold, and still noticed some lifeforms had untapped potential. Curious if the autonomy given to the th’il could manifest in existing creatures, she touched some to force rapid evolution. From wild cats, the thiraf evolved.

The Evolved
Sythlia was not alone in creating life. Some dreg’n, the primordial beings she crafted from space-time to assist in the formation of universes, had created massive creatures of power and natural magics. These would later evolve on their own into dragons. Over time, some lived with humanoids and their descendants would eventually become dragonkin: the mighty t’nao, the diminutive kobold, and others.

The Klane
Sythlia had learned much and fashioned creatures embodying the eight elements perfectly. These klane are the humans of the material plane and umbrans in the plane of shadow. After death was introduced to the world, the vivashan would join the ranks as a mortal created being, the resurrected or constructed body that still has the balanced energies of the elements within.

As her worlds grew overpopulated, Sythlia grew weary. She created the Great Consort, Ævyn, to address the people. This would be the last of her creations.

Ævyn traveled Sythlia’s worlds, seeking to ease the people’s burdens. Though of infinite divine energy, he lacked the wisdom to meet their needs, and the people grew restless.

The Dranorvauri
Tired but unable to stop creating, Sythlia called upon Benos. This was the personification of material creation and commanded it to bring life from physical matter. Thus, the dranorvauri were created. This, in turn, also released knowledge of material creation, or crafting. Beings were created from stone and iron, the karuun and guelt, and from hills and plains, the igyrlin and tirfolk.

The First Murder, however, halted further creation.

The First Murder
Ævyn did not answer the call of the overpopulated. Many grew angry and sought to exert their will on what they now perceived as their world. One fashioned a crude iron object, and Ævyn’s touch tainted his body with mortal will, destroying his body. The resulting surge of death introduced arcana, a corrupted divine energy, into the world.

The Children of the Italti
The Surge washed over the universe. It mutated Sythlia’s creations and introduced death. Magical beasts arose, some th’il grew distorted with this new arcane knowledge, and horrific creatures emerged from these lands soaked with Ævyn’s blood.

Some creatures, saturated with this new power, transformed into god-like beings called italti. Some became tyrannical and created their own creatures, the Children of the Italti.

In other worlds, the quirky elemental fae were influenced by mortal will and this resulted in the rise of gnomes.

The Last of the Dranorvauri
Organic compounds now existed, and Benos’ final act was raising beings from soil and clay, the gol. They are the last to be divinely created.

The Th’il

THE • PEOPLE • OF • THE • ELEMENTS

ADRI’IL (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.

As the most physically powerful of the th’il, the adri are often the frontline fighters of Wyth Tyr’il, their traditional homeland.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (avg height 5′ 9″ / 175 cm; avg weight 155 lbs / 70 kg)

Age Adolescence, 40; Adult, 75; Middle Age, 150; Old, 240; Venerable, 325; Avg lifespan, 550

Speed 30

Ability Boosts Strength, Dexterity, Free
Ability Flaw Intelligence

Languages Petran, One regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Elf, Humanoid

Vision Low-light Vision

 

FAYD’IL (Void)

As Sythlia forced the evolution of some elemental fae to become th’il, some were more of the incorporeal elements than others.

The Fayd’il are those born of the Void (el. fahn) and are initially without physical form.  Instead, their kind comes into being in the darkened recesses of the spirit realm, quite independent of other creatures that also dwell within.  There, their souls are infused with the powers of the Void’s negative energy, and soon after they are “birthed” in the most horrific of fashions: as physical beings that erupt from the corpses of Intelligent undead as if they had been inside the entire time.

Parents of the child know where and when the physical body of their child shall appear, and in what undead creature.  For this reason, Fayd’il families are often seen as ghoulish and hunted down.  For this reason, the Fayd’il are rare.  Even their name is inaccurate for no Fahnir, their name for themselves, would dare suffer be called “From the land of death” as Fayd’il suggests in eviser.

Fayd’il often appear as pale versions in skin, eye, and hair color of whatever undead acted as the th’il’s chrysalis.  Some parts of them are never quite corporeal, however.

Fayd’il heal from negative energy but are not harmed by positive energy.

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 5′ 9″ / 175 cm; avg weight 152 lbs / 69 kg)

Age Adolescence, 45; Adult, 70; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 300

Speed 30

Ability Boosts Dexterity, Wisdom, Free
Ability Flaw Constitution

Languages Necril, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Elf, Humanoid

Vision Darkvision

Bonus Feat Touch of the Void

LITHAR’IL (Sun)

Small communities of Lithar’il remain in Wyth Tyr’il (notably Lithir Hold to the south), though the race had been slowly dying off for reasons unknown.  Some say it is because the fragile mortal frame cannot withstand the weight of the curse of the Lithar, to be born with all the knowledge of the world.

Lithar children are prodigies but as the child grows, only minute fractions of that knowledge remain.  Certainly, by the time the Lithar child is able to speak, already much of the knowledge is lost.  As such, many of these precious children were once locked away by officials so their minds can be tapped.  This, certainly, has caused justifiable outrage by the majority of elven communities and the practice has since been forbidden almost everywhere save Dra’anan.

Today, Lithar children are encouraged to develop at their own pace and without pressure.  Only recently have others begun to take notice that Lithar are aging slower and their population’s numbers are not dwindling as they once did.

Lithar tend to have brighter hair the color of silver, gold, or a radiant auburn with warm skin colors such as dark olive, brown, tan, or a slight ochre though increasing variations have been noticed over the recent centuries.

Lithar start with two feats of Additional Lore at no additional cost.  The Lores granted by this must be picked at character creation.

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 5′ 11″ / 180 cm; avg weight 157 lbs / 71 kg)

Age Adolescence, 40; Adult, 75; Middle Age, 150; Old, 240; Venerable, 325; Avg lifespan, 550

Speed 30

Ability Boosts Wisdom, Charisma, Free
Ability Flaw Constitution

Languages Empyrean, one regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Elf, Humanoid

Vision Low-light vision

MYRAD’IL (Fire)

The desert th’il were created by Sythlia by combining the essence of dragons (who had since evolved from the ancient primordial dreg’n) with the essence of the elemental fae.  Even if this is not true, 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, and speak of the zeal of life many Myrad’il are known to have.  For this reason, the myrad’il are sometimes known as the Bright Fae..

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 5′ 7″ / 170 cm; avg weight 148 lbs / 67 kg)

Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600

Speed 30

Ability Boosts Constitution, Wisdom, Free
Ability Flaw Charisma

Languages Pyric, one regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Elf, Humanoid

Vision Low-light Vision

RYAL’IL (Water)

Evolved directly from the ancient elemental water fae, Ryal histories suggest it was they who first graced Evindale’s seas and shores.  Their legends recall the appearance of the first Adri after Sythlia’s evolutionary push, a stark contrast to common belief.  It recalls how the Adri walked aimlessly the fiery landscapes of the young world and waited for The Elemental Mother to create more of their kind.

These histories of the First Age exist deep in Ryal archives well beneath the tumultuous waters of the west where many make their home far from the warring people of the landwalkers.  So adverse to the concept of mortal politics, the Ryal have existed almost entirely without notice preferring to command the seas in their own fashion.

At the beginning of the Third Age, however, they and the Thiraf of the Island Nations of Sra Wathra joined forces to battle the rise of an ancient beneath the waves.  The repercussions of that war caused massive tsunamis to erase shorelines and anything on them on the surrounding continents.

Since then, the Ryal and their allies, the Thiraf, have made themselves known to land-based humanoids and have increasingly taken active roles in land-based societies.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (avg height 5′ 9″ / 175 cm; avg weight 140 lbs / 67 kg)

Age Adolescence, 40; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600

Speed 30, Swim 30

Ability Boosts Constitution, Charisma, Free
Ability Flaw Wisdom

Languages Thalassic, one regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Elf, Humanoid

Vision Darkvision

Bonus Feat Breath Control

SLINDAR’IL (Moon)

Typically the slightest of elves, the Slindar’il are said to make their home on the surface of the mysterious Empire of Slindari, but rumors state the underground population is the most vast of all races combined.  Certainly, none have ever found tunnels leading to or from the Slindari underearth.

Slindar’il are striking in appearance with skin colors ranging the full gamut of the gray spectrum, from charcoal black to ivory pale white and all shades between.  Their hair tends to remain a high gloss black throughout their life, but some Slindar’il have been seen with subtle hues of green, purple, and blue akin to a raven’s wing.

The name Slindar (el. wielder of the course blade) was initially a pejorative used by others to describe these powerful people.  It is said one of their numbers, the one who discovered and mastered smelting, was also the one who killed Ævyn with the first mortal creation: a crude blade of iron.

Since those days, the Slindar have adopted the name and reclaimed it.  In the ancient dialect of these people, they have once referred to themselves as the Othah’il or those of the land under the moon.

Ancient elemental magic from the time before the Dread Meeting flows in Slindar’il veins, protecting them from the more modern variants.

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 5′ 4″ / 162 cm; avg weight 141 lbs / 64 kg)

Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600

Speed 30

Ability Boosts Dexterity, Intelligence, Free
Ability Flaw Strength

Languages Shadowtongue, one regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Elf, Humanoid

Vision Darkvision

THERAN’IL (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. 

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 5′ 9″ / 176 cm; avg weight 152 lbs / 69 kg)

Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600

Speed 30

Ability Boosts Dexterity, Wisdom, Free
Ability Flaw Charisma

Languages Sussuran, one regional, additional languages equal to your Intelligence modifier (if it’s positive)
Traits Elf, Humanoid

Vision Low-Light Vision

VAUD’IL (Spirit)

“The Banished”, “Fayer’s Own”

While the Fayd’il are feared by the ignorant and reviled for their alleged repulsive ways, Vaud’il are outright scorned and hunted by many through incredible misunderstanding.

Like their Void-born cousins, the Vaud’il are not brought into life with a physical form of their own.  Instead, they are birthed as normal but the resulting child has the soul of a Vaud’il.  The original child’s soul is said to be placed in its proper corporeal form elsewhere, alluding that one’s spirit exists prior to becoming a soul and the Vaud’il are the agents of Fayer, seeking to correct apparent mistakes in the natural order.

Because the child will have the expected appearance of the parent’s ancestry, most do not know of Vaud’il’s presence until they come of age in adolescence.  Indeed, the child may not know itself until the driving instinctual thirst to consume its first humanoid soul is felt.  Once this happens, mystical markings forever appear on their body, marking them on agents of Fayer.  Thereafter, the Vaud’il must consume one living soul once per five years or lose their physical form.

The practiced is reviled by many who do not understand that the Vaud’il’s consumption is a gateway to the next world.  As proof of this, a Vaud’il has an understanding of who is to be soon set to their journey to the Veiled Gate.  This practice can relieve the ill and those in pain, allowing the dying to rest in comfort for their last moments as a corporeal being.

The practice can never be used to prematurely bring about someone’s death.  Indeed, the Spirit Thi’il are living psychopomps and agents of Fayer, not bringers of death.

Many Vaud’il hide their secret quinquennial hunger for obvious reasons.  Others embrace it publicly and become powerful zealots of faith, risking being the hunted as they seek to devour powerful enemies of opposing values.

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 5′ 9″ / 176 cm; avg weight 152 lbs / 69 kg)

Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600

Speed 30

Ability Boosts Intelligence, Charisma, Free
Ability Flaw Constitution

Languages Fey, one regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits same as parent, Humanoid

Touched & Evolved

THE • CHILDREN • OF • CHOICE

KOBOLD

MAJESTIC • INGENIOUS • RESOURCEFUL

Pathfinder 2e Remaster

Hit Points 6

Size Small (avg height 5′ 4″ / 163 cm; avg weight 112 lbs / 51 kg)

Age Adolescence, 7; Adult, 15; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 91

Speed 25

Ability Boosts Dexterity, Charisma, Free
Ability Flaw Constitution

Languages One regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Uncommon, Humanoid, Kobold

Vision Darkvision

KOTERA (Lizardfolk)

PREDATORY • SURVIVALIST • PATIENT

 

Pathfinder 2e Remaster

Hit Points 8

Size Medium (avg height 5′ 4″ / 163 cm; avg weight 112 lbs / 51 kg)

Age Adolescence, 7; Adult, 15; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 91

Speed 25

Ability Boosts Strength, Wisdom, Free
Ability Flaw Intelligence

Languages One regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Uncommon, Humanoid, Lizardfolk

Vision Normal

Bonus Feat Breath Control

THIRAF (Catfolk)

ADVENTUROUS • CURIOUS • DANGEROUS

Natural explorers, thiraf can be found nearly anywhere. Their curious nature about the world outside their island homeland of Sra Wathra hasn’t diminished since they ventured forth centuries ago. 

The thiraf pride themselves on their seafaring culture.  Fearless to travel, thiraf may also be found in any port city trading anything they have found on their way or undertaking missions of adventure that may sate their curious nature.

Adventuring Roles

Though most thiraf are of a chaotic nature and prefer to go with instinct than any social loyalty, each thiraf is expected to find their own moral compass. Lawbound catfolk can fulfill roles such as bounty hunters or steadfast leaders and supporters of adventuring teams.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (avg height 5′ 4″ / 163 cm; avg weight 112 lbs / 51 kg)

Age Adolescence, 7; Adult, 15; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 91

Speed 25

Ability Boosts Charisma, Dexterity, Free
Ability Flaw Wisdom

Languages One regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Catfolk, Humanoid

Vision Low-light Vision

T’NAO

TOTALLY • NOT • AN • ORC

The story of the t’nao is one of ancient magic, tribal honor, and a deep, unbreakable bond with the land. These are the children of ancient dragons, guardians of tradition, and souls of the wild land known as Sta’abri.

Ancient Origins: The t’nao are descended from a sect of ancient dragons who, through a mysterious ritual or natural evolution, shed their wings and breath weapons to walk as mortals. Over centuries, they lost much of their draconic appearance but retained subtle features hinting at their majestic lineage.

The Horde Confederation: Many of the t’nao tribes united under the Horde Confederation of Sta’abri, a loose but respectful alliance that allowed them to maintain their identities while cooperating for mutual protection and benefit. Each tribe developed a unique cultural aspect centered around one of the Eight Elements, something many claiming a Sta’abrian heritage hold as a personal truth to this day.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (avg height 5′ 11″ / 180 cm; avg weight 220 lbs / 100 kg)

Age Adolescence, 13; Adult, 18; Middle Age, 39; Old, 62; Venerable, 81; Avg lifespan, 76

Speed 25

Ability Boosts Strength, Constitution, Free
Ability Flaw Charisma

Languages One regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Humanoid, Orc

Vision Low-Light Vision

KLANE

THE • ADAPTED

 

The Tirsarian deities are not perfect. Though endowed with the ability to create anything within the physical realm from the Eight Elements, balancing these within any lifeform proved to be a challenge.

The Klane are those in whom Sythlia achieved this balance, resulting in a species adaptable to nearly any biome, environment, or society.

Klane have the widest variety of appearances of all of Sythlia’s created, with a wondrous variety of heights and weights and an equally wide variety of skin, hair, and eye colors; hair types and other phenotypical variances that differ quite a bit from region to region. They are children of evolution as much as those created by deity.

HUMAN
Folk of the Light

Created by Sythlia to inhabit the material lands of light, humans are the most numerous of Sythlia’s creations. Their adaptability has allowed them to spread through the worlds. 

Pathfinder 2e Remaster

Hit Points 8

Size Medium (5’9″ / 175.26 cm; 180 lbs / 82 kg)

Age Adolescence 13; Adult, 18; Middle Age, 45; Old, 80; Venerable, 110

Origin Erinnal, Lands of Light

Speed 25 feet

Attribute Boosts Free, Free
Attribute Flaw None

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Human, Humanoid

Vision: Normal

UMBRAN
Folk of the Shadow

Pathfinder 2e Remaster

Hit Points 8

Size Medium (5’8″ / 173 cm; 251 lbs / 114 kg)

Age Adolescence, 13; Adult, 18; Middle Age, 125; Old, 188; Venerable, 250

Origin Umbra (Lands of Shadow) 

Speed 25 feet

Attribute Boosts Dexterity, Free
Attribute Flaw None

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Fetchling, Humanoid

Vision: Darkvision

VIVASHAN

Folk of the Rebirth

Not all beings came from the gods or evolved from ancient ancestors. The vivashan are those created from another’s experimentation with corpses, awoke in a buried tomb, or were spirits that inhabited a body.

Most viviashan have a corpse-like or patchwork appearance befitting their origin, including missing fingers, limbs, or completely different body parts from very different looking people. Whatever the unique feature, all vivashan are able to function normally. 

Pathfinder 2e Remaster

Hit Points 8

Size Medium (5’8″ / 173 cm; 251 lbs / 114 kg)

Age n/a, vivashan remain at the apparent age of their creation or raising

Origin Varies

Speed 25 feet

Attribute Boosts Constitution, Free
Attribute Flaw None

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Fetchling, Humanoid

Vision Normal

Bonus Feat

Whispers Through Time (Feat 1)
Some portion of your body or a fragment of your soul teases you with knowledge from a former life. You gain the trained proficiency rank in one skill of your choice and the Additional Lore skill feat as a bonus feat.

DraNORvauri

THE • PEOPLE • OF • THE • EARTH

GNOME
People of the Fae Realms

The Surge washed over all of Sythlia’s realms, including other worlds and dimensions. Felwiddel was included, a world that maintained its own laws of physics and mysteries. The very earth of this odd realm of seemingly endless possibilities was already infused with Sythlia’s own creation energies. When The Surge hit, most of the world was destroyed just as Ævyn had been. Yet the world quickly rebounded.

Curious of what happened, some elemental fae journeyed through portals of their own making to the source. Upon entering the mortal realm, they took the shape of the first people they saw — an igyrlin and a th’il.

Ever since, the mischievous soul of the fae has resided in the gnome, a people with a tendency to view the world as parts to be used, thrown away, and put back together.

Pathfinder 2e Remaster

Hit Points 8

Size Small (3′ / 91.4 cm; 40 lbs / 18 kg)

Age Adolescence 19; Adult, 40; Middle Age, 125; Old, 350; Venerable, 500

Origin Realm of Felwiddel; later, Rexim Island

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free
Attribute Flaw Strength

Languages Fey, one regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Small, Dranorvauri, Humanoid

Vision Low-Light Vision

 

GOL
The Clayborn

Benos created the dranorvauri line before the First Murder, but the artificer god’s divine will for life continued to exist in the earth.

This latent divine energy was awoken the moment Ævyn’s blood spilled into the ground. The resulting release of energy not only created the italti, but also the Gol, a people born of clay.

Gol at a glance

Height: Medium (5’8″ / 173 cm; 251 lbs / 114 kg)
Age: Adolescence, 13; Adult, 18; Middle Age, 125; Old, 188; Venerable, 250
Vision: low-light vision
Origin: Possibly near southern Ivari; created by Benos after the Surge

Hit Points 8
Speed 25 feet
Attribute Boosts
Constitution
Charisma
Free
Attribute Flaw
Strength

Pathfinder 2e Remaster

Hit Points 8

Size Medium (5’6″ / 168 cm; 165 lbs / 75 kg)

Age Adolescence, 13; Adult, 18; Middle Age, 125; Old, 188; Venerable, 250

Origin Possibly near southern Ivari; created by Benos after the Surge

Speed 25 feet

Attribute Boosts Strength, Wisdom, Free
Attribute Flaw Charisma

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Small, Dranorvauri, Humanoid

Vision Low-Light Vision 

GUELT
The People of Stone

Dwelling on the surface of mountainous regions, from the foothills to the peaks, reside the affable guelt.  Slightly taller and thinner than their undermountain cousins, the guelt are ostensibly known to be the liasons to those that dwell below.  Hence their nickname, the Hillsliders.

The reality is while there is a permanent alliance between the Empire of Krak Therik and the Queendom of Fan Guel (“earthy people” in the Gueltish dialect), the Hillsliders are an independent people and nation quite different than the Spinewardens, sharing almost only their love for their home and constant thirst of innovation in technology.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (4’5″ / 135 cm; 148 lbs / 67 kg)

Age Adolescence, 13; Adult, 18; Middle Age, 125; Old, 188; Venerable, 250

OriginThe surface of the Langonol Mountains

Speed 25 feet

Attribute Boosts Charisma, Free
Attribute Flaw None

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Dranorvauri, Humanoid

Vision Low-Light Vision

IGYRLIN
People of the Low Hills

Called halfling only by humans and their Tirfolk cousins, the folk of the Igyrlin have lived in the eastern hills of Ivari since the Second Age.

Affable, tenacious, and wonderful storytellers, the Igyrlin are a stark contrast to the t’nao that live just on the other side of the mountains to the east in the lands of Sta’abri.

Igyrlin at a glance

Height: 
Age: Adolescence, 11; Adult, 20; Middle Age, 55; Old, 100; Venerable, 150
Vision: darkvision
Origin: Eastern Ivari

Pathfinder 2e Remaster

Hit Points 6

Size Small (3′ / 91.4 cm; 40 lbs / 18 kg)

Age Adolescence, 11; Adult, 20; Middle Age, 55; Old, 100; Venerable, 150

Origin Eastern Ivari

Speed 25 feet

Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Strength

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Dranorvauri, Humanoid

Senses Keen Eyes

Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

KARUUN
The Iron People

Originally born from the living rock and fueled by the passion of the heat within the earth, the karuun homeland is deep within the bowels of mountains, specifically the Langonol range in eastern Erinnal.  During the mid-Second Age, however, many karuun left their underearth homelands and ventured forth to explore what else had been created.

While individual personalities are known to be as diverse as any, the karuun are sometimes said to be a hard people as unmoving as the mountains in both body and mind.

History

Dwelling deep within the realm of the undermountain, properly known as Krak Therik and colloquially as The Spine, are the proud karuun.  Many other call them by their more common name, the Spinewardens.

Culturally and traditionally, inhabitants of The Spine can be said to be fiercely nationalistic.  Yet their contributions to metallurgy, medicine, and mining technology are made freely available to any who would seek it.

Only during the early days of their tenure within the undermountain have the karuun had any sense of enemy, natural predators aside.  Only the most stubborn of these people reference the war with the Slindar’il of the Second Age.  The Slindar claim to have been the original inhabitants of the undermountain and it was they who discovered smelting, a process the karuun have since mastered.

Whatever the case, the karuun are seen as a generous and honorable people, albeit stubborn, and freely teach others their craft.  This, in turn, has caused the karuun to push ever more toward advancement of new technologies to remain competitive.  Indeed, the advent of firearms in the Fourth Age and airships in the Fifth Age can be attributed to none other than the karuun and their cousins, the guelt.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (4’2″ / 127 cm; 372 lbs / 169 kg)

Age Adolescence, 20; Adult, 40; Middle Age, 125; Old, 188; Venerable, 250; Avg lifespan, 350

Origin Underearth of the Langonol Mountains

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Charisma

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Dranorvauri, Humanoid

Senses Darkvision

TIRFOLK
People of the Plains

When the Igyrlin claim they were the First People, they often point to the hearty Tirfolk as being the Igyrlin ancestor.  The exceptionally durable Tirfolk see this as an insult, however, who claim the halflings could not possibly be of their ilk; “they are too weak.”

Smaller than a Karuun and taller than an Igyrlin, a Tirfolk’s lithe frame belies their incredible strength and resilience to the world’s dangers.

Typically seen roaming the vast tundras of Cultrek and the sands of Malech as raiders, the Tirfolk claim territories and hold on to them tenaciously.

Tirfolk at a glance

Height: Small (3’6″ / 107 cm; 60 lbs / 27 kg)
Age: Adolescence, 11; Adult, 20; Middle Age, 55; Old, 100; Venerable, 150
Vision: low-light vision
Origin: Unknown, believed to be in Southern Cultrek

Pathfinder 2e Remaster

Hit Points 8

Size Small (3’6″ / 107 cm; 60 lbs / 27 kg)

Age Adolescence, 20; Adult, 40; Middle Age, 125; Old, 188; Venerable, 250; Avg lifespan, 350

Speed 25 feet

Attribute Boosts Strength, Wisdom, Free
Attribute Flaw Intelligence

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Dranorvauri, Humanoid

Senses Darkvision

CHILDREN OF THE ITALTI

DESCENDANTS • OF • THE • TRANSFORMED

In the event known as the First Murder, Ævyn’s body spilled infinite divine energy through a corrupted wound caused by the first mortal creation: a crude iron blade. This surge poured over the known universes and changed life in Sythlia’s realms forever.

Trees, insects, natural creatures, and more were mutated beyond recognition.  Those that survived fled to the far reaches of the world and today lives as the world’s magical creatures.

For others, this new energy—now called “arcana”—not only changed them, but invested them with god-like powers.  This was the birth of the italti,  Some would go on to become the tyrannical god-kings of the Second Age, a time of chaos and oppression.  Others lived, were able to reproduce and live healthy, full lives like any other.  These are their descendants.

Those that follow see themselves as separate and distinct from each other, with individuals holding opinions on their origins and to whom they are more closely related.  Others simply prefer to live their life as they would, leaving the distant past in the dust.

GERAKI
Children of Starix of Kant

Smaller, slighter, and lacking in wings than most avianfolk, the geraki are easy to mistake as fragile. Their agility and speed prove otherwise, something they’re keen to use to their advantage. 

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 4′ 6″ / 137 cm; avg weight 90 lbs / 41 kg)

Age Adolescence, 8; Adult, 16; Middle Age, 30; Old, 40; Venerable, 50; Avg lifespan, 40

Speed 30 feet

Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Strength

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Geraki, Humanoid

Senses Greater Darkvision

MARAKI
Children of Meiqir

Winged and wielding razor-sharp talons, the maraki are a formidable people capable of immense loyalty to those they deem deserving.

Pathfinder 2e Remaster

Hit Points 8

Size Medium (avg height 6′ 8″ / 203 cm; avg weight 160 lbs / 73 kg)

Age Adolescence, 10; Adult, 20; Middle Age, 40; Old, 60; Venerable, 80; Avg lifespan, 60

Speed 25 feet, Fly 25 feet

Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Constitution

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Maraki, Humanoid

Senses Low-Light Vision

KORVAD’AN
Children of Gors Hylt

Though korvad’an can be found nearly anywhere, their ancestral home of Lakt Thel is a bastion of spirituality and trade. A good number of korvad’an can also be found in northwestern Sta’abri as part of the Black Feather tribe.

Most korvadan are raised as a generous but cautious people, a skill well-suited for their penchant of far travels. 

Pathfinder 2e Remaster

Hit Points 6

Size Medium (avg height 4′ 7″ / 140 cm; avg weight 65 lbs / 29.5 kg)

Age Adolescence, 8; Adult, 15; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 62

Speed 25 feet

Attribute Boosts Dexterity, Free
Attribute Flaw None

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Maraki, Humanoid

Senses Normal

Bonus Sharp Beak

With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. 

ODOKO
Children of Fínne of the River

Few understand the ways of elemental medicine as the odoko, a trait they bear due to their italti ancestor, a powerful water spirit.

During long rest, the odoko recover hit points equal to their constitution modifier multiplied by thrice your level. 

Pathfinder 2e Remaster

Hit Points 10

Size Medium (avg height 6′ 6″ / 178 cm; avg weight 275 lbs / 125 kg)

Age Adolescence, 13; Adult, 28; Middle Age, 45; Old, 75; Venerable, 90; Avg lifespan, 75

Speed 25 feet

Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Charisma

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Traits Medium, Odoko, Humanoid

Senses Low-Light Vision

Wide Field Alertness (Ancestry Feat 1): Your wide field of vision gives you a +2 circumstance bonus to Perception checks to detect hidden or undetected creatures, and you are not flat-footed to hidden or undetected creatures that are not directly behind you.

SADRATH
Children of Vuraelagus

One of Sythlia’s greatest creations was that of her consort, Ævyn, whom she sent as an emissary to the Meeting of the Blade where he was the victim of The First Murder. It’s rumored the crafter of the blade that called Ævyn was a Slin named Vuraelagus; the Sadrath are its children.

Today, the Sadrath are known as the officers in the Dranir army under the tyrannical watch of Thri Dri’il. As such, there is a great distrust of these tall and oddly thin to the point of being seemingly extruded elves.

Masters of the mind and the arcane, the Sadrath are feared and sought for their intelligence.

Sadrath at a Glance

Hit Points 6
Size Medium (avg height 6′ 5″ / 196 cm; avg weight 165 lbs / 75 kg)

Age Adolescence, 45; Adult, 100; Middle Age, 250; Old, 263; Venerable, 350; Avg lifespan, 800

Speed 30

Ability Boosts Dexterity, Intelligence, Free
Ability Flaw Constitution

Languages Two regional, additional languages equal to your Intelligence modifier (if it’s positive)

Vision Low-light Vision