Codex

Sevrai

PeopleRacePlayable

The time-witches of the Stillness: mortals bred to a Time affinity by generations in a permanent Izzus breach, alive and mortal beneath it.

Type
People
Category
Race
Player Option
Yes

The Sevrai are the people the rest of Alaria calls time-witches, and the name is half right. They are not born of Izzus the way the Neferati are born of fire or the Korrun of stone. They began as ordinary mortals, refugees and exiles and families who walked into the Forest of Statues generations ago and did not walk back out, and the Stillness changed them the slow way long water changes a stone. A child raised inside a permanent Izzus breach grows a channel to the time-layer the way a child raised at altitude grows a deeper chest. After enough generations the adaptation breeds true. The Sevrai are mortals with a Time affinity laid over an ordinary life, and that affinity is the whole of what sets them apart. Underneath it they are born, they breed, and they die like anyone.

Izzus answers a particular cast of feeling: patience, foreboding, regret, the kind of anticipation that leans away from the present toward what has been or what is coming. The Sevrai live in that lean by habit, and it makes them strange company. They are unhurried past the point of comfort, slow to startle, slow to grieve in any way an outsider can read. What looks like witchcraft to a traveler is mostly one plain skill: a Sevra can feel which way the breach runs underfoot, where a step lands in a slowed pocket and where the rate climbs toward the killing edge that turns the careless into statues, and so they cross the Forest of Statues as easily as you cross a street you grew up on. The hazard they live with is the element's own. Izzus drifts. A feeling aimed at one moment slips off it, regret pulling back toward what is gone, anticipation overshooting toward what has not come.

The forest does not kill the hurried out of malice. It kills them because they will not feel where their foot is going. Stand still long enough and the slow places announce themselves. Everyone who dies in here died in a hurry. — a Sevra guide, to a party bound for the deep zone

The oldest Sevrai are old in a way that needs explaining, because it is not what it looks like. Ciri, the most storied of them, has been alive by the outside world's calendar for close to four centuries, though by her own body's reckoning she has lived only a fraction of that. She is not deathless, and she has worked no magic to lengthen herself. She has spent those centuries in the slow heart of the Stillness, the deep zone where a year outside passes in a handful of days within, and her body has run through a long but mortal span of its own slow time while the world raced ahead of her. This is the same thing the Salt Tomb does to a block of salt, worked on a living woman instead of a wall. Carry a Sevra elder out of the breach and from then on they keep the world's rate like anyone. The slowness was never in them. It was in the ground they stood on.

Ciri keeps a water-clock in the deep zone, a thing of brass bowls she carried in centuries ago. It has not finished draining the first bowl. She watches it the way other people watch a fire. By the clock she is four days into the year she arrived. By every calendar outside the Forest the kingdom that sent her has fallen and been forgotten, and she has outlived the language its envoys spoke.

When a Sevra dies, they die as mortals die. Each of the three strands returns to its road, the soul rising to the Astral, the shadow settling into Malstaris, the spirit lasting in Celestia only as long as the name is spoken, and the time-affinity simply ends, the way warmth leaves a body. Nothing lingers. No remnant walks a road at dusk; no figure stands in a doorway out of its proper hour. This is the line that separates the Sevrai from the Hourbound, and it runs deeper than the family resemblance lets on. An Hourbound has Izzus fused into its threads, worked into the very strands that meter a life, so that when it dies the roads run at the wrong rate and strand a remnant out of its own moment. A Sevra's affinity is laid over the threads, not into them. It is borrowed, not bound. The slowness they live by belongs to the breach and stays in the breach. What dies is a mortal who happened to live somewhere strange, and a mortal's death runs the same in the Forest of Statues as it runs anywhere.

Outsiders still come to the Forest to be taught, and a few of the Sevrai still take students, Ciri among them. What the teaching costs is not a fee, and whatever the traveler's tales claim, it is not a piece of the soul. It is the toll the element takes from anyone who works it past their depth. A student learns to summon and hold the Izzus register, the patience and the regret and the long anticipation, and to pour it into the breach, and the pouring leaves them emptied of exactly those feelings, hollow and flat for days while the feeling seeps back. Push too hard and too often and it stops coming back all the way. The ones who train longest come away turned permanently toward a then they can no longer step out of, unhurried, unsurprised, never quite in the room with anyone. They are not diminished in their souls. They are spent in their hearts, which is the only price Izzus has ever charged.

Aspects

  • Never in a hurry, never surprised
  • The slowness belongs to the breach, not to me

Vitals

  • Size: Medium
  • Height: 5-6 feet
  • Weight: 110-200 pounds
  • Max Age: 90 by their own clock; far greater by the outside calendar for those who dwell in the slow zones
Game mechanics

Sense of the Rate

Passive ability. You have an advanced attunement to time. Within an Izzus breach or near a time leyline, you can feel the local rate of the ground around you, where it slows, quickens, or stalls, and you have advantage on checks to navigate such a place without being caught by a sudden change in rate.

Unhurried

Passive ability. You are not easily rushed or startled. You have advantage on saves against effects that would frighten you or force you to act against your will out of panic, and you cannot be surprised while conscious.

The Codex of Alaria