Playable Races

Dragonborn
Created by Bahamut personally during Tiamat's reign to help serve in the war against her, they are pretty rare in the Americas, although there is small enclaves. Most commonly found in Rosanzeru, as most of the Edokko Samurai are Dragonborn.



"Brass"

"Fire 5' by 30' line (DEX save)"

"Bronze"

"Lightning 5' by 30' line (DEX save)"

"Copper"

"Acid 5' by 30' line (DEX save)"

"Gold"

"Fire 15' cone (DEX save)"

"Mercury"

"Poison 15' cone (CON save)"

"Silver"

"Cold 15' cone (CON save)"

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Dwarf
Originally hailing from Dwarfhome, a Plane in the Astral Sea and home to their gods, they were originally established here as a mining colony in the Appalachian mountains. There they have built a unrivaled underground city, Eboncairn, said to house hundreds of thousands of Inhabitants and going downwards for miles. They have since spread out, establishing several enclaves throughout the Americas.

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Gnome
Coming with the Dwarves from Dwarfhome, they are an industrious race, and arguably the most technologically minded of all the races on Earth, quickly grasping and improving designs of all types. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

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Half-Elf
Unlike full Elves who are left by the residual energy left by dealing with a member of the Fair Folk/Fae (i.e. the Eldarin) springing up randomly, half-elves are simply directly descended from a Elf and another. They combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.

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Half-Orc
Alliances between humans and orcs that are often sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and often becoming true heroes.

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Halfling
Originally a group of thieves from antediluvian America that used plane shift into the Faewild to sneak, owing to it's similar geography and closeness planary. They were eventually were caught by the Fae and made into the Halflings as the price of their trespassing. They've since reintegrated back into society and have spread everywhere, adopting the local customs along the way, with many forgetting their thief origins. Technically a type of Planetouched (see below) they are able to reproduce true, as opposed to all other Planetouched.

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Human
The dominant force and only sentient and sapient race on Earth until the Event. Still the most numerous and common of all humaniods, their main advantage is their versatility and ability to blend in.

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Gnoblar
"Unplayable unless the entire party is Gnoblar." The smallest, most basic form of Goblinkind, the Gnoblars are the strangest as well. Constantly fidgeting, with disproportionately large heads, large mouths, and beady eyes, a singular Gnoblar is about as intelligent as a cat or dog, albeit able to dress themselves and use simple tools and weapons to hunt and defend themselves.

However as more and more Gnoblars are within earshot of each other, they quickly increase in intelligence and start being capable of speaking in full sentences, building new tools, casting magic spells (typically via dedicated caster member of the group if one is available), picking locks, setting traps and etc. The reason Goblinkind is universal in the Americas, it is currently theorized that Gnoblars reproduce via spores, like a fungus. They undergo a process called Gnoblarmorphosis, in which a long lived Gnoblar undergoes a transformation into a Goblin.

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Goblin
The eponymous Goblin occupies an uneasy place in a dangerous world, frequently villanised. The most numerous and common of all Goblinkind they are the backbone of Goblinkind society. While each Goblin is perfectly capable of functioning as an individual, their psychology seems to be finely tuned to life in close, tight-knit groups. A great example of this is the fact that they have little to no concept of “personal space” or personal property. Owing to this unique social aspect, they often happily dominated by bigger Goblinoids and occupy the lowest rung in goblin hierarchy. Adaptable niche-fillers, they range from the mercantile coastal goblins to the fae-ish forest goblins to Warg riding plains goblins. Thanks to their comparatively short live spans, they practice communal child rearing, which has resulted in an almost entirely literate society. Ironically their language, Klaptrap, is the closest thing to a universal language due to it's simplicity and the universality of goblins themselves.

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Hobgoblin
Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids compared to goblins, and often occupy leadership roles within mixed tribes. Extremely militaristic, with a knack for strategy and tactics, they make ideal soldiers and officers. War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Though hobgoblins are not necessarily evil they are prone to violence and hot tempers and find it difficult to be truly altruistic.

Hobgoblin culture is best described by their religion, with the worship of fire a central tenet. Given to them by Maglubiyet himself, they view the flame as a metaphor for their own souls. Fire is a destructive force, which if left unchecked devours everything in its path, and such is also the nature of the Hobgoblin soul.

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Bugbear
Bugbears are massive humanoid distantly related to, but larger and stronger than, goblins and hobgoblins, they are the bridge between the rest of Goblinkind and the Orcs. Known for relying on stealth and strength to attack, they prefer to operate and ambush at night. When they're not in battle, bugbears spend much of their time resting or dozing, and bully weaker creatures into doing their bidding. They are less organized and generally less motivated than hobgoblins however, using content to serve as the muscle in mixed tribes.

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Orc
Often considered more a cousin than Goblinoid proper, the orcs are only distantly related related the rest of Goblinkind.

Orcs seek death--to find the deadliest foes they can and do battle with them or the greatest obstacles and try to best them. The better they do, the more likely they are to be held in esteem by their god. An orc's existence is a brutish and unpleasant one. As such, they seek a glorious death-- death is the best thing that will ever happen to them. Their one-eyed god even provides an example of such behavior for others to emulate, and Orcs believe that a honorable death in battle will let them ascend into Nishrek, the realm of their gods.

Commonly nomadic, violent, raiders, they feel justified with an understanding that while death is an inevitability, a glorious honorable death is a goal to be accomplished. They are completely loyal, blindly following their leader, never questioning the morality of his actions. Dispute the common perception, Orcs are not inherently cruel, simply violent and fatalistic, accepting each injury as their natural lot in life and seeing no evil in inflicting these injuries on others.

However, Orcs can be rather fun to be around when they're well fed and convinced not to fight, making strong friendships that they will die for.

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Skaven

"Only playable in an evil campaign or if the DM agrees"

As distantly related to the rest of Goblinkind as the orcs, and as distant to the orcs as well, the Skaven are a race of malevolent and diabolical race of large humanoid rat-creatures that inhab several large Underdark empires, notably in California and New York City. Defined mostly by selfishness first, the three main reasons the Skaven have lasted this long and not killed themselves in an en masse fratricidal free-for-all is because their hatred of all other things outweighs their hatred of other Skaven by just enough for them to slightly function, they have extremely high birthrates, and the direct intervention of their god, The Horned Rat, who is an outcast within the Goblin Pantheon, and considered the personification of madness and disease by the rest of Goblinkind.

The Skaven race as a whole is extremely divided, often far more divided than perhaps any other race known in existence. Such disunion and ruthless lack of cooperation stems from the Skaven's insatiable need to survive, thrive, and reign tyrannical over his brethren. Though no matter how divided their race may be, they are nonetheless unified in a single cause, and that cause is to conquer the surface world and bring about the Great Ascendancy, where it is said that the Horned Rat's children will swarm across the face of the earth and claim all of it as their own

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Beast Races
Usually coming from the planes of the Deep Wilds, the Beast Races are some of the most numerous extraplanar immigrants and invaders to the material plane. Whether hailing from the ethereal Ultraviolet Grasslands, The Pridelands, The Eternal Wetlands, or elsewhere, the beast races encompass a wide variety of alignments, sizes, religions, and temperaments.

Grung
Aggressive froglike humanoids found in rain forests and tropical jungles in The Eternal Wetlands, they are fiercely territorial and see themselves as superior to most other creatures. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.

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Leonin
Leonin are graceful humanoids that share many traits with their lesser cousins, lions. Possessing a long and storied—but also mysterious—history, leonin may be found in many different environments and walks of life. Leonin command attention wherever they go, their impressive forms standing out in crowds and their loud roars marking them on the battlefield. A proud race, leonin tend to place a great deal of importance on tradition, ceremony, and maintaining appearances. Fortitude in the face of adversity is praised and admired, even if it comes at significant personal cost. For leonin living in the traditional pride structure (more common rural and wild areas than urban ones), the individual is a secondary concern, and the wellbeing of the pride is the primary consideration.

The Pride, essentially an extended family, composed of perhaps a dozen adult couples, their children, are nomadic and do nearly everything as a unit—traveling, hunting, crafting, and trading together. Over time, these traditions have been held to less and less strictly. Leonin who take up the adventurer’s life are most likely to do so out of a sense of duty, whether that be to their pride, their country, or their god. Others are driven by the thrill of the hunt—the hunt for glory in battle, for power, or even for knowledge. Some leonin are pulled by the past, keen to discover the fading secrets of their ancestors. A leonin might also set out to restore its own honor or that of its pride, or earn a place in a new pride after exile.

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Lizardfolk
Originally also coming from the Eternal Wetlands, where they were one of the top races, all competing for Níðhöggr's favor. These semi-aquatic reptilian humanoids possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Lizardfolk have no interest in money or jewels. They also do not value accumulating knowledge if it was not practically useful. They largely value things based on whether or not it is good to eat. If it is, it quickly gets their attention; if not, it is ignored.

Lizardfolk can often become distracted at the appearance of food, even if they are in combat. Lizardfolk can be highly dangerous when provoked. However, they are not inherently evil; they are simply savage and have a hard time fitting in with the civilized world. Those that venture into towns or cities are often alarmed, frightened, or offended by the environment. Few try to adapt, let alone assimilate into american societies. Instead, they feel their part is to learn about "softskin" ways and in turn show them how "real people" live.

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Lupin
Lupines are a humanoid wolf race, bearing their ears, tail and fangs. A free people still close to their primal side, they still maintain an overall civilized culture. They are self-sufficient survivalists who excel at hunting down the most elusive of prey. Although they use tools in abundance, a Lupin in pursuit of prey will not shy away from dropping to all fours in favour of a more accurate and satisfying hunt. Lupin are tribalistic by nature, meaning they are reliant on one another to provide skills and services, and work for the betterment of all, as well as future generations. Often finding solace amongst their own kin, they are quick to form bonds with those they do battle beside. These bonds are solidified by the establishment of a warband, which can range from a less than ten to over one hundred-strong.

The nature of each warband is unique, some are territorial, whereas others are nomadic travellers. Showing a similar hierarchy to that of an actual pack, with alphas and omegas, they have their own rules. When meeting people they tend to be easy and friendly unless they are either proven to be bad or they have a feeling about the person that does not sit well. Although they have an understanding for other cultures, they can be insular and stubborn when they encounter a facet of society they feel betrays a race's true nature. It is far more important to most Lupin to embrace who you truly are, than to try and be something you are not. For this reason, Lupin are also honest and earnest in their observations, even if such an observation is unflattering. This behaviour is expected amongst their own kin, and is usually something that Lupin struggle with outside of their own race, and it contributes to their estrangement within civilised society.

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Luterra
Luterra are humanoid otterfolk that vary in size and are agile inhabitants of coastal waters and rivers, equally happy to be on land or in water. They have a reputation for being playful and mischievous, but are great problem-solvers when they choose to be. Unsurprisingly, a great many luterra choose to spend their lives as sailors, navigators, naval officers, pirates, and the like, professions at which they excel. Luterra often form loose guilds or fellowships with others who travel and work on the same body of water. These relationships often take the form of favor-for-a-favor that might be repaid a week or a decade later.

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Buffalo-Folk
A recent arrival, and one of the few whos true classification as a beast race is undecided, the Buffalo-Folk are believed to have been created by the Trailwalker deities, in an attempt to show their followers the Trails.

Fiercely independent, they embody all that the old legends describe, self-sufficient, debonair, soft-spoken, polite but firm. Shamanism and astronomy intertwine, held in the highest regard within their culture. Skywatchers monitor the heavenly bodies close, moving their tribes nomadically with the stars. Buffalo-folk shamans are wise to many of the great mysteries of the New World but do not wish to share their sacred views with modern philosophers or scholars.

Buffalo-folk adventurers are uncommon. Most ‘Folk regard themselves as conservators of their simple ways of life and consider adventuring to be a fool’s endeavor. Still, there are some Buffalo-folk that ramble far from their range.

Buffalo-folk find comfort, strength and guidance from the stars and planets in the sky above. When a Buffalo-folk comes of age, the skywatchers of their clan choose a constellation, star or other celestial body to become the young Buffalo-folk's guardian. Buffalo-folk get depressed when they don't see the sky for a week, mostly as they are no longer able to commune with their guardian and ancestors.

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Tabaxi
Hailing from the edges of The Pridelands, the wandering tabaxi are jaguar-like humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. In general, tabaxi do not care for wealth, but they have an almost obsessive interest in ancient artifacts, relics and magic items, but not for the items themselves, as much as the stories and secrets they hold. Once an item has been thoroughly examined and studied, and its secrets revealed, it loses its allure and the tabaxi quickly lose interest and pass it on. Some have found safer ways to satisfy their fleeting obsessions by becoming traveling minstrels and tinkers, often accepting interesting objects and stories as payment for their services.

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Ursine
Reclusive but powerful, ursine are humanoid bearfolk that tend to keep to mountain villages, tranquil forests, or the cold tundras & wilderness far from civilization. Although their appearance may scare some off, some races and personalities find their calm and easy-going ways refreshing—an opinion sometimes shaken when an ursine is provoked. Most ursine tend to live far from civilization, gathering together in villages nestled in the woods, mountains, or tundra, or perhaps living the nomadic life chasing rich hunting grounds or caravan contracts. They usually prefer the quiet of nature, and often find the noise and bustle of cities to be jarring and unwelcome. This temperament has led many ursine to pursue professions that either keep them on the road or permanently outside towns, such as farmers, hunters, scouts, wilderness guides, caravan guards, sailors, druids, and more. Ursine don’t mind living in community, however, so long as those communities aren’t large or crowded, and particularly enjoy living in villages or large camps that often consist of a few extended families. Family tends to be important to ursine, although they are not usually clingy—always happy to see each other, no matter how often that might be. Free spirits, ursine put more value on independence and a wandering soul than tradition, and prize relationships above places or nations. Given the small size of most ursine groups, leaders are usually either de facto or non-existent, with adults or family heads discussing a situation and reaching solution together—or not, in rarer cases, which might result in one family splitting with the group and finding others with which to travel.

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Aarakocra
Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder. Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien. To many Aarakocra, the concept of a piece of land larger than a couple dozen square miles is mind boggling. From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies and their plumage typically denotes their membership in a tribe.

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Changeling
Changelings are a humanoid race who are distantly related to doppelgangers and mimics, sharing their shapeshifting qualities. However unlike them, Changelings are fully aware and more than just mindless monsters, with many desiring peaceful lives.

A Changeling can change its face and form with a thought. Many changelings use this gift as a form of artistic and emotional expression, but it’s an invaluable tool for grifters, spies, and others who wish to deceive. This, along with their heritage, leads many people to treat known changelings with fear and suspicion.

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Eldarin
Also known as the Fae or the Fair Folk, the Eldarin hail from the Faewild. A truly foreign race, they are primarily known for the Flower Procession, the equivalent of drunk frat boys out on the town looking for a party in the amount of mischief and wanton destruction they can inflict, where burning down towns is a hilarious joke, and their trade in the immaterial, particularly the Memory trade. Unpredictable and fickle, the Eldarin shift and change, like the seasons, their magic shifting with each form.

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Firbolg
Originating long ago when a group of giants accidentally wandered into the Faewild, they would be changed into two races by the 2 Fae courts. Those with the Seelie Court would end up becoming Firbolgs, and the Unseelie Court would make the Fomorians. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. While most Firbolgs are content to live quiet lives, the rare adventurer does arise from time to time. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

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Gith
Said to have ruled ancient Earth before even the dinosaurs, the race that would become the Gith was quickly enslaved when the Illithid Nautiloid Spelljammers first arrived. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day: the Warlike planar raiding Githyanki in the way of Gith, and the ascetic contemplative Githzerai in the way of Zerthimon. The brutal Githyanki are trained from birth as ewarriors, while the Githzerai hone their minds to a razor’s edge in their fortresses within Limbo

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Goliath
Hailing from the plane of Útgarðr, a plane of infinite, endless, snowy mountains, the Goliaths are not giants and not part of the giant Ordning. Said to be created by Grumbar the Primordial, the Goliaths are a civilized, noble and orderly race. Natural knights and paladins, modern Goliath culture praises stoic detachment, non-violence and wisdom. The Code of the Mountain basically describes not what is virtuous, but what is the absolute bare minimum of decency one has to exhibit to call themselves a civilized person. The code it is actually long and nuanced, but in general it proscribes truthfulness, loyalty, keeping one’s oaths, using violence only when necessary, protecting the weak and not giving into emotions.

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Kenku
Originally immigrants unintentionally brought over with the Edokko, the Kenku, also known as Tengu, are a group of avian, raven-like group of humanoids. Long considered protectors of spots in nature kenku are by nature incredibly secretive and obsessed with maintaining their privacy. They are also impulsive and unpredictable, and driven by their whims. It's said an ancient crime that robbed them of their wings and voice, the flightless kenku wander the world as vagabonds and burglars who live at the edge of human society. Having lost their ability to speak, they communicate via mimicry, for instance, a kenku begging for money might make the sounds of coins clinking together.

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Kobold
Originally created by Tiamat as a mockery of the Dragonborn, they have since evolved past mere servants and even worship of Tiamat, with one of them said to have ascended to Godhood, Kurtulmak The Shining One. Often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. They are noted for their skill at building traps and preparing ambushes, and mining and are often found serving as minions for dragons.

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Tortle
Tortles are native to the Tri-Para-Elemental Plane of Surf, a corner boundary where the elemental planes of water, air and earth meet, resulting in glorious beaches, shallow oceans, and incredible but temperamental weather. Tortles are reptilian-looking humanoids with large shells on their backs that are capable of containing their entire bodies. Most tortles have the notion of having their houses on their backs, which means that they rarely feel homesick or the need to lay roots in any single place. They are often eager to learn new customs and find beauty in the most ordinary things. Despite spending much of their lives isolated, tortles like to form strong friendships. Waiting until the end of their lives to have children, all Tortles become orphans at an early age.

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Triton
Standing guard over the ocean depths, it is unknown if the Tritons come from the Elemental Plane of Water or if they've been on Earth the whole time, the Tritons are long-established guardians of the deep ocean floor. Building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk, the noble tritons have gradually become increasingly active in the world above.

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Warforged
Originally mindless machines built by Old America before Tiamat's rise, an unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. The Warforged are made from wood and metal, but they can feel pain and emotion.

Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning. Taking their name from their original purpose, many have a dutiful attitude towards life, taking pleasure from fulfilling commands. Warforged as a whole have a strong work ethic and share an aversion to failure. Warforged are capable of fear, often of death or pain, as much as other race and they can come to hate the sources of these fears just as easily. Since warforged were created in a state of physical maturity, many exhibited a childlike perspective that was often mistaken as naïve or emotionally crippled; this was not necessarily true. Some warforged, in fact, developed a particularly sophisticated view of the world, ever curious about its mysteries in part due to the odd nature of their creation. Many wondered where they might go in death and if they even have souls.

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Yuan-Ti Pureblood
The serpent race known as Yuan-ti are a group of Revelationists who ended up trapped one of the times the planes converged, in one of the Planes of The Assembly of the White Lamb. There, in the direct presence of their god, The-Serpent-Made-Whole, who shaped them into his image. While only a few short years had passed in the Material Prime, thousands had past in the Assembly Planes and the Yuan-Ti became the result. A theocratic, caste-based society of snakefolk hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands, they are seen as corrupt and degenerate monsters by other races.

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Planetouched
The planetouched are created when a mortal deals with a extraplanar race such as the Djinn, Fae, or Devils for an extended time or enter a foreign Plane for an extended time. This leads to a residual magical energy that enters the body, typically unbeknownst to them, as it doesn't effect the person in any way, but rather gives their descendants a chance of being born planetouched. The effect appears to be inconsistent but seems to increase with time spend around either explanar entities or planes.

Aasimar
Contact with angels, good spirits, and other (usually lawful) good servitors leads to Aasimar being born, bearing within their souls the light of the heavens. Their births are often hailed as blessed events, as they are a people of otherworldly visages, with luminous features that reveal their celestial heritage. The aasimar will usually receive visions, prophecies, and feelings from the deity that gave their bloodline the energy, often without the deity's direct knowledge, influencing the Aasimar continually towards good.

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Elf
Born when one of their ancestors had dealt with one of the Fae or entered the Faewild, Elves are one of the more common planetouched, to the point of being common knowledge throughout the continents. Extremely long lived and naturally graceful, Elves often consider themselves better than most demi-humans and as such are usually confident to the point of arrogance. Usually Elves display the characteristics of the Fae but to a lesser degree, they are quick to anger, quick to forgive, oft fickle people, they can be difficult to deal with but will die for their loved ones. However, occasionally, an elf might even fall into more hedonistic practices than what most consider normal.

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Genasi
Dealing with an inhabitant of the Elemental Planes will give your descendants a chance of being born Gensai. Often created in deals with on the the Genies (Djinn, Dao, Efreeti, and Madrid's) or an Elemental, Gensais vary significantly depending upon their magical inheritance.

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Shifter
An uncommon Planetouched, the Shifter comes from the survivors of The Wild Hunt, or a visitor the the chaotic planes of The Deep Wilds. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?

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Tiefling
A pact struck generations ago infused the essence of a Devil or Demon will give a chance of Tieflings being born into your bloodline. Their appearance and their nature is not their fault but the result of an ancient sin. Often shunned by even normally tolerant societies, to be a Tiefling requires strong friendships to survive, or going down a darker path.

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