Tieflings are a race descended from the union between a human and an infernal god. Although tieflings are not inherently evil, their origin has left a stigma on their race that makes them one of the most persecuted peoples in the world. Those that accept them will find they are quick, intelligent and skillful allies.
In the Lost Lands campaign setting, tieflings are a playable race.
The first tieflings, it is written, were born from the union of a human woman and the dark god Mephistopheles in human form. However, tieflings are fertile and can reproduce with each other. All tieflings bear marks of their infernal origin: both males and females have horns protruding from their heads and thin, pointed tails. Their skin tones run the gamut from normal human shades to a light shade of red or grey. A tiefling's hair is almost always stark white, but some color their hair to appear more human.
A tiefling's fiendish blood grants them a number of traits: tieflings are naturally resistant to the elements, and have a natural talent for magic. Infernal sorcerors are often tieflings.
Tieflings are often loners, but band together when it benefits them or to avoid mutual persecution. The largest tiefling city is Tief, located on the eastern shore of Lower Talon Isle. The city was built in 2344 ATW by refugees from White City, and many parts of the city are still under construction. The tiefling Trist Veracutio was granted the land to build the city by law from White City. The land is infamously hostile and infertile, and Lower Talon Isle baron Tur'Yan was not unhappy to see it go.
While Tieflings are not evil by default, many do embrace their infernal heritage. A large number of these tieflings formed The Sons of Mephistopheles, a cult made up of tieflings and monstrous humanoids dedicated to worshopping the dark god, whom they see as their father. Good tieflings do their absolute best to distance their race from The Sons as much as possible. These good individuals often hide their tails and file down their horns to increase their ability to integrate with other races.
Many still harbor rascist feelings towards tieflings, especially in Corgonako. As a result, few tieflings live there and most have emigrated to the Talon Isles, Reptoia, or Fortuna. While recent legislation in White City has granted tieflings the same rights as other races, it is still illegal in many places for tieflings to hold office. One of tiefling advocate Trist Veracutio's main goals is to install a tiefling on the Council of Ten.
While cities of universal tolerance like White City are havens for tieflings, many towns are hostile towards them.
Game Rule InformationEdit
- +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are quite nimble and intelligent, but inherently off-putting and often despised.
- Darkvision: Tieflings can see in the dark up to 60 feet.
- Skilled: Tieflings gain a +2 racial bonus to Bluff and Stealth checks.
- Fiendish Resistance: Tieflings have resistance to fire 5, electricty 5, and cold 5.
- Fiendish Sorcery: A tiefling sorceror with an Infernal bloodline treats his Charisma score as 2 points higher for all sorceror class abilities.
- Languages: Tieflings begin play speaking Common and Infernal. Their bonus languages are Corganan, Draconic, Dwarven, Elven, Goblin, Grippli, Orc, and Tengu.