Tilen
Amethyst-Tilen.jpg

The tilen's birth and history is marred in pain, suffering, and mystery. How they came to cherish life from evil points to the tenacity of their spirit. When the white gate burst open, a wave of energy flowed over the Earth. The first spawn race born from this flux occurred, of all places, in the lands around the Necrosea. The tilen emerged in the first century. Originally vampires, when the positive energy hit them, it forced them from the undead. This process did not occur in demons from Kakodomania or from vampires who chose their fate willingly, but only those with hands forced. A precious few awoke from their feral existence and remembered their lives. They regained their souls.

Their blood pulsed once again. Partial color returned to their bodies. Many died trying to escape the darklands. Some survived and vanished. Their determination allowed them to survive to today.

The tilen do not combust under light but are extremely sensitive and avoid it when they can. Their life span stretches more than 500 years. Their conception rate is virtually nonexistent, and the only other way to expand their population is to embrace outsiders into their clan and crossbreed. To reproduce outside their species, tilen need to bond not only to humans but to their fey ancestors as well. This is invited by their culture since a tilen female's menstrual cycle is between two and three years. Conception is extremely low, even when bonded to another tilen. This increases by 300% if the tilen is bonded to a non-tilen. Unfortunately, several other nations don't share this open view. For one, tilen genes dominate all others in reproduction. Regardless of the paired species, if a tilen produces offspring with a non-tilen, even if it's a pagus, a tilen always emerges. Their bonding ritual started as a passionate and extended kiss that nearly suffocates the non-tilen partner. As time passed and their civilization developed, this ritual has gotten more complex.

Tilen don't need blood to survive but it is the only way they can heal major wounds since the regenerative rate of their own body is slow. Most tilen are nomadic, hiding from the light and most outsiders. They still show up as undead but not as evil or do they withdraw from holy symbols. Tilen cannot be turned or controlled by any faith. Powerful tilen built hidden towns scattered over the world. Few outsiders know their location.

Tilen spend most of their time fighting back their own untamed natures. They believe they are still one step from regressing back to the undead. It's a fear they carry today, though in their entire history, only one has ever temporarily fallen back to darkness. Tilen fear undead but also despise them. Many turned so far to the path of good that they have vowed to remove the Earth of all undead. They consider necromancers and nihilimancers their sworn enemies.

There are less than 10,000 tilen in the world but their numbers increase quickly.

Personality: Tilen keep to themselves and seldom advertise their presence outside their own villages. Though almost entirely benign and peaceful, tilen suffer the greatest at the hands of others. Most fey races avoid the tilen and several human villages openly hunt them. Despite this, tilen numbers continue to rise. This is because their demure nature and statuesque good looks have been sought after by those seeking them as mates. This desire is most popular among humans, causing a hostile response by those accusing the tilen as being servants of darkness, mostly from other humans.

Tilen are innocent and few have ever taken a life in anger in their entire history. They are emotional and expressive but rarely lose control of their facilities. Even when they do, it is often in a positive direction and never to endorse an evil act. Tilen are often gripped with fear of a relapse that will turn them back to darkness. They loathe exposing their vampiric traits, which can occur if they are angry or otherwise excited. To them, it unmasks them. Tilen fear that if others were to see them in that state, it would cause a violent reaction and endanger the tilen as well those they care about.

Among allies, friends, or family, tilen are open, honest, gentle, and fiercely loyal. Once they establish a bond in any form, they honor and relish such attachment, knowing perfectly well how rare they are.

Physical Description: Remnants of their past include the fact they are sensitive to light and throw no reflections in mirrors. Tilen are generally thin, almost frail, being they were all once fey. They age at nearly the same rate as humans, reaching adulthood in their twenties but remain in that state for nearly 200 years before slowly aging, though never appearing older than 50 human years. Their slightly pale skin is cool to the touch but not cold or dry or cracked. Their hair is usually bleached gold or white, often streaked with silver. They are very tall, almost appearing stretched, inching laudenians out. Their ears taper long and straight up, though years of necromancy made the edges jagged. Their eyes stand out from their monochromatic skin and (often) attire, reflecting brilliant greens, blue, and even orange but seldom yellow or red. Their eyes often expose a tilen's presence from across a crowded room, as they appear to burst from the shadows from where tilen frequently hide. Though passionate and kind creatures in general, tilen are incapable of crying.

No matter the original fey turned to vampirism, tilen and vampires in general all bear this description, leading many to ask why. Popular theory endorsed by the tilen claim the foreign powers of darkness pushed out the altered forms of the heritage races, resulting in a shape closer to the original fey. Though this theory remains accepted by tilen, many damaskans, laudenians, and chaparrans view this as an insult, all claiming their form to be direct descendants of the original stock. Most humans don't understand the value fey seem to place on their ancestors. The human view is also shared by the gimfen, who simply don't care. The narros and tenenbri never made an official stand on the matter, but secretly disapprove of the tilen claim. The tilen don't assert arrogance or superiority with this contention. In their view, it simply makes sense.

When tilen get excited, by either positive or negative input, their vampiric traits become more exposed. Their eyes change to bright red or yellow and their canine teeth sharpen and extend. Even their nails grow slightly longer. They despise showing this side of themselves, even and especially to those they care about.

Relations: Although some few species accept the tilen, some other cultures, mostly human and especially larger ones based on fostering hate among the population (like Baruch Malkut) view tilen as subversive, planning a clandestine route to destroy all the children of God by breeding them out. They regard the tilen men and women, often statuesque and attractive, as demon masters of seduction— modern day succubi and incubi— whose only purpose is to temp men away from chaste and loyal human marriages, to breed an army of cambion
half-breeds.

The fact that more than 85% of all tilen are female, a ratio also shown in their offspring, does not help this growing stereotype. As a result, images of tilen fall under headers on posters declaring them a variety of demons from a wide range of legends and religious books.

Alignment: All good. Tilen cover the broad range of good alignments. Nomads prefer chaotic while most others choose law. Evil tilen no longer stay tilen. They turn back into vampires. Only one is known to have turned.

Locations: Almost all adventuring tilen originated from around the Necrosea, though never from inside it. Their villages sit hidden in rock and forest and only proper directions or a tilen guide can locate them. There is one known village in Southam but enough tilen have appeared in Canam to build rumors of a hidden commune.

Religion: The primary faith of tilen resides in the faith of Attricana itself. The gate returned their souls and brought them from the darkness. They owe everything to the light.

Languages: Tilen adopted Common and Elvish as their primary languages.

Names: Tilen shed their previous names when they were pulled back into the light. They discarded any connection with their dark past as well as their fey lineage. The first tilen elders changed their titles, adopting new names. Most are human inspired. Their descendants continue the trend.

Examples: Saleena Kaeris, Zacheria Korvek, Lhamah Cyrose, Mira Diemasko.

Adventures: Though the elders frown on discussing the Null time (the time between the Ixindar and Attricana opening), many young tilen remain curious about their heritage. This made several tilen inquisitive about the outside world. Many leaving prefer solitude or hope to be confused with other elves. They keep their unique attributes private. Tilen are faithful to the group they ally with.

RACIAL TRAITS

All player characters portray the descendants a single or several dozens of generations from the original tilen turned from the darkness 1000 years ago. All racial traits as well as average age and age limits presented refer to the children of the first tilen. The elders of the tilen are substantially more powerful. They cannot be player characters.

Tilen possess the following features:

  • +2 Strength, -2 Constitution. Tilen do not look physically powerful. Their increased strength appears unnatural.
  • Reduced Healing: Effects from healing spells, scrolls, potions, and any other healing effects are halved for tilen. Even natural healing is reduced in this way. Tilen can offset this with Blood Drain.
  • Blood Drain (Ex): A tilen can suck blood from a living victim with his fangs by making a successful grapple check. If he pins an enemy, he drains blood, dealing 1 point of damage per tilen character level per round sustaining the grapple. The tilen is cured of half that amount inflicted. If an ally voluntarily offers himself or herself, the healing rate is 1 to 1, with 1 point of damage inflicted heals 1 point of damage to the tilen. The tilen cannot heal more hit points than his current character level per round, nor can he drain more hit points than the target has. It is not clear why willing targets heal tilen greater than unwilling. Tilen subscribe that as another factor of their blessing. It proves that though partially still cursed, they must depend on the kindness of others. Blood Drain operates independently to the above rule, where healing effects are halved. This effect does not turn the victim into a tilen or a vampire.
  • Blood Vengeance: A tilen receives a +5 racial bonus to Perception, Sense Motive and Survival checks when using these skills against all undead and receive a +10 racial bonus to these skills when dealing with vampires specifically (not other tilen). A tilen also receives a +1 bonus to hit and damage rolls against vampires. A tilen is even allowed to roll against identifying a vampire that has shapechanged to its animal form.
  • Tilen receive a +2 racial bonus to saves from all Necromancy spells.
  • Resistances (Ex): A tilen has resistance to cold 5 and electricity 5.
  • Tilen are considered fey and receive all broad fey abilities. They are immune to all mortal disease, receive a +3 bonus to all Knowledge (History) rolls, a +5 racial bonus against sleep effects, and can make Listen skill checks while asleep).
  • +4 to Acrobatic and Swim skill checks.
  • Tilen still show up as undead on detection spells though not actually being undead. Amongst other undead, a tilen can very well be confused for a vampire. Tilen cannot be turned and still read true on alignment detection spells.
  • Darkvision: Tilen can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tilen can function just fine with no light at all.
  • Weaknesses: Exposing a tilen to direct sunlight reduces his vision to 30 feet and he loses all racial skill bonuses. He also suffers an additional -4 penalty to all spot checks and ranged attacks. When tilen get emotional in any way (as in anger or in passion for example) their old vampiric traits emerge. Their eyes glow yellow or white or red depending on the specifics of the character, and their incisors extend. When in this state, the tilen gains a +4 to intimidation, but a -4 to diplomacy.
  • Favored Class: Any.
  • Avoided Class: None
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