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

On the use of AI art

 

Artists should be employed and paid equitable wages for their time, talent, education, and tools.  This page, however, contains AI concept art for the purposes of creating a visual identity I am not able to create myself. Having said that, Evindale is going to press in 2024 with a crowdfunding campaign to raise the money for this massive undertaking.  The first round of that funding will also cover the hiring of talented artists to replace the concepts seen on this page, something required to help show our investors what we hope the finished product to be.

 

Steve Kraus

Work in Progress

This is a living document, a work actively in progress.  Contents are subject to change.
Last updated: 17 Feb 2024

History of the People

Eight primal elements emerged through Sythlia’s creation of physical reality.  Not entirely understood by early mortals, they were called Sun, Air, Fire, Void, Moon, Earth, Water, and Spirit though their namesakes have little to do with the actual element.  Spellcrafters and other scholars of the arcane know this to be a gross oversimplification but cannot deny their presence within everything magical and banal. including living beings.

As Sythlia watched the worlds evolve from stars, the physical body encasing her soul came with a yearning for others like her.  Over the course of a million years, Sythlia witnessed the evolution of creatures (the “evolved”), forced the rapid evolution of others (the “touched”), and be combining various elements in varying ratios, brought into being others (the “created”).

Sythlia touched each of the elements to create the elementals.  Not content with their single-mindedness, Sythlia forced their evolution into the elemental fae.  These proved too mercurial and so Sythlia’s experimentation continued for eons.  From them the elves were created; the adri’il, those of the earth, were first.

Evindale now has a wide variety of creatures that were created, evolved, or otherwise forced into being by Sythlia.  Below are some of these creatures.

Drahelvauri

THE • PEOPLE • OF • THE • EARTH

As Sythlia fashioned elemental fae to become the line of people known as the th’il, Benos was asked 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.

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 (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

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.

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; 140 lbs / 64 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 dwarf 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.

 

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.

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)
Traits
Elf
Humanoid
Low-light Vision

Pathfinder 2E players should use the Seer Elf  heritage for Sadrath.

The Th’il

THE • PEOPLE • OF • THE • ELEMENTS

Adri’il – of the Earth

The first of the elemental fae imbued with Sythlia’s were those of earth.  Called “feral” by some other elves 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 elves, the adri are often the frontline fighters of Wyth Tyr’il, the traditional home of the elves.

Pathfinder 2E players should use the Woodland Elf  heritage for Adri’il.

Adri’il at a glance

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
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light Vision

Fayd’il – of the Void

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

The Fayd’il are those born of the Void (el. fahn) and are initially without physical form.  Instead, their kind come 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 elven.

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

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

Furthermore, the Fayd’il can cast the Chill Touch cantrip as an occult innate spell at will.  A cantrip is heightened to a spell level equal to half your level rounded up.

Fayd’il at a Glance

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
Darkvision

Lithar’il – of the 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 a minute fraction of that knowledge remains.  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 most everywhere save Dra’anan.

Today, Lithar children are encouraged to develop at their own pace and without pressure.  Only recently have others began to take notice that Lithar are aging slower and their population’s number 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.

Lithar’il at a Glance

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
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light vision

Myrad’il – of the Fire

It is said these desert elves 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 of Evindale are sometimes known as the Bright Fae.

Pathfinder 2E players can optionally use the Desert Elf  heritage for myrad’il.

Myrad’il at a Glance

Pathfinder 2e

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
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light Vision

Ryal’il – of the 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.

Ryal’il can breathe and move underwater with ease.

Ryal’il at a Glance

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
Strength
Dexterity
Free
Ability Flaw – Wisdom
Languages – Aquan, Additional languages equal to your Intelligence modifier (if it’s positive)
Traits – Elf, Humanoid, Darkvision

Slindar’il – of the 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.  You gain the Call On Ancient Blood reaction.

Slindar’il at a Glance

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
Elven (Including Slin dialect)
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Darkvision

Theran’il – of the 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 players should use the Whisper Elf  heritage for Theran’il.

Theran’il at a Glance

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
Elven, Draconic, or Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-Light Vision

Vaud’il – of the 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.

Vaud’il at a Glance

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
Same as parental ancestry
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Same as parental ancestry

The Thiraf

ADVENTUROUSCURIOUS • DANGEROUS

Thiraf – Felinefolk

As far as other people are typically concerned, thiraf are a troublesome lot.  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.

Thiraf at a Glance

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
K’kli
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Catfolk
Humanoid
Low-light Vision

Heritages
Pathfinder 2E players should use Catfolk Heritages

The T’NAO

TOTALLY • NOT • AN • ORC

T’nao

The story of the t’nao is woven with the threads 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 believed to be 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 noble lineage.

Tribal Formation: As they adapted to a mortal lifestyle, the t’nao formed tribes in Sta’abri. They became one with the land, seeing it as a living entity to be respected and protected. This deep reverence for nature influenced their tribal structure, spirituality, and warfare.

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

Ancestry Feats (Pathfinder 2e)

Level 1

Draconic Echoes

Prerequisite: T’nao
You channel a hint of your ancient dragon blood, granting you a minor, once-per-day draconic ability (such as a short-range elemental burst reflective of a dragon’s breath weapon, or a brief flash of draconic scales for defense.

Totemic Empathy

Prerequisite: T’nao, must belong to a totemic tribe.
Your deep connection with your totem allows you to communicate in a basic manner with animals associated with your totem, or gain a minor sensory ability related to it (like enhanced vision or hearing).

Level 5

Horde’s Resilience

Prerequisite: T’nao
Your warrior heritage makes you especially tough. Gain resistance against a specific type of physical damage (such as slashing or bludgeoning) or a bonus to your Fortitude saves.

Shaman’s Insight

Prerequisite: T’nao
You have learned ancient shamanistic practices that enhance your perception and intuition. Gain a bonus to Perception and Insight checks, or learn a minor divination spell as an innate ability.

Level 9

Ancestral Wings

Prerequisite: T’nao
For a brief moment, you can summon ethereal echoes of your draconic ancestors’ wings, gaining a temporary ability to glide or jump long distances.

Spirit of Sta’abri

Prerequisite: T’nao, must have a strong connection to Sta’abri.
Your deep connection to the land of Sta’abri grants you a special bond with nature. Gain the ability to cast a nature-related spell once per day, or gain a significant bonus to survival checks in natural environments.

Level 13

Dragon’s Legacy

Prerequisite: T’nao, Draconic Echoes
You unlock a deeper aspect of your draconic heritage, gaining a more powerful draconic ability, such as an enhanced version of the Draconic Echoes feat or a significant natural armor bonus.

Totemic Mastery

Prerequisite: T’nao, Level 13, Totemic Empathy
Your mastery of totemic magic allows you to cast a powerful totem-related spell once per day or imbue your attacks with elemental energy associated with your totem.

    T’nao Heritages (Pathfinder 2e)

    Horde Warrior Heritage

    Trait: T’nao
    Ability: Gain proficiency with a specific martial weapon used by your tribe.
    Special: Horde warriors often bear tribal tattoos symbolizing their feats and lineage.

    Totemic Shaman Heritage

    Trait: T’nao
    Ability: Cast a specific 1st-level spell (related to your totem) once per day as a primal innate spell.
    Special: Totemic shamans often wear amulets or garments depicting their totem.

    Nature’s Guardian Heritage

    Trait: T’nao
    Ability: Gain a bonus to Nature and Survival checks, reflecting your deep connection with the land.
    Special: Guardians often lead rituals to honor the spirits of nature and ensure the tribe’s harmony with the land.

    T’nao

    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
    Regional
    Additional languages equal to your Intelligence modifier (if it’s positive)
    Traits
    Humanoid
    Low-Light Vision

    Cultural Traits of Sta’abri

    • Respect for Nature: The T’nao view the land as sacred, practicing sustainable agriculture and hunting. They take only what they need and always give thanks to the land.
    • Totemic Beliefs: Each tribe and clan is associated with a totem animal or element, believed to be their spiritual guide and protector.
    • Warrior Ethos: Physical prowess and martial skill are highly valued. Young T’nao are trained in combat and survival from an early age.
    • Shamanistic Magic: Shamans play a crucial role in T’nao society, serving as healers, spiritual leaders, and mediators between the physical and spiritual worlds.
    • Oral Tradition: History, laws, and knowledge are passed down through stories and songs, maintaining a rich oral tradition.