Caládolhn: Fair-Faced Ethnicity in Val'Vahan | World Anvil

Caládolhn: Fair-Faced


Caládolhn refers to the collection of the ethnic groups of Elves that live in the Mountains of Das EkLachen. They are a subgroup of the Itie'lman, or Western, Elves. In the Mythic Era, the Caládolhn had expanded over and ruled much of the Mountains of Das EkLachen and northern Greater Huraedon. In their Dissolution Period, after the coming of the gods, they were reduced to their enclaves in the northern mountains.

They are black or golden-haired and pale-faced. In the darkness their wide eyes burn as if with yellow flames.

The Caládolhn were once a united clan with the Altaic called the Altresdolhn. They have a close friendship with the VolKernen of the Mountains of Das EkLachen.

The Caládolhn suffered great losses by invading Yeqitari led by Abayin during the Wars of Hate. They were further ruined by the encroachment of the Nelqorana during the Third Invasion of the North. The Ukallaba Azrübel claimed in his letters that he slew a million and enslaved a million more. These are no doubt exaggerations meant to awe the populace of Nelqora and assure them that the conquests would continue without issue. Nevertheless, the material damage was great, and many died.

After the conquests, many of the old seats of power and authorities held by Caládolhn lords were given over to native Men—though not all. For a long while afterwards, not a few Caládolhn remained in authoritative positions in the new Nelqorana government of the North. These lords and ladies, either willingly subservient or simply too entrenched in the region to remove, grew to great prominence in the region.

But despite these individuals in prominence, the Caládolhn would never regain their lands or prestige. The general population especially suffered. Because many were removed from their land, they faded more quickly—as is common among the Elves and Dwarrow. Because of the trauma of the conquests, the Caládolhn were among the first of the Elves in the modern era to exhibit a mass refusal to return from the Halls of the Dead. The general decline of the Elves due to corruptions in Faery also affected them—they would either fade from the world or not return after death. It was because of this general decline that even the prominent Caládolhn of the Mariner Empire of Nelqora would slowly be replaced with native Northern Men.

Today, the Caládolhn largely live in the central highlands west of the Ucar Valley. The administer themselves in small, independent communes, considered separated from the Empire of Juraedon. The Empire has always considered the Elf-folk their especial friends and treated them well. There is also the fact that it is difficult and costly to fully administer the wily and mountainous folk. A live and let live approach is taken.

by John Bauer
Parent ethnicities
Related Organizations
Related Locations

Cover image: by Jelke Ludolphij

Race: Caládolhn

Ability Score Increase +2 Str, +2 Wis
Size Medium
Speed 30ft

Age. You are an Elf of the West. You will live forever and are bound to the world, destined to dwell in it forever. Death only temporarily thrusts your spirit into the Halls of the Dead, and eventually you will return with memories intact.

Weapon Training. You have proficiency with the trident, shortsword, warhammer, and shortbow.

Cunning Mariners. You have proficiency in Water Vehicles. You have proficiency in an Artisan's Tool of your choice.

Superior Darkvision. Accustomed to twilit forests and long nights, you have superior darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. In the darkness your eyes burn as if with yellow flames.

Sturdy Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Your sleep is not like that of mortals. When you sleep, you can choose to send your mind into an “Elvish Dream” retaining full consciousness of your surroundings and you needn’t close your eyes. Four hours spent in such dreams acts on you as if you had rested an entire night.

Wild Folk. Used to the hardy clime of the north, you are not easy to kill. You are naturally adapted to high altitudes, and so are acclimated to heights of above 10,000 feet but below 20,000 — you do not suffer negative penalties from traveling at those high altitudes.

Mountain Folk. You are resistant to Cold damage. You have proficiency in the Survival and Perception skills.

The Homely Houses. The Homely Houses are houses made of interlocked wood planks, decorated with many ribbons, carvings, and with much gold. They are the ancient abode of the Caládolhn, and are the creations most dear to them. They fill the northern mountains. So long as you are within 3 miles of a Homely House you are bound more tightly to the world and may choose to use the following abilities at the beginning of your turn while in initiative.

1. At the beginning of your turn, you may choose to have advantage on the first attack roll of your turn.

2. At the beginning of your turn, you may choose to give advantage to the first skill check you make. This effect lasts until the end of your next turn.

3. At the beginning of your turn, you may choose to immediately move up to your movement speed. This movement speed is in addition to your regular movement speed.

If you choose two abilities on your turn, make a DC 15 Constitution Saving Throw. If you choose three abilities on your turn, make two DC 15 Constitution Saving Throws. Failure on a saving throw subtracts one Hope Point.

Beset by Woe. While hardier in spirit, despair can still threaten you. And its effects on the psyche are violent. If you suffer the Miserable condition, then in addition to its usual effects you suffer disadvantage to your Charisma and Wisdom saving throws.

Wisdom of Old Eras. Whenever you finish the Heal Corruption downtime activity, you can regain 3 Hope Points instead of 2. If you pass the Wisdom or Charisma saving throw at the end of this phase, you can regain 5 Hope Points instead of 4.

Languages. You can speak, read, and write Elvish (Local Dialect: Caládolhn), Elvish (Prestige Eresdolhn), and Dwarrow (Public EkLachen). Caládolhn is the consonant heavy language of the northern High Elves. The Eresdolhn tongue is the far-spread language of the High Elves of Isdoni. Public EkLachen is the pidgin language that the Dwarrow of EkLachen use to communicate with outsiders.


Please Login in order to comment!
Powered by World Anvil