The Phet

The Material Natives

Saleh'Alire » Sophonts Ancient Cultures

 
Yularun's original name was Kyrion, of course- named for the Phetian city known only as Kiir Thuun, whose ruins now lay nearly submerged beneath the sands of the Tai'Maire (properly, the Tuthur) desert in current day Olienn; a strange sight, Kiir Thuun is one of only three known examples of the Phet building on the surface, as opposed to their preferred locations deep within the mountains.
Yorska Nobraet, A History of the Ancients
  The Phet are the only sapient species that, to knowledge of Archivist's around Saleh'Alire, are legitimate natives to the Material Plane- unlike other races who came to the Material Plane through gateways much later in its history; highly advanced in mechanical technology during the height of their power, their ruins make up the oldest- and some of the most prolific- of the fallen civilizations as a result.   A subterannean race, Phetian citadels are found deep within the mountains and hills of the world. These citadels are colossal in size, with towering chambers. The expansive tunnel networks and intricate archtecture of such citadels arguably proves their artistry and prowess as a crafters- as well as displaying the sheer size of their original inhabitants (considered far larger than those that are called Giants today).   Some of the old Phetian locations are built so deep into the earth, even, that those who study them have yet to find their ending- or uncover all of their secrets. Many who do so claim it almost feels as if they've entered another realm entirely while exploring them. This has lead to Archivists refering to these citadels and the complex underground roads connecting them as the "Underdark" collectively; due to the depth of their location, surviving residents of these citadels frequently speak what's often likewise referred to as Undercommon- a semiuniversal Underdark trade language developed similarly to Surface Common (or Overcommon to those who have been lucky enough to have been to both worlds).  

Modern Descendants


Surprising to many, perhaps, the Phet are the ancestors of the Giants. Not only theirs, in fact, but also that of today's Dwarves, Gnomes, and Halflings by proxy. They were also responsible for the creation of the Warforged, as well as the Metal Dragons of myth- both of which were created in the old Phetian Soul Forges as weapons against the Chromatic Dragons of the Feywild during the Second Dragon War.   The original Giants were likewise creations of the Soul Forges- created in their image as a slave race. It was through the routine ostracization of the smallest members of their species that Dwarves were eventually birthed. Rebellion, however, pushed their oppressors out of the underground citadels and onto the surface- eventually giving way to the Ovarketh and Orkind; later pushes towards the surface by the Dwarves would result in the birth of the Gnomes, who would go on to birth the Halflings in turn.
Giants
A towering, semi-nomadic tribal race that largely prefers settling in mountainous environments.  
 
Dwarves
Adept Crafters and Smiths who remain in their ancestral citidels beneath the mountains.  
 
Gnomes
Arcanists and Tinkerers known for blending mechanical and Arcane technology past its limits.  
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Halflings
An agricultural race known for their Animal Husbandry and famous for their horseback skills.  
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Cover image: Reaching Hand by Min An

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I absolutely love getting feedback on my setting and its worldbuilding. I love it even more when people poke and prod at it, and ask questions about the things I've built within it. I want both. I actively encourage both. And it makes me incredibly giddy whenever I get either. However, there's a time and a place for critique in particular- mostly when I've actually asked for it (which usually happens in World Anvil's discord server). And when I do ask for critique, there are two major things I politely request that you do not include in your commentary:   ➤ The first is any sort of critique on the way I've chosen to organize or format something; Saleh'Alire is not a narrative world written for reader enjoyment... It's is a living campaign setting for Dungeons and Dragons. To that end, it's written and organized for my players and I, specifically for ease of use during gameplay- and our organization needs are sometimes very different than others'. They are especially different, often-times, from how things "should be organized" for reader enjoyment.   ➤ Secondly, is any critique about sentence phrasing and structure, word choice, and so on; unless you've specifically found a typo, or you know for a provable fact I've blatantly misused a word, or something is legitimately unclear explicitly because I've worded it too strangely? Then respectfully: Don't comment on it; as a native English speaker of the SAE dialect, language critique in particular will almost always be unwelcome unless it's absolutely necessary. This is especially true if English is not you first language to begin with. My native dialect is criticized enough as it is for being "wrong", even by fellow native English speakers ... I really don't want to deal with the additional linguistic elitism of "formal English" from Second-Language speakers (no offense intended).   That being said: If you want to ask questions, speculate, or just ramble? Go for it! I love talking about my setting and I'm always happy to answer any questions you have, or entertain any thoughts about it. Praise, of course, is always welcome too (even if it's just a casual "this is great", it still means a lot to authors)- and if you love it, please don't forget to actually show that love by liking it and sharing it around. Because I genuinely do enjoy watching people explore and interact with my setting, and ask questions about it, and I'd definitely love to hear from you... Just be respectful about it, yeah?


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