Dungeons & Dragons Group The Hague 

Races of Tilea

These are the races of Tilea, most of the racial traits remain the same as presented in the Pathfinder Phb. However some races have different traits presented hereunder which fit with their roles and abilities in the world of Tilea.

Humans

The largest part of the population of Tilea consists out of humans. Humans of Tilea are divided into innumerable nations, states, sects, organizations, religions, tribes and kingdoms. A human can be good, evil or unaligned. A human can be a valorous paladin, a bandit thief or a powerful archmage.  Altogether humans come in all shapes and styles. Hated as a race, but respected for their individual achievements; it’s good to be a human.

Dwarves

As one of the old races the dwarves live everywhere mountains are and gold or other metals can be found. Numerous dwarves have settled with lives outside of the dwarven communities, earning big money with their specialized professions. It is however still uncommon to find a dwarf in one of the many floating cities on Tilea. For some reason the dwarves are not that comfortable; high in the air.

Dragonborn

The dragonborn is a race of humanoids descendant of the ancient rulers of Tilea; the dragons. Dragonborn were created long time ago by mighty dragons as loyal servants. Stories tell that the Dragonborn were the result of a magical infusion of a pregnant woman with some of the essence of a dragons. It is believed that some dragons created hundreds of Dragonborn in this way, with the single purpose of creating a loyal army of servants and followers. Currently the Dragonborn are a well established race able to reproduce naturally. Today, the dragonborn are not uncommon in Tilea. In some places they can be frequently seen, in other they are perceived as monsters and attacked on sight. The largest population of dragonborn lives today in Kaladon, in the southern kingdoms, but they can also be found in the north near the Wyrm Plains and in the city of Telmasarne.

Dragonborn Racial Traits

·         +2 Strength/+2 Charisma, +2 Constitution, –2 Dexterity. Dragonborn are hearty and healthy, but they are clumsy in their bodies. Chromatic Dragonborn receive a Strength bonus while Metallic Dragonborn receives a Charisma bonus.

·         Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype. For all effects related to race, a Dragonborn is considered a dragon.

·         +2 dodge bonus to Armor Class against creatures of the dragon type. The Dragonborn have an innate sense of how best to defend themselves against their potential enemies.

·         Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.

·         The Dragonborn have darkvision 60 feet.

·         Automatic Languages: Draconic. Dragonborn gain the ability to speak Draconic.

·         Favored Class: Fighter. A multiclass Dragonborn’s fighter class does not count when determining whether she takes an experience point penalty for being a multiclassed character.

Half-elves

Too large and too muscular build to be mistaken for a full blooded elf, yet too slight and slim looking to be fully human, half-elves find themselves on the outside of both parent’s societies. In Tilea half-elves can be found anywhere; next to humans in large cities, in the skies, or between elves in green forests. Many half-elves can be found in the northern kingdom of Sarennaia, where they live in peace between humans, elves and nature.

Ashtans

This race of humans, descendant from the goddess Ashta lives in the northern nation of Astarra. Ashtans resemble humans in every possible way; besides their human outlook the body of an Ashtan sprouts two beautiful white wings from the back. Ashtans are a bright and friendly race, open to strangers and visitors as long as their intentions are peaceful. A typical Ashtan has blond or black hair, white skin with a muscular body and white or light brown wings. Ashtans worship collectively their goddess of air Ashta.

Ashtans Racial Traits

·         +2 Strength, +2 Charisma, –2 Constitution. Ashtans are good looking and outgoing and have a strong and muscular build but they seem more fragile and delicate than humans.

·         +2 dodge bonus to Armor Class against creatures of the dragon type. Ashtans have battled dragons for centuries and they have an innate sense of how best to defend themselves against their potential enemies.

·         Flight (Ex): Ashtans have a flying speed of 50 Feet with average manageability, as long as they do not carry more than a medium load, are not wearing heavy armor, and are not fatigued or exhausted. Ashtan wings have a span of 10 Feet on average; they cannot fly in an area that does not allow them to fully extend their wings. Ashtans may make a dive attack. A dive attack works just like a charge, but the Ashtan must descend a minimum of 30 Feet and attack with a piercing weapon; if she hits she deals double damage.

·         Ashtans gain a + 8 bonus on all fly skill checks.

·         Automatic Languages: Auran

·         Favored Class: Fighter, Sorcerer. A multiclass Ashtan fighter class does not count when determining whether she takes an experience point penalty for being a multiclassed character.

Halflings

The small sized Halflings live everywhere and nowhere, the have no home and that’s the way they like it. Young Halflings like to travel and do so extensively during their younger years, just to settle down and start a family when they get older.  Halflings do not have their own kingdom on Tilea, instead they gather together in smaller villages or neighbourhoods in towns. Halfling can be found in any region, in any city, or on any ship in Tilea.

Elves

Long time ago, elves were one of the powerful races in Tilea. It is them who, together with the dwarves, defeated the dragons and their allies. But due to racial differences, the powerful elves divided into various groups and sub-races.  The elves, or also called moon elves, are after many decennia of strive and war weakened. Many of them left their homes to live among other races but some are still conservative, locked away in their forest cities.  The mightiest of these elven states is Falfarren; open to elves and forbidden for everybody else.

Tieflings

Descendants from the union of humans and demons, the tieflings are powerful beings. Having demonic blood does actually mean that most tieflings are evil. However, there are outcasts among the most devoted folk, and it happens, lately more often than before that good aligned tieflings verge into the world. Thousands of tieflings live in the Chaos Plains around the Doom Desert and serve in the army of the Bane Disciple.

Tiefling Racial Traits

·         +2 Dexterity, +2 Intelligence –2 Charisma: Tieflings are gifted with heightened reflexes and cunning, but tend to disturb people with whom they interact.

·         Cold, fire and electricity resistance 5

·         Darkness (Sp): Tieflings can use darkness once per day as cast by a sorcerer of their character level

·         +2 racial bonus on Bluff and Hide checks.

·         Darkvision 60 Feet

·         Tieflings native to Tilea are not considered outsiders.

·         Favored Class: Rogue

Eladrin

The Eladrin are followers of the, to god-hood ascended, Illudus. Long time ago, he was the one who liberated the Eladrin and together with Correlon decided on their unique fate. Eladrin, also called sun - or high elves, have blond - gold hair and blue, light or golden eyes. Many Eladrin live with their kin in protected cities, but some decide to travel into the world and learn about Tilea.

Eladrin Racial Traits

·         +2 Charisma, +2 Intelligence, –2 Constitution. Eladrin are intelligent, graceful creatures but their body is frail

·         Eladrin are considered elves for all spells and effects.

·         Low-Light Vision: Eladrin can see twice as far as humans in conditions of poor illumination.

·         Elven Immunities: Eladrin are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.

·         Elven Magic: Eladrin receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Eladrin receive a +5 racial bonus on Appraise skill checks made to identify the properties of magic items.

·         Daylight (Sp): Eladrin can use Daylight once a day as cast by a sorcerer of their character level.

·         Weapon Familiarity: Eladrin treat any weapon with the word “elven” in its name as a martial weapon. They however do not gain any extra proficiencies.

·         Automatic Languages: Elven

·         Favored Class: Wizard and Paladin. A multiclass Eladrin wizard does not count when determining whether she takes an experience point penalty for being a multiclassed character.

Gnomes

Gnomes usually dwell alongside other races often taking to one craft or profession with obsessive zeal, using that passion to root them in their surroundings. Master Gnomes living in the cities are mostly praised for their crafty abilities. Many view such gnomes as eccentric, as their passions tend toward invention, alchemy, or other technical pursuits. Some gnomes still live in closed communities; those rather tend to nature than to science.

·         Ability scores: +2 Intelligence, +2 Constitution, -2 Strength

·         Favored Class: Bard and Wizard

·         All other traits remain the same as in the Pathfinder Phb.

 Half-Orcs

Just as other half-breed races, half-orcs are not welcome in their parents communities, by humans considered at monsters at worst by Orc’s as weaklings at best, the half-orc live a life full of disappointments. The live of the half-orc is a constant struggle against prejudices of humans against orc’s and of orc’s against humans. Many of the race members seek future in the only thing they excel at: combat. Strong, experienced half-orc mercenaries that understand the local language and culture and are at least a little sophisticated are welcomed in every military unit.