Elves
During the creation of Anaias, The Foundry created the Seladar Quessir, Elves infused with and bound to the primordial essences of the elemental Mana Stones, each to their kind. For the binding of Stone, the elemental essence of Ya, came Kerym ath Nar, the Sword. For the binding of Flame, the elemental essence of Ful, came Daoin ath Uskeche, the Star. For the binding of Water, the elemental essence of Vi, came Fhaor Hinue ath Alus, the Storm. Lastly, for the binding of Wind, the elemental essence of Oh, came Suor Arrn ath Keth, the Song. The four Firstborn would be the founders of nations and traditions that would reach throughout the centuries.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Seladar Quessir mature at a similar rate to other Elves, reaching adulthood around the age of 100 years and potentially living for several centuries.
Size. Seladar Quessir typically stand between five and six feet tall, having a slender, graceful build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Trance. Elves do not need to sleep. Instead, you will meditate deeply, remaining semiconscious, for four hours a day. While meditating, you can dream, as normal, but are fully aware of your surroundings.
Languages. You can speak, read, and write Common and Elvish.
Uskeche, Wardens of the Flame
From Daoin ath Uskeche came the nation of the Wardens of the Flame, the Uskeche. This culture of nomads wander the lands of Urngor, often rotating stays between their cousin nations, volcanic calderas, hot springs, and open deserts. They view their sacred charge is to pay homage to the elemental essence of the Stone of Ful, ensuring the elemental power does not unnecessarily overwhelm any given place. Their chaotic nature gives them a bit of a negative reputation in some communities, but these attitudes are generally baseless and largely undeserved.
After the Time of the Shattering, the Uskeche carry the lament of the loss of the Nar Tirith in their hearts. The strife of the loss of their cousins bore a heavy cost with the Uskeche, bearing an unwavering hatred for those unnatural creatures and forces that had destroyed their kin.
Ability Score Increase. Your Intelligence score increases by 1.
Flame Affinity. You have resistance to fire-based damage.
Knowledge of the Pyromancer. You have proficiency in the Arcana skill.
Flame Tongue. You know the Produce Flame cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day as a 2nd-level spell. Charisma is your spellcasting ability for these spells.
Blazing Strikes. When you hit a creature with a melee weapon attack, you can add your proficiency bonus to the damage roll if the target is vulnerable to fire damage.
Flame's Endurance. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this trait, you cannot use it again until you finish a long rest.
Alus Soeh, Dwellers of the Streams
Fhaor Hinue ath Alus, known as the Storm, channeled the element essence of Vi, binding the Alus Soeh to the coasts and rivers, bearing the title Dwellers of Streams. Their towns became sanctuaries of healing and meditation, guarded by the vigil of their protectorate Stormwardens. The Alus Soeh maintain harmonious relationships with other communities across Urngor. Many of their clerics and druids serve as teachers, healers, and spiritual advisors in various settlements.
After the Time of the Shattering, the Alus Soeh inherited lands of their slain kin, the Nar Tirith, which had been corrupted into the Athlialarûn, a foul marshland teeming with grotesque monstrosities. They have vowed to cleanse the land of its corruption, dedicating themselves to this sacred task.
Ability Score Increase. Your Wisdom score increases by 1.
Water Affinity. You have resistance to cold damage.
Nature's Blessing. You have proficiency in the Medicine skill.
Healing Hands. As an action, you can touch a creature and cause it to regain hit points equal to your level. Once you use this ability, you cannot use it again until you finish a long rest.
Fluid Harmony. You have advantage on saving throws against diseases and poison.
Sacred Purification. You can cast the Purify Food and Water spell once, without needing material components. You regain the ability to cast this spell when you finish a long rest.
Keth, Wind Walkers
Suor Arrn ath Keth, the Song, embodying the essence of the Wind and the Stone of Oh, founded the nation of the Keth, or Wind Walkers. They established their communities atop the southern Spireshard Mountains living among the fixed and orbiting fragments of the peaks. Defying the extreme conditions, they cultivate agriculture and have a unique mastery of animal husbandry. The Keth share their knowledge and insights with all communities they encounter, fostering harmonious relations.
In the aftermath of the Time of the Shattering, their mountaintop holds became a refuge for displaced peoples across Urngor, offering solace and protection.
Ability Score Increase. Your Constitution score increases by 1.
Mountain Resilience. You have resistance to thunder damage.
Nature's Bounty. You have proficiency with the Nature skill.
Wind Runner. Your base walking speed increases by 5 feet, and you have a climbing speed equal to your walking speed.
Agricultural Expertise. You have advantage on Intelligence (Nature) checks related to agriculture and animal husbandry.
Gust of Wind. You can cast the Gust of Wind spell once, without needing material components. You regain the ability to cast this spell when you finish a long rest.
Nar Tirith, Ghosts of the Stone Towers
From Kerym ath Nar came the nation of the Nar Tirith, the Swords of the Stone Towers. A proud culture of warriors inhabiting the lands of the Bloodthorn Fens in the mid-southern region of Urngor. Their strongholds were defended with military might and cunning traps. Their arcane arts were infused with the very essence and guidance of the Stone of Ya. During the Time of the Shattering, their homes were savaged by the forces of destruction unleashed upon the land. Despite their heroism in the countless battles erupting throughout their lands, most of the Nar Tirith were slain. The remaining survivors went on to wander the world of Anaias, concealing their heritage to prevent their total extinction.
In the Second Age, most Nar Tirith are met with either severe distrust for the rumors of potential traitors, superstitions of ill omen from their appearance, or disbelief as many believe there to have been no survivors of the nation after the Time of the Shattering.
Ability Score Increase. Your Strength score increases by 1.
Weapon Training. You have proficiency with the longsword, shortsword, and longbow.
Stone's Resilience. You have resistance to poison damage and advantage on saving throws against poison.
Hunter's Instincts. You have proficiency in the Survival skill.
Stoneskin. As an action, you can touch a stone or unworked piece of earth and gain temporary hit points equal to your level plus your Constitution modifier. Once you use this trait, you cannot use it again until you finish a short or long rest.
Guardian's Vigor. When you use your Stoneskin trait, you can also choose one creature within 30 feet of you. The chosen creature gains temporary hit points equal to your level plus your Constitution modifier.