— Racial Aspects —

The information given here can serve as inspiration for creating character aspects and compels in play, drawing on the unique traditions and inherent gifts of these peoples. For a guide to creating racial aspects see the Character Creation section above.

— Dwarf —

As enduring as the earth from which they were shaped, the Stout Folk once ruled vast empires that sprawled on and beneath the surface of Faerûn. After centuries of decline, most dwarven kingdoms are gone, but the fruits of their labours survive, unbowed by the passage of time.

Shield Dwarves: Taller by half a foot than their gold dwarf cousins, shield dwarves (sometimes referred to as the Hidden), average 4 ½ feet tall and weigh as much as an adult human. The skin of a shield dwarf is fair or lightly tanned, and her eyes are usually green or silvered blue. Both genders wear their hair long, and males (and a very few females) have long, carefully groomed beards and moustaches. Hair colour ranges from light brown to red, with all shades fading to silver or white as time progresses.

Gold Dwarves: For generations, the Deep Kingdom of the gold dwarves has stood unconquered, dominating the surface lands and subterranean caverns that surround the Great Rift, gold dwarves are the dominant southern branch of the Stout Folk. Averaging 4 feet tall and weighing as much as an adult human, gold dwarves are stocky and muscular. The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and moustaches. Hair colour ranges from black to grey or brown, with all shades fading to light grey as time progresses.

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard,
Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

You might invoke a dwarven racial aspect when your knowledge of stonework, your toughness and stubbornness, your natural resistance to poison or your ability to see in dark dungeons may help you. Most dwarves would have it compelled when doing something requiring charm and grace.

Example Dwarven Stunts:

Darkvision (Marksman): You can see in the darkest of caverns, without a source of artificial light. Opponents may not invoke darkness-related situation aspects against you.
Dwarven Toughness (Brute): You gain an extra mild consequence slot, and you gain a +2 to Brute-based rolls to resist the effects of poison.
Dwarven Stability (Brute): You gain a +2 to Brute-based defence actions against being grappled, knocked over, pushed back, etc.

— Elf —

Elves are graceful, lithe, and beautiful. Regardless of their particular heritage, they are viewed by other races as a highly magical and wondrous people. This awe and respect has an unexpected corollary – many people view elves as haughty and shamelessly aloof. Today, the great elven realms may have retreated from the encroachment of humans, but the elven influence in the world is unmistakable and pervasive.

Collectively, the elves know themselves as Tel-quessir (translated into the common tongue, this means, “The People”). They refer to all other beings as N’Tel-Quess, a less-than-diplomatic elven expression meaning “not-people.”

Moon Elves: The most common of the elven peoples remaining in Faerûn, they have pale skin, sometimes tinged with blue, and hair of silver-white, black, or indigo; other colours are somewhat rare. Hair is worn in braids or ponytails, entwined with wire or beads. Moon elves sometimes wear body paint or tattoos in mystical patterns, though not to the extent that wild elves do. Their eyes are blue or green, with golden flecks.

Sun Elves: Responsible for the majority of the great elven cities of legend, Myth Drannor is perhaps their most famous creation. Sun elf realms are the stuff of legend, an integral part of the history of Faerûn. The sun elves certainly know this, for they distance themselves from non-elf races and often won’t let such “lesser beings” into their lands. Sun elves have bronzed skin, hair of golden blond, copper, or black, and eyes of green or gold.

Wild Elves: The wild elves of Faerûn are insular and savage, and as a result are rarely seen outside their forest homes. The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning.
Wild elves are stocky and strongly built for elves. Their skin tends to be copperish in hue with traces of green, and their hair ranges from black to light brown, lightening to silvery white with age. They are quiet around anyone except their own kind, and quickly become hostile in these uncomfortable situations. Clothing is kept to a minimum among the wild elves, although they make up for this with body decoration of all sorts – tattoos, war paint, feathers, and beaded jewelry that shows a surprising streak of complex and beautiful artistry.

Elves are considered children until they declare themselves adults, some time after their hundredth birthday, and before this period they are called by child names.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

You might invoke an elven racial aspect when grace and nimbleness is important, when languages or elven martial training with sword and bow is applicable, when resistance to enchantment is helpful and when sharp senses are a factor. They’d compel it when physical toughness is called into question.

Example Elven Stunts:

Ancestral Dueling Blade (Rogue): You carry the dueling rapier that your mother carried, and her mother before her; any elf in this part of the world would recognize this elegant weapon. You may re-roll any attack action when fighting a single opponent with either a traditional elven longsword or rapier provided they too are wielding a slashing weapon.
Elven Arcane Loremaster (Scholar): You have access to the magical traditions of the ages, intensifying your magical might; your successful magical attack actions gain an additional 1 shift of severity.
What Do Your Elven Eyes See? (Marksman): You gain a +2 bonus to Marksman-based overcome obstacle or create an advantage actions related to seeing long distances or in low light (but not complete darkness).

— Gnome —

Industrious, intelligent, and good-natured, gnomes have few enemies. Sometimes called the Forgotten Folk, they are not a numerous race, and for many centuries, have survived and thrived by keeping a low profile.

Rock Gnomes: An inquisitive and loquacious people (sometimes called ‘tinker gnomes’, especially those who hail from the island of Lantan), they are renowned throughout Faerûn as engineers, alchemists, gem-cutters and inventors, as well as illusionists of the highest order. Rock gnomes average between 3 and 3 1/2 feet tall, and weigh between 40 and 45 pounds. Their skin is often a light, earthy tan, unaffected by exposure to the sun. The hair of young gnomes can vary greatly in colour, but in adulthood they all tend toward grey or white. The males wear their beards neatly trimmed.

Forest Gnomes: Reclusive hunter-gatherers, they can easily become almost invisible in their woodland habitats, forest gnomes are the smallest of the gnomes, averaging only 2 to 2 1/2 feet tall. Even the tallest forest gnome is less than 3 feet. They usually weigh around 25 to 30 pounds. Unlike other gnomes, they wear their hair and beards long, often almost to their feet when unbound. The males often trim their beards to a fine point or curl them into hornlike spikes extending to either side of their faces. Their skin is the colour of bark, and their eyes are usually brown or blue. Their hair is brown or black, becoming grey or white with age. Forest gnomes can live nearly 400 years on average, although some make it quite a bit further.

Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else, which may or may not stick over time.

Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook
Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopm ottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck

You might invoke a Gnomish racial aspect when being deceitful and playing tricks on people, fighting goblins or kobolds, speaking to small burrowing or forest animals or when your small size helps you out. It would usually be compelled when their trickster nature or small size works against them.

Example Gnome Stunts:

Small Size (Rogue): Gain +2 to create an advantage actions when your small size helps, such as when hiding, sneaking, etc.
Trick Shot (Marksman): Gain +2 to create an advantage actions made with a ranged weapon.
Keen Nose (Marksman): Gain +2 to overcome obstacle or create an advantage actions made to notice something when scent plays a role.

— Half-Elf —

Half-elves can be found throughout Faerûn, but have few lands to call their own. They feel at home both in the sprawling cities of man and the secretive retreats of the elves, belonging truly to neither. They are a handsome and even-tempered race who typically handle the challenges of their heritage with good grace. Physically they show slight traces of their elven parentage but notably, males can grow beards.

You might invoke your half-elven racial aspect for the same reasons an elf would thanks to your fey ancestry but much depends on the company in which you were reared – elf or man? Half-elves who grow up in human communities often make excellent diplomats and ambassadors, but they can also be the victims of prejudice, ostracised because of their fey heritage.

Example Half-Elven Stunts:

Half-Elf Mummer (Rogue): You gain a +2 to overcome obstacle actions related to impersonating someone, creating disguises, etc.
Half-Elven Grace (Acrobat): You gain a +2 bonus to Acrobat-based overcome obstacle actions relating to balance, or similar athleticism.
Half-Elven Targeteer (Marksman): Your elven heritage enhances your archery. You may ignore any penalties due to long range when shooting your longbow.

— Halfling —

The Hin (as they call themselves), have a saying: “First there were dragons, then dwarves, then elves, then humans. Then it’s Our Turn!”. This attitude that all things will turn out to their benefit (and be served up to them on a silver platter), is typical of the halfling mindset – cocksure, confident, and with more than a streak of larceny to it.

Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and moustaches even more so. They like to wear simple, comfortable, and practical clothes, favouring bright colours.

Ghostwise Halflings: The ghostwise are easily the least common of the three sub-races of halfling living in Faerûn. They are elusive and do not welcome strangers to their lands. Instead, they prefer to pursue a nomadic way of life within their adopted homeland, the Chondalwood, associating mainly with those of their own clan. Many clans designate a natural feature – a distinctive rock, a lightning-struck tree, a stretch of a particular stream – as the centre of their territory and base their wanderings on their relative distance from this place. Some clans carry a tiny portion of this central feature with them as they travel, to reinforce their spiritual connection with their territory and their homeland.

Lightfoot Halflings: The folk of Faerûn are more familiar with the lightfoot hin than with either of the other two sub-races, primarily because the lightfoots are the most numerous and widely travelled of all halflings. Nearly every community of any size larger than a village has at least a few halfling residents. Lightfoots are more prone to wanderlust than other halflings, and often take up a nomadic life.

Strongheart Halflings: The stronghearts are, like the ghostwise and lightfoot hin, native to Luiren. They trace their ancestry back to the same long-lost days as the other hin, but unlike their cousins, the stronghearts elected mostly to remain in their homeland. Hardier than average (some say due to dwarven blood flowing in their line), they are able to grow full beards and often sport mutton-chops.

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

You might invoke your halfling racial aspect when taking advantage of your size, your ability to hide and remain inconspicuous, when firing skip-rocks from the infamous halfling war-sling or when that strange luck that seems to follow you works in your favour (halflings can invoke their racial aspect to re-roll any  action they choose). You’re usually compelled when people don’t give you the respect you deserve, when your size makes something difficult, or when that strange luck works against you.

Example Halfling Stunts:

Small Size (Rogue): You gain +2 to Rogue-based overcome actions when your small size helps, such as when hiding, sneaking, etc.
Halfling Tumbler (Acrobat): You gain a +2 bonus to Acrobat-based overcome obstacle actions related to climbing, swinging from ropes, jumping, and similar acrobatics.
Ears Of A Fox (Marksman): You gain a +2 to overcome obstacle actions made to hear faint sounds.

— Half-Orc —

Half-orcs are not uncommon in Faerûn. The city of Palischuk in Vaasa, for example, is a ruined city rebuilt by a large tribe of nearly ten thousand half-orcs who now trade peacefully with their neighbours. Another example is Purskul in Amn where many labourers are the descendants of orc slaves but most have no true homeland to call their own and as a result most spend their lives wandering the world in search of a purpose. Half-orcs are invariably the product of a human and an orc, but stories are told of half-orcs carrying the blood of dwarves, goblins, hobgoblins, and even halflings, gnomes, or elves. Orcs are a fecund race, and such stories likely have some truth in them.

A half-orc is usually about as tall as a human and a little heavier. Their skin tends to be grey with green or even purple undertones, and their faces feature sloping brows, jutting jaws with prominent teeth, and flat, squashed noses. This and their coarse body hair makes their lineage plain for all to see.

You might invoke a half-orc racial aspect when making use of your famed toughness, muscle power, and ferocity as either warrior, guard, or criminal. It might be compelled when you need to be accepted in a peaceful context, when you need to control your temper, or if you need to squeeze into a tight space.

Example Half-Orc Stunts:

Might Of The One-Eyed (Brute): Gain a +2 to strength-based overcome actions when moving heavy objects.
Menacing Half-Orc (Brute): You may roll Brute rather than Rogue for create an advantage actions dealing with intimidation and causing fear.
Unbroken Will (Mystic): You gain an extra mild consequence slot for mental stress.

— Man —

With lifespans that flash by in the blink of an elven eye, humans must make the most of their lives in the limited number of years given to them. Their energy and passion allows them to accomplish great things, yet their relative lack of historical perspective ensures that many of their greatest accomplishments will fall to dust, worn down by the sands of time.

Calishite: These humans descended from the slaves of Calimshan’s ancient genie lords. Shorter and lighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They regard themselves as the rightful rulers of all lands south and west of the Sea of Fallen Stars, and they look upon northern culture as short-lived barbarian kingdoms barely worthy of notice. Most Calishites seek nothing more than a lifestyle of comfort and the respect of their peers.

Calishite Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein

Chondathans: Hardy, enterprising and gods-fearing, the Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. The Chondathan domination of central Faerûn came about largely by virtue of extensive trade and settlement rather than by force of arms.

Chondathan Names: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag

Damarans: Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. Damarans see the world in stark contrasts – unspeakable evil (often stemming from the hubris of long-fallen empires) opposed by indomitable and uncompromising good. Most Damarans are farmers, loggers or miners in a harsh and unforgiving land. They populate the lands around the Moonsea and Impiltur.

Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag

Ffolk: The native inhabitants of the Moonshae Isles call themselves the Ffolk, although only faint vestiges of the original human tribes who bore that name still remain. Today, the Ffolk are essentially an isolated group of Tethyrians, descended from a large wave of immigration from the Western Heartlands in 467 DR. The original Ffolk had already conceded the northern Moonshae isles to the Illuskans centuries before the arrival of the Tethyrians, yet the Illuskans are still considered the invaders by the Ffolk.

Unlike their mainland cousins, the Tethyrian Ffolk speak Illuskan, but they still employ the Thorass script. They are governed by a strong druidic tradition.

Gur Nomads: The Gurs, also known as “Selune’s Children” or “the people of the highway,” are the nomads of the Western Heartlands. Most Gurs are members of extended family groups that travel together from settlement to settlement in motley caravans selling cheap cast-offs and working odd jobs. Others have settled in the poorest quarters of cities such as Baldur’s Gate, Elturel, and Irieabor, where they struggle to survive in the face of ancient prejudices.
Among those few scholars who have studied their culture, the Gurs are thought to be primarily of Rashemi descent. Although they have certainly intermingled with members of other ethnic groups, they strongly resemble the natives of Rashemen.

Illuskans: The seagoing, warlike people of the Sword Coast North, the Trackless Sea, and the Dessarin river valley – Illuskans are tall, fair-skinned folk with blue or steely grey eyes. Among the islands of the Trackless Sea and Icewind Dale, their hair colour tends towards blond, red, or light brown. On the mainland south of the Spine of the World, however, raven-black hair is more common. Illuskans are proud, particularly about their ability to survive in the harsh environment of their northern homelands, and they regard most southerners as weak and decadent. Illuskans make their livings as farmers, fishers, miners, sailors, reavers, skalds (bards of the north), and rune-casters.

Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver

Mulan: Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.

Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt

Rashemi: Tough, sturdy, and well adapted to life in the harsh and dangerous northeastern reaches of Faerûn. Rashemis tend to be short, stout, and muscular, and they usually have dusky skin, dark eyes, and thick, black hair. They cherish their strong ties to their land, appreciating it’s beauty while respecting it’s harshness. They display little of the arrogance that marks other groups whose ancestors once ruled empires. The most common reason for adventuring among the Rashemi is the coming-of-age ritual known as the dajemma. Rashemi youth are encouraged to go on a year-long journey to see the world, after which they are accorded the status of adults.

Rashemi Names: (Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina

Shou: The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. The Shou worship a pantheon of deities known as the Celestial Bureaucracy and employ the Draconic alphabet to represent the Shou language.

Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan

Tethyrians: Widespread along the entire sword coast and the western heartlands of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye colour varies widely, but brown hair and blue eyes are the most common. Tethyrians have strong knightly traditions and prize horses as steeds in battle. Those who display an academic bent are sometimes apprenticed to wizards but most Tethyrians depend on bards for historical record. Tethyrians commonly give Chondathan names.

Turami: Typically tall with dark mahogany skin, flat faces, and curly hair, the Turami are the primary inhabitants of Turmish, although they form minority populations in Chessenta, Unther, and Mulhorand as well. Tradesmen from these regions often sport long, square beards. The Turami have a reputation as fair traders throughout the Inner Sea.

Turami Names: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo

— Tiefling —

Some bloodlines in the realms are tainted, the result of coupling between fiends, fey creatures, genies or even gods and man. This blood may lie dormant for generations before asserting itself dramatically in the form a ‘changeling’ child. Archetypal outsiders, tieflings learn to survive by their cunning in a world that treats them with suspicion and fear. Despite this, their otherworldly aura often makes them natural seducers. Many become witches or warlocks owing to their kinship with beings from stranger realms.

All tieflings display at least some mark of their unusual inheritance – curling horns, bizarre skin, forked tongues, pointed teeth, cloven hooves or even tails. Some display unusual characteristics such as casting no shadow, or emitting a sulphurous odour. Tieflings with Rakshasa blood may sport fur or feline eyes. Tieflings diabolic in appearance were often killed at birth by horrified families.

Tieflings might invoke a racial aspect when they need to rely on cunning or deceipt, take advantage of their otherworldly aura, when seeing in dim light, resisting elemental magic, or when attempting to communicate in a fey or infernal dialect. This aspect is usually compelled when they need to be inconspicuous, or to be accepted in some situation where they’re acting against type.

Example Tiefling stunts:

Sweet Nothings (Aristocrat): You bring out the devil in people, particularly the opposite sex. You gain a +2 when attempting to create an advantage by means of seduction.
Infernal Appearance (Rogue): You bear some visible artefact of your heritage—horns, piercing red eyes, etc. You gain a +2 to Rogue-based create an advantage actions when intimidating or frightening people.
Shadow Affinity (Rogue): You gain +2 to Rogue-based overcome actions when you can use shadows to your advantage when hiding, sneaking, etc.

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