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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.

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“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.


DRAHELVAURISoon 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 drahelvauri 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 Drahelvauri
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 drahelvauri 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 Drahelvauri
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.

Drahelvauri

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.

Gnome at a glance

Height: Small (3′ / 91.4 cm; 40 lbs / 18 kg)
Age: Adolescence 19; Adult, 40; Middle Age, 125; Old, 350; Venerable, 500
Vision: low-light vision
Origin: Realm of Felwiddel; later, Rexim Island

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

Gol – The Clayborn

Benos created the drahelvauri 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: Possible near southern Ivari

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.

Guelt at a glance

Height: Medium (4’5″ / 135 cm; 148 lbs / 67 kg)
Age: Adolescence, 20; Adult, 40; Middle Age, 125; Old, 188; Venerable, 250
Vision: darkvision
Origin: The surface of the Langonol Mountains

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: Small (3′ / 91.4 cm; 40 lbs / 18 kg)
Age: Adolescence, 11; Adult, 20; Middle Age, 55; Old, 100; Venerable, 150
Vision: darkvision
Origin: Eastern Ivari

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.

Karuun at a glance

Height: Medium (4’2″ / 127 cm; 372 lbs / 169 kg)
Age: Adolescence, 20; Adult, 40; Middle Age, 125; Old, 188; Venerable, 250; Avg lifespan, 350
Vision: darkvision
Origin: Underearth of the Langonol Mountains

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

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, , the geraki are easy to mistake as fragile. Their agility and speed prove otherwise, something they’re keen to use to their advantage.

 

Geraki at a Glance

Hit Points 6
Size Medium (avg height 5′ 4″ / 163 cm; avg weight 70 lbs / 32 kg)
Age Adolescence, 10; Adult, 16; Middle Age, 40; Old, 60; Venerable, 80; Avg lifespan, 55
Speed 30
Ability Boosts
Dexterity
Free

Low-Light Vision

Languages
Additional languages equal to your Intelligence modifier (if it’s positive)

 

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.

Geraki at a Glance

Hit Points 8
Size Medium (avg height 5′ 4″ / 163 cm; avg weight 70 lbs / 32 kg)
Age Adolescence, 16; Adult, 22; Middle Age, 48; Old, 80; Venerable, 100; Avg lifespan, 110
Speed 25
Ability Boosts
Dexterity
Free

Low-Light Vision

Languages
Regional Language
Additional languages equal to your Intelligence modifier (if it’s positive)

 

Korvadan – Children of Gors Hylt

Though korvadan can be found nearly anywhere, their ancestral home of Lakt Thel is a bastion of spirituality and trade.

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

Korvadan at a Glance

Hit Points 6
Size Medium (avg height 5′ / 152.4 cm; avg weight 80 lbs / 36 kg)
Age Adolescence, 13; Adult, 28; Middle Age, 45; Old, 75; Venerable, 90; Avg lifespan, 100
Speed 25
Ability Boosts
Dexterity
Free

Low-Light Vision

Languages
Regional Language
Additional languages equal to your Intelligence modifier (if it’s positive)

 

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.

 

Odoko at a Glance

Hit Points 6
Size Medium (avg height 6′ / 183 cm; avg weight 176 lbs / 80 kg)
Age Adolescence, 13; Adult, 28; Middle Age, 45; Old, 75; Venerable, 90; Avg lifespan, 100
Speed 30
Ability Boosts
Constitution
Free

Low-Light Vision

Languages
Regional Language
Additional languages equal to your Intelligence modifier (if it’s positive)

 

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
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)