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.
The Th’il were the first beings of free will created by Sythlia through a forced evolution from the elemental fae which gave them their signature attunement to one of the Eight Elements—Sun, Air, Fire, Void, Moon, Earth, Water, and Spirit.
The Age of Harmony
In the First Age, the Th’il thrived in a deathless world, nourished by Sythlia’s infinite divine energies. Each lineage expressed their attunement to the elements through unique rituals.
The Sundering of the Elements
The Second Age began with Aevyn’s death. Nor’dagha, the brutal aspect of nature, parted from Sythlia and with it went the elemental energies to which the th’il were attuned.
The divine energy released in Aevyn’s death created mutated beings of all sorts and the most powerful of these became the italti, many of whom would go on to rule as tyrannical god-kings.
As Sythlia’s first children, the Th’il established Wyth Tyr’il as a sanctuary against italti oppression.
The Age of Trials and Beyond
The Third Age saw the expansion of empires, pushing beasts of all kinds to Erinnal’s outskirts.
The Fourth Age scattered the Th’il further, integrating them with other cultures.
By the Sixth Age, industrialization and dark forces eroded their elemental roots, rendering the Th’il attunement muted for the duration of centuries.
Rediscovery and Renewal
Preserving their heritage in secrecy, the Th’il awaited resurgence. Now, in the Brightpunk Eighth Age, Evindale’s renewal offers the Th’il a chance to restore balance, their unity forged in millennia of trials their greatest strength.
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.