A race of humans from Southern Eveynjar, the Kalthii are named after the untamed wilderness they call home, Kalthinjar (more simply known as the Kalth). That being said, some Kalthii also call Yandaijar, Hallojar, Urrudea, and Fahliilenjar home. Often finding other human races grating, most Kalthii are more at home with their Beast Folk and Elven brethren, making them one of the most inclusive of all the Human races. As a race, they are warm and charismatic, spreading the warmth that their Draiconian ancestors (Fire Dragons of the Diiv Anne) used for war.
Compared to the rest of the Human Folk, the Kalthii are incredibly laid back, preferring individual growth over the expectations others may put on them. A Crockorus Merchant named Jacques Claude on his voyages through Kalthinjar stated that the Kalthii are epitome of the term laissez-faire, or taking things as they come. To a Kalthii times of hard or plenty will come if you are patient or diligent, but it does no one any good if you push too hard. As such, most Kalthii are fine living in what other humans would see as poverty, though this is just the Kalthii waiting for better conditions.
As a general rule of thumb, most Kalthii are incredibly passionate individuals, and like the Panthranis counterparts, possess a deep connection with elemental fire. It is this same fire that is believed to mold their beings and drive their passions, as well as their anger. Kalthii are often show their passion openly, and see that individuality is important to their people. If a Kalthii was forced to suppress this passion, it may lead to incredibly deep depression.
If they are passionate and follow their emotions, does that mean they can get incredibly angry? The short answer is definitely. Although the Kalthic culture is incredibly lenient and patient with individuals, a Kalthii can have explosive anger, to a point that flames may appear around them while their angered. Kalthii are incredibly scary when angry and will not listen to reason while in an enraged state. Like their draconic ancestors, a Kalthii's rage is like a wildfire: it is incredibly hard to put out and will spread quickly. This is why, when their brothers in Hallojar were attacked by the Empyrials, the Kalth wasted no time repelling the invaders.
In Southern Eveynjar, where there was smoke, there was probably a Kalthii. It is believed that all the current borders in Southern Eveynjar were forged by the Kalthii, who along with the Panthranis, had created a massive empire that spanned from Yandaijar to Fahliilenjar and parts of Hallojar and Urrudea. However, 2,500 years ago, the Destructive Dragon of Gluttony, Aludrym the Black Fae Dragon, attempted to claim the Kalth as his for the taking. Razing Kalthic cities across the empire, he turned the flames the Kalthii and Panthranis loved into a destructive force that overnight had consumed their loved ones. Just as the Fae Dragon had appeared though, he was vanquished by what is believed to be the Great Spirit of the Kalth, though none know who the individual was or how the Dragon was defeated.
Either way, the Great Kalthic Empiire was heavily weakened, and some 500 years later would go the way of Wolfenholm, the big nation to the north as the Wind of Death that was the Raptoran Horde made its way across the continent. Now, the Kalth thrives over the char that was their old cities, along with new allies that may one day reforge the empire the Kalthii and Panthranis lost.
Kalthii names follow no modern form of naming convention, instead taking after names similar to ancient Israel or similar to the names of those found in the Book of Mormon. These names start out with the personal name, followed by son or daughter of the same gendered parent.
For example, Uri son of Varuel or Ewa daughter of Minrai
Outside of their hometown or city, the Kalthii will add their city to their family name, looking like this:
Moramon son of Pahoran of Emberdenn
With that out of the way, let's look at some potential names that your Kalthii could use:
Your blood emboldens you, making you incredibly dangerous when angered, just like the Draiconians of Old.
Once per Long Rest, flames erupt around you for 1 minute. All targets that within 10 ft of you that enter the space or start their turn within it must make a Reflex saving throw (DC = 8 + your Fortitude modifier). On a fail, the target takes 2d6 fire damage and is burned for 1 minute. On a success, the target takes half damage and isn't burned.
A target subject to the burned condition may have it progress to third-degree burned if it fails the save twice, and immolated if it fails the save thrice. The duration doubles each time the target fails the save.
At level 25, this feature can be used a number of times per Long Rest equal to your Wisdom modifier.
Your draconic ancestry grants you access to a fire-related shout when you reach 25th level. You can learn one of the following options:
Yol (Fire)
Your breath unleashes a blast of searing fire, causing all targets within a 30 ft cone to make a Reflex saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a failed save, the target takes 2d10 fire damage and is burned for 1 minute. On a successful save, the target takes half damage and isn't burned.
Recharge: Your voice recharges after 3 rounds.
Yolos (Flames)
Your breath calls upon the heat of your surroundings, turning the weather in a 150 foot cylinder that is 300 ft high into a hot climate for 3 minutes. All creatures that aren't resistant to the effects of hot weather or fire damage must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency) on their turn for every turn they are within the cylinder. On a fail, the target takes 3d6 fire damage and gains 1 level of exhaustion.
Recharge: Your voice recharges after 30 minutes.
Riik (Gale)
Your breath blasts forth with pyroclastic fury, exploding out in a 45 ft line that is 15 ft wide. All targets within the range must make a Reflex saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a failed save, the target takes 2d8 fire damage and are Restrained for 1 minute (Escape DC 15, the restrain breaks if the target or an ally makes the escape save). If they stay restrained for the duration, the target must remake the initial save or become petrified.
On a success, the target takes half damage and isn't restrained.
Recharge: Your voice recharges after 1 minute.
Due to your connection with fire, you have moderate resistance to fire damage, are resistant to the effects of hot weather, and have advantage on saves against being burned. Additionally, a Kalthii has advantage on social roles if the other party is from Yandaijar, Hallojar, Urrudea, the Kalth, or Fahliilenjar.
To a Kalthii, War and Peace are meant to be enjoyed. As such, you have disadvantage to avoid or end the calmed, charmed, or enraged conditions. However, you have advantage against other conditions while under one the above effects.
The typical Kalthii has the following features:
This species has multiple parents, only the first is displayed below.
All parents: