
We are the darkness, we are the death, we are the primordial, we are the Tieflings

Tieflings are the children of shadow, flame, and ancient consequence mortals marked by infernal bloodlines and cursed legacies that trace back to desperate pacts with demons, devils, or fallen gods. No Tiefling is born by accident; each is a living embodiment of a choice once made by a parent, a distant ancestor, or even the world itself. Their mere presence evokes unease or awe, for they carry the unmistakable marks of their ancestry: horns that spiral or blade through the air, tails that twitch with restrained emotion, and eyes that glow with ember or void.
Far more than monstrous echoes, Tieflings are fiercely intelligent, resilient, and ambitious. Many fight daily against the world’s hatred not just to survive, but to define themselves beyond the chains of blood. Others embrace the shadows, mastering their arcane inheritance, shaping darkness into dominion, and commanding powers few dare to study.
Whether feared as agents of the apocalypse or sought as masters of forbidden knowledge, Tieflings straddle the boundary between worlds. They walk paths lined with suspicion and pain, but also great destiny. Among them rise assassins cloaked in shadow, politicians with silver tongues, warlocks bound to ancient patrons, and heroes born from hell but fighting for hope.
Tieflings are not bound by their past only shaped by it. And what they do with that shape is what makes them terrifying… or transcendent.
TIEFLING DESCRIPTION
~~ ORIGIN & LORE ~~
Tieflings are the unwanted echo of broken pacts, cursed blood, and the divine silence that follows betrayal. Their existence is not the result of creation, but of consequence. In the ancient epochs, when mortals first reached beyond the veil to strike bargains with beings of fire, shadow, and sin, something changed. The world did not forget. The children born of those unions, or twisted by the residue of infernal contact, were forever marked by the shame, power, and hunger of that transgression.
These were the first Tieflings. Not forged by gods, but shaped by what the gods refused to protect.
Their blood is not uniform. Some carry the legacy of ancient demons, others the corruption of broken Celestials, and still others are warped by the sins of their ancestors. Each Tiefling is different, but all are recognized by the unmistakable tension between their mortal soul and the infernal stain upon it. This tension manifests in physical deformities, unpredictable abilities, and an instinctive attraction to forbidden knowledge.
Unlike vampires or undead, Tieflings are not created through direct rituals or bite. Their origin is often an accident, a consequence of ancient deals still echoing through a bloodline, or the mark of a soul that once brushed against something it was never meant to survive.
Tieflings often suffer for the sins they did not commit. In many lands, they are seen as omens of ruin, harbingers of war, or carriers of spiritual disease. Children born with horns, tails, or ember eyes are cast out, abandoned, or hidden. Others are raised in secret cults, educated in infernal tongues, or taught to harness the fire rather than fear it.
Though often hunted or scorned, Tieflings are survivors. They form tight circles, whispered lineages, or forbidden libraries where knowledge is traded like weaponry. Many embrace the concept of Sinfire, a philosophy that views their cursed essence not as a flaw, but as fuel. To suffer and survive is to earn power. To be hated is to sharpen the soul.
While some Tieflings fall to darkness and become exactly what the world fears, others rise from ash and blood to become powerful leaders, scholars, and revolutionaries. They do not forget. They do not forgive. And they do not kneel.
Tieflings exist as a testament: that even the unholy can rise, and even the cursed can become kings.
~~ HISTORY ~~
The First Pact – The Birth of the Tainted Bloodline
In the twilight of the Second Age, as Avalonia clawed its way from a fractured Elysian dream into a twisted empire of ambition and blood, the first Tieflings were born, not of nature or divine will, but of desperation.
It began with mortals, scholars, warlords, priests, who sought forbidden knowledge and power beyond the reach of the gods. When IO turned His gaze from them, and the divine flames grew dim, these mortals reached instead into the lower planes: the Abyss, the Hells, the Unspoken Realms beneath creation.
They made pacts. They offered blood, souls, and lineage in exchange for power. The result was not just corruption, but transformation. The children of those who bargained were born marked, twisted and beautiful, infernal and mortal, gifted and cursed.
Thus were the Tieflings born: a race not created, but transfigured, shaped by the echoes of ancient oaths whispered through burning iron and shadowed bone.
The Age of Chains – Infernal Experimentation in Avalonia
The Grand Chancellor and the Empress Genevivia, both wielders of forbidden magic, saw in the Tieflings a potential weapon, a race shaped by infernal essence, born of mortal ambition. During the rise of Avalonia, the empire began experimenting with infernal bloodlines, refining the "taint" into something structured.
Through ritual breeding programs, infernal grafting, and pact-binding, entire generations of Tieflings were forged into tools of the state: sorcerers, assassins, inquisitors, and cursed seers. Families were sold into demonic contracts by imperial decree. Lineages were "purified" not of sin, but of weakness, until only the most potent bloodlines survived.
These Tieflings served the empire as tools of fear and mysticism, draped in silks, shrouded in secrets, feared even by their masters. Some rebelled and were destroyed. Others endured, became hidden dynasties, or vanished into exile, waiting, watching, whispering.
The Shattered Horns – Rebellion and Diaspora
Not all Tieflings accepted their fate. In the shadow of Anfang’s rebellion, Tiefling warlocks and mages broke their oaths and fled. Many fled east, forming hidden conclaves in the mountain ruins of Obraxus or the whispering canyons of Triss.
A legendary uprising known as The Shattering occurred during the early 300s A.G.W., when a cabal of Tiefling bloodlords attempted to sever their infernal bonds entirely. Using an ancient relic known as the Heart of Ashur’Vael, a shard of a sundered demon prince, they sacrificed themselves to break the generational pacts. The explosion created the Blightscar Wound, a cursed chasm where the realms of fire and shadow still bleed into the world.
Most Tieflings today claim descent from the Shattered, those whose blood is no longer bound to a single patron, but still marked by hellfire.
The Broken Covenant – Between Hell and Home
Throughout the Fourth Age, Tieflings have remained scattered and mistrusted. In Avalonia, they are still used as spies, warlocks, and blood-guards, though never truly accepted. In Anfang and Elysia, some serve openly as arcane advisors or political tacticians, though many still live on the edge of society, their motives questioned.
Some Tieflings wander the world alone, struggling with internal whispers and the dreams of a realm they’ve never seen but feel drawn toward, the Hells calling them home.
Others have embraced their legacy, forming secret cults, infernal orders, or revolutionary societies. Among them rise powerful beings known as Flameborn, Tieflings who unlock their full infernal potential, channeling the magic of their ancestors without chains.
Still, the majority live in liminal spaces, not fully mortal, not fully damned, ever walking the razor’s edge between the curse of what they were and the destiny of what they might become.
The Cult of the Veil – Modern Unification Attempts
In 559 A.G.W., a new movement began: the Cult of the Veil. Founded by a charismatic Tiefling known only as Ashura the Veilborn, the Cult seeks not to reject infernal legacy, but to unify Tieflings under a single banner, not as slaves to demonic masters, but as wielders of shadow, fire, and fate.
Ashura’s doctrine is simple:
"We are not cursed. We are chosen. Born from fire not to be ruled by it, but to shape it."
Now, in the 560s, Tieflings are beginning to gather again. Some to serve, others to burn, and a few to lead. Whether the Cult becomes a salvation or another tyranny remains to be seen.
~~ RELATIONS WITH OTHER RACES ~~
Aasimar:
Tieflings and Aasimars embody opposing divine lineages,fiendish versus celestial, which naturally breeds tension. Aasimars often see Tieflings as corrupt abominations or tragic souls in need of redemption. Conversely, many Tieflings view Aasimars as self-righteous zealots who misunderstand the complexity of their heritage. Though outright hostility is common, rare individuals on both sides form uneasy alliances to oppose greater threats. In some regions, Aasimars act as judges or inquisitors seeking to purge infernal influence, making Tieflings wary of their presence.
Anthromorphs:
Among the diverse anthromorph populations, Tieflings encounter a mixture of fear, curiosity, and grudging respect. Some anthromorph tribes see Tieflings as tricksters or harbingers of doom, rooted in superstitions about infernal pacts and curses. Others recognize Tieflings’ resilience and magical talents, occasionally welcoming Tieflings as shamans, spies, or emissaries in tribal politics. In urban anthromorph communities, Tieflings often exist on the margins, using wit and charm to navigate social complexities.
Celestials:
Tieflings and Celestials exist on opposite ends of a divine spectrum. Where Celestials embody IO’s original intent for order, purpose, and radiant power, Tieflings are the unintended consequence of mortal will entangled with infernal corruption. Many Celestials view Tieflings as spiritual pollutants, reminders that the mortal soul is vulnerable to temptation and demonic influence. Among the angelic hosts, there is rarely forgiveness. Among the demonic half of the Celestial race, however, there is a more nuanced view. Some see Tieflings as kindred spirits, imperfect but powerful vessels of rebellion or entropy.
Despite the tension, there are rare alliances. Tieflings who resist their infernal legacy may find uneasy allies among Courtless Celestials or fallen angels. But in most cases, Celestials approach Tieflings with caution or disdain, and Tieflings return that judgment with defiance and pride.
Djinn:
The Tiefling and the Djinn share a mutual understanding of bondage through legacy. Djinn are ancient beings shackled to artifacts and contracts, while Tieflings are bound by bloodlines they did not choose. This shared theme of magical inheritance and lack of autonomy has led to a strange empathy between the two races. Tieflings are among the few who do not see Djinn as gods or spirits, but as individuals trapped in their own cycles.
In turn, some Djinn see Tieflings as potential liberators or cautionary tales. There are whispered legends of Djinn who granted their final wish to a Tiefling, not out of duty, but out of respect. However, tension can still arise when Tieflings attempt to manipulate Djinn-bound magic, which can be dangerously unstable if not treated with reverence. Overall, their relationship is tense but respectful, built on the recognition of power twisted by outside hands.
Dragons:
Dragons generally regard Tieflings with a blend of contempt and cautious interest. While metallic dragons disdain infernal taint as a corruption of natural power, chromatic dragons sometimes see Tieflings as potential pawns or agents to be manipulated for infernal agendas. Tieflings with strong magical talents occasionally find roles as advisors or warlocks in dragon cults. However, the power disparity means Tieflings rarely hold true respect or autonomy in dragon circles, often treated as expendable minions.
Dwarves:
Dwarves, with their deep-rooted traditions and focus on craftsmanship and honor, generally distrust Tieflings. Infernal ancestry is associated with chaos and trickery, qualities at odds with dwarven values. This distrust often manifests as social exclusion or outright hostility in dwarven strongholds. However, in rare cases, Tieflings who prove their loyalty and skill may earn grudging respect as mercenaries or skilled artisans. The suspicion, though, never fully dissipates.
Elementals:
Tieflings’ fiendish heritage and infernal magic often place them at odds with the primal forces embodied by elementals. Elementals, as manifestations of pure natural energy, fire, water, earth, and air, view Tieflings as unnatural intruders who pervert the natural order with dark pacts and infernal influence. This fundamental opposition usually breeds distrust or outright hostility.
However, some Tieflings have learned to harness elemental forces through infernal bargains, summoning or binding elementals to serve their will. Such relationships are always tenuous, as elementals chafe under infernal domination, often seeking to break free or wreak vengeance when opportunity arises. Elemental tribes sometimes launch assaults against Tiefling enclaves, viewing them as blights on the elemental realms.
In rare cases, particularly powerful or cunning Tieflings develop a symbiotic rapport with elementals, trading power for protection, blurring the line between servant and ally. These unusual bonds are often regarded with suspicion by other elementals and by Tieflings themselves, as they walk a perilous balance between two fundamentally opposed natures.
Elves:
Elven societies tend to be aloof and insular, and Tieflings are often regarded as tragic aberrations. Some elves consider Tieflings cursed by infernal bargains, while others dismiss them as mortal children of fate with no claim to elven grace or dignity. Despite this, Tieflings who show exceptional magical ability or noble bearing sometimes find patronage among elven mages or noble houses. Nonetheless, many elves avoid close contact with Tieflings, wary of their fiendish blood and unstable reputations.
Fae:
Tieflings and Vaelari both live in a world shaped by perception, masks, and myth, but their methods and motives are starkly different. The Fae twist reality with illusion and charm, hiding truth behind story. Tieflings, forged in the fires of infernal ancestry, tend to reject false appearances and confront reality with raw honesty. This philosophical divide has made the relationship between the two races complex.
The Seelie often find Tieflings too coarse, too grim, or too willful to be trusted. The Unseelie, on the other hand, find them fascinating. Tieflings are often used as tools or subjects in Unseelie games of identity and suffering. Some Tieflings even join the Courtless, drawn to the Vaelari belief in shaping one’s own path without divine or infernal chains.
In truth, the Fae and Tieflings share one critical trait: they understand that identity is not inherited, but performed or reclaimed. For that reason, many Tieflings find themselves both wary of and drawn to the Vaelari, walking the line between manipulation and kinship.
Humans:
Human perspectives on Tieflings are the most varied, reflecting the diversity of human cultures across Seyruun. In some regions, particularly within the Avalonian Empire, Tieflings are hunted as abominations or slaves due to their infernal bloodline. Elsewhere, they can be respected as powerful sorcerers, leaders, or mercenaries. Common people often fear Tieflings, associating them with curses or devilry, while nobles may seek to exploit their powers. Tieflings often develop sharp political acumen to survive in human societies.
Lycans:
Lycans see Tieflings as unnatural and manipulative beings who wield dark magic to control and deceive. There is mutual distrust and occasional violence, especially when territories or power are contested. However, some lycan packs employ Tieflings as scouts, assassins, or dark shamans to gain an edge over rivals. Tieflings’ ability to blend magic and cunning makes them valuable but precarious allies. Both sides recognize that their partnership is often one of convenience rather than trust.
Orcs:
Orcish tribes view Tieflings with a mixture of fear and grudging respect. The raw power and fiendish nature of Tieflings intrigue orcs, who sometimes seek to bind Tieflings as warlocks or spiritual leaders. However, Tieflings are rarely accepted as equals, often treated as tools of infernal will rather than independent actors. Some Tieflings leverage orcish aggression for their own ends, playing tribal rivalries to their advantage.
Undead:
Tieflings and undead creatures share outsider statuses and dark reputations, which sometimes lead to alliances, especially when confronting common enemies. Tieflings are often drawn to necromantic arts or dark pacts, finding affinity with liches, death knights, and vampiric covens. However, their infernal essence sometimes clashes with the cold necrotic energies of the undead, causing uneasy truces rather than true camaraderie. Undead rulers may employ Tieflings as agents in mortal realms.
Vampires:
Vampires and Tieflings share a complex relationship founded on mutual alienation and power dynamics. Some vampires covet the infernal magic Tieflings wield, seeking alliances or siring Tieflings to strengthen their covens. Others distrust Tieflings’ chaotic fiendish blood, fearing it attracts unwanted attention or instability. Tieflings often navigate vampire politics cautiously, balancing their infernal heritage against vampiric curses. In some cases, Tieflings serve as infernal emissaries or demonologists within vampire courts.
Warforged:
Warforged, as constructs of magic and craftsmanship, view Tieflings with neutrality or clinical curiosity. Tieflings may attempt to corrupt or manipulate warforged for infernal ends, but warforged have no innate bias or prejudice. Interactions tend to be transactional, with Tieflings seeking to use warforged as soldiers or agents, while warforged focus on logic and duty. True friendships between Tieflings and warforged are rare but possible when mutual goals align.
TIEFLING PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Tieflings are not shaped by grace or divine intention. Their form is born of fractured pacts, inherited corruption, and ancestral sins that have left scars on their soul and body alike. No two Tieflings are exactly alike, for the infernal stain upon them warps mortal flesh according to lineage, trauma, or latent power. They are living reminders that not all magic brings blessings, and not all bloodlines seek redemption.
The most unmistakable feature of a Tiefling is their eyes. Many are born with solid-color irises, burnt orange, crimson, sulfur yellow, or obsidian black. Some lack pupils entirely. In moments of strong emotion, a Tiefling’s eyes may ignite with ember-like flickers or leak tendrils of shadow or firelight. Those with stronger bloodlines may cause discomfort or fear in mortals simply by locking eyes.
Their skin bears the history of their blood. While some resemble their mortal parentage in tone, others display shades far outside natural human color: ash gray, deep maroon, obsidian, charcoal-blue, or cracked white like bone. Many Tieflings bear discolorations in the form of birthmarks, scorched patches, glowing veins, or infernal sigils etched beneath the skin like scars. Some leak faint heat. Others feel cold as stone.
Hair follows no natural law. While some Tieflings have hair in shades of black, white, or red, others possess locks that shimmer like oil slicks, burn like living flame, or move faintly with their breath. It is not uncommon for Tieflings to be born hairless, horned, or crowned with bony ridges that replace traditional hairstyles entirely. Hair that is cut may wither to ash or remain animated for hours before fading.
Most Tieflings possess at least one infernal mutation, though it rarely impairs them. These traits may include:
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Small or prominent horns curling from the brow or temples
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A barbed or sinuous tail, often prehensile
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Clawed fingers or talon-like nails
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Fanged or jagged teeth
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Hooved or reverse-jointed legs
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Vestigial wings or scapular bone ridges
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Smoke trailing from their mouth or nostrils during speech
These marks are not chosen, and they are not consistent across bloodlines. They reflect the influence that shaped them, demonic, devilish, abyssal, or forgotten.
Tiefling voices often hold unnatural resonance. Some speak in tones that vibrate slightly, while others carry the echo of forgotten tongues. In truth, Tieflings do not speak with only one voice. They speak with all who came before them. Those with stronger ties to their cursed origin may involuntarily slip into lost languages, their words laced with charm, venom, or compulsion.
Internally, their physiology is complex. Their blood is usually darker than human blood, ranging from black and crimson to deep violet or molten copper. It often smells of metal, sulfur, or spice. Many Tieflings run hotter than mortals, and some have elevated resistance to fire, heat, or disease. Their bones are slightly denser, and their hearts beat irregularly when exposed to magic or infernal symbols.
Scars do not always heal normally. Some remain open for years, pulsing faint light or bleeding slowly without pain. Others vanish overnight, replaced by infernal runes or bony plates. Their bodies do not easily accept tattoos, and magical brands placed on a Tiefling often become sentient or rebellious over time.
When a Tiefling accesses their full power, a manifestation may occur. Their horns grow larger, their shadow warps independently, or their voice echoes like a hundred whispers. Some ignite spontaneously, sheathed in sinfire or toxic flame. Others open a third eye, leave smoldering footprints, or generate halos of black thorns and ash. These displays are brief, but unforgettable.
Tieflings are not beautiful in a mortal sense. They are terrible, sublime, haunting, or hypnotic. Their presence does not comfort, it challenges. They are walking truths carved in pain, stained by choices they never made but refuse to be defined by.
~~ FOOD, DRINK, AND MISC ~~
Drinking and Eating:
Tieflings rely on food and drink in the same way as other mortals, but their tastes are often shaped by infernal influence or unnatural cravings passed down through cursed bloodlines. Many prefer bold flavors, charred meats, bitter roots, spiced broths, and fermented or pickled offerings. Raw food rarely troubles them, and some even thrive on meals others find inedible or revolting.
Where Aasimars may be drawn to purity, Tieflings often crave the forbidden. Meals prepared with blood, bone marrow, sulfur-rich herbs, or magically infused ingredients may bring satisfaction, focus, or even clarity. They are particularly resistant to food poisoning and can consume tainted or rotting fare without falling ill, though they receive no nutritional benefit from spoiled divine offerings.
In infernal traditions or cultic gatherings, Tieflings often partake in ceremonial meals meant to invoke memory, sin, or power. These rites involve symbolic dishes: ash-dusted bread, bitter wine steeped in bone, or animal hearts burned over black flame. To them, consumption is not just survival, it is communion with the past.
Alcohol:
Tieflings can be intoxicated easily, though their reaction varies. Some experience euphoria, others slip into trance-like states, and a few report hearing ancestral whispers or witnessing visions after heavy drinking. Their tolerance is inconsistent, often tied more to emotional state than body weight or habit.
Alcohol plays a complex role in their culture. Some use it to dull inner voices, suppress nightmares, or escape public scorn. Others engage in structured rituals involving spiced liquors or cursed wine, said to ignite infernal dreams or strip illusions from the mind.
Tieflings are rarely casual drinkers. For them, drinking is often tied to reflection, power, or ritual.
Weather and Environment:
Tieflings are not protected by divine shielding, but they are hardened by nature and blood. Their bodies carry the legacy of fire, shadow, and survival in places where others falter.
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Cold: Tieflings are vulnerable to extreme cold but tolerate moderate chill without issue. Their bodies retain heat well, and those descended from fire-aligned bloodlines may resist frostbite longer than expected.
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Heat: Most Tieflings thrive in hot climates. Their skin resists burns, and they rarely suffer from sunstroke or dehydration unless cursed or magically impaired.
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Rain and Storms: Ordinary weather does not hinder them, but magical storms, divine thunderstorms, or sacred rain may irritate their senses. Prolonged exposure to celestial weather can provoke headaches, dizziness, or emotional volatility.
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Sacred or Desecrated Ground: Tieflings are most comfortable in defiled places, cursed ruins, forgotten temples, and lands steeped in decay. While in such places, they may regain 1 point of Sinfire per hour if engaging in meditation, sacrifice, or infernal invocation.
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On sacred ground, however, Tieflings often suffer discomfort. Symptoms include tightness in the chest, ringing in the ears, blurred vision, or nosebleeds. Extended time in holy places may reduce their power pool by 1 per hour and trigger hallucinations or emotional outbursts.
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Miscellaneous Physical Traits:
Tieflings do not glow with divine light, but their infernal presence often distorts the environment subtly.
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They may cast flickering shadows that do not match their body’s position
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Flames may lean toward them or grow dim in their presence
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Their reflection may warp in blessed mirrors or vanish entirely in holy places
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Some Tieflings breathe faint wisps of smoke when angry, excited, or cold
Their senses are attuned to the forbidden. Tieflings may instinctively sense cursed objects, infernal residues, or the presence of corruption nearby. This sensation is rarely specific, but it can be enough to guide them away, or deeper into danger.
They sleep lightly, often waking multiple times during the night. Their dreams are vivid, chaotic, and full of symbols, fire, or echoes of other lives. Many keep journals or ritual tools near their beds to interpret these visions. In times of stress or conflict, some Tieflings manifest strange phenomena: pulsing veins, bleeding sigils across their skin, or momentary speech in languages they do not know. These are not spells, but lingering fragments of what shaped them.
~~ AGING ~~
Tieflings experience aging like most mortals, but their corrupted ancestry often distorts the process in subtle and unpredictable ways. Some Tieflings age normally until adulthood, while others undergo sudden mutations or awakenings that stall, accelerate, or warp their development. Their aging is not shaped by divine stasis, but by the will of the curse in their blood and the strength of their will to resist or embrace it.
Tieflings pass through three loosely defined life phases:
The Marked Youth (Ages 0–20)
During childhood and adolescence, a Tiefling resembles their mortal ancestry with one or more infernal features. Horns, tails, unusual skin or eye color, or strange behavior often manifest during these early years. Many Tieflings report vivid nightmares, unnatural talents, or instinctive knowledge of arcane symbols. Some are feared, abandoned, or hidden by their parents. Minor manifestations, such as spontaneously generated heat, shadow-play, or spectral voices, are common. These years are often filled with confusion, social rejection, or secretive cult grooming.
The Blood Reckoning (Ages 20–40)
This is the awakening phase. The infernal legacy within the Tiefling begins to mature, often triggered by trauma, temptation, or self-discovery. Physical features may sharpen or intensify. Magical sensitivity increases. Many Tieflings begin to hear whispers in dreams, feel emotional surges tied to ancient memories, or struggle with dark compulsions. Some embrace this stage as empowerment. Others resist it, seeking rituals to suppress or purify their nature. The path chosen during the Reckoning shapes how their aging progresses. Those who give in may slow their aging drastically. Those who resist may burn out quickly or suffer instability.
The Bound Flame (Ages 40–∞)
By this stage, the Tiefling has either mastered or been mastered by their infernal inheritance. Some cease aging entirely, entering a form of unholy stasis. Others age far slower than mortals, gaining longevity through willpower, sinfire communion, or pact-bound boons. A few are cursed with reverse aging or trapped in a fixed physical state reflecting their greatest regret or crime.
Though not truly immortal, Tieflings who survive this long are rarely killed by time. Death usually comes by violence, ritual sacrifice, or internal collapse. Their end is rarely peaceful. In rare cases, when a Tiefling dies under karmic or cursed circumstances, they may experience the Infernal Echo, a dark reflection of the Aasimar’s Echo Cycle. Their soul may anchor itself to a cursed object, bloodline, or location, whispering until rebirth is possible through blight, pact, or revenge.
~~ PROCREATION RULES ~~
Tieflings are not born by design. They are the result of fractures, mortal sin mingled with ancient pacts, infernal corruption, or divine neglect. Unlike races guided by harmony or prophecy, Tieflings emerge from chaos. Their births are unpredictable, often unwanted, and almost always feared. No two are alike, and their appearance in the world is rarely a cause for celebration.
While Tieflings can reproduce biologically like any mortal, the chance of passing on their curse varies. In some bloodlines, the infernal taint skips generations. In others, it becomes more pronounced with each birth, warping flesh and soul alike.
Conception Conditions
A Tiefling child may be born when:
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One parent is a Tiefling, and the other carries ancestral corruption or latent magical damage
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The child is conceived during a moment of emotional extremity: wrath, lust, vengeance, or fear
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The union occurs near an infernal relic, cursed site, or during a demonic convergence
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A curse or pact binds a mortal family to an infernal lineage, forcing the bloodline to manifest again
Signs of Tiefling Birth
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Sudden outbreaks of disease, fire, or unnatural storms at the time of birth
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Animals fleeing or going silent near the mother in late pregnancy
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Birthmarks in the shape of runes, claw marks, or broken circles
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Unusual bodily temperature from infancy, such as cold-blooded or fever-warm flesh
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Mothers dreaming of flame, ruin, or shadowy figures offering bargains in sleep
Fertility and Ritual
Tieflings do not breed easily. Fertility is often impacted by the strength of their curse. Some Tieflings are sterile by default, while others require specific conditions to conceive: moonless nights, blood rites, or infernal eclipses. Cults and covens often maintain forbidden tomes with instructions on how to awaken or suppress Tiefling fertility.
Twins are rare but are sometimes born under eclipses or during blood rituals. These pairs are often marked for significant fates, one to fall deeper into corruption, the other to resist it. Some believe twins represent a failed attempt by the curse to divide its power.
The Infernal Echo
In rare and dreadful cases, a Tiefling’s soul does not pass peacefully into death. Instead, it may cling to the mortal world, bound by vengeance, guilt, or unfinished pacts. These souls can force themselves back into new births, emerging as Echoborn, Tieflings with memories, powers, or scars from previous lives.
Echoborn may awaken speaking forbidden languages, remembering the names of demons, or instinctively performing rites they were never taught. Many are driven mad by these memories. Others rise to become warlocks, cult leaders, or tragic martyrs. The Cults of Sinfire often seek them out, hoping to control or harness their legacy.
TIEFLING RACIAL GROUP INFORMATION
~~ RACIAL HIERARCHY ~~
Racial Group: Cult
Tieflings in Seyruun organize themselves into Cults, ideological and blood-bound factions centered around a shared sin, doctrine, or infernal legacy. These groups are not simply religious gatherings, but structured organizations of power, secrecy, and belief. Some cults glorify specific archfiends or forbidden philosophies, while others reject all gods and build their doctrine around liberation through chaos or pain.
Each Cult acts as both spiritual family and militant faction. They often operate in secrecy, behind veils of charm, corruption, or masked scholarship. Unlike the noble Concords or traditional Kinships, Cults exist in the shadows, hidden beneath cities, buried in war-torn ruins, or walking boldly through the streets of Avalonia with infernal pride.
Cults are formal racial groups within the Seyruun system. They use the standard 1 to 5 dot advancement path, offering their members power, access, and influence. Each rank represents deeper immersion into the cult’s doctrine and an increase in both mechanical and narrative authority.
What Is a Cult?
A Tiefling Cult is a structured ideological society built upon:
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A shared infernal origin, sin-based doctrine, or ancestor-demon
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A code of behavior, philosophical goal, or chaotic principle
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Internal ranks, rites, and initiation oaths
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Rituals of corruption, awakening, or soul-marking
In practice, a Cult is a combination of a secret society, religious order, and heretical military cell. Some operate through infiltration and charm. Others function as anarchic bands of destruction or forbidden scholarship. Most cities tolerate them only in small doses, others hunt them on sight.
Forming a Tiefling Cult in Seyruun
To form a Cult, you must:
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Have 3 or more active Tiefling characters
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Choose a Cult name, sin-theme, and origin philosophy
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Submit a group sheet including:
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Cult colors, symbol, or infernal sigil
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Rite of Binding (initiation or transformation ritual)
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Internal ranks (e.g., Sinborn, Flame-Eye, Hollow Voice)
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Code of Conduct or Sin Doctrine
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Log regular in-character cult activity (rituals, conversions, missions)
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Maintain the group as an active and thematic presence
Once formed and approved by Storytellers, a Cult is entered into the official Racial Registry and may begin progressing through the ranks listed below.
Cult Rank Advancement
XP may be shared among members. Progress is monitored and moderated by Storytellers.
Cult Benefits by Rank
CREATING THE TIEFLING CHARACTER
To create a Tiefling character on the Seyruun server, follow the standard character creation rules under the modified Old World of Darkness system, with the following race-specific requirements and considerations:
Step 1: Choose Your Cult
All Tieflings must select or found a Cult. This may be a canon Sinfire group or a custom infernal faction approved by Storytellers.
Your Cult determines your social philosophy, cultural background, and the type of infernal legacy you embrace. It does not alter your power trees directly, but it will shape your roleplay, Merits, rituals, and status.
Once chosen, your Cult cannot be changed except through full character reset or narrative purification.
Step 2: Assign Attributes and Skills
Use the standard attribute and skill distribution:
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Attributes: 7 / 5 / 3 split across Physical, Social, and Mental categories
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Skills: 13 / 9 / 5 split across Physical, Social, and Mental categories
Your choices should reflect the cursed and chaotic essence of your character. Tieflings often lean toward Subterfuge, Intimidation, Lore, Occult, or Performance. Those embracing their darker side may lean into Brawl, Domination, or Rituals. Others seeking redemption may emphasize Empathy or Leadership.
Step 3: Choose Discipline Trees
Tieflings begin with 3 Discipline Trees:
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One tree may be chosen thematically based on your Cult
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Two trees may be general or race-compatible Disciplines
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Each chosen tree begins at one dot
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Custom trees are locked until approved and developed through XP progression
Tieflings are not bound to divine magic or harmony. Their Disciplines often stem from sin, trauma, or infernal contact. Powers that reflect mental intrusion, corruption, fire, or fear are common.
Step 4: Assign Backgrounds and Resources
You begin with 5 Background Points to spend. Tieflings may select from the following:
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Contacts (black markets, cult members, street informants)
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Allies (rogue mages, cursed kin, infernal agents)
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Sanctum (personal lair, ruin, or defiled shrine)
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Occult Library (scrolls, forbidden tomes, pact archives)
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Influence (criminal network, cult following, or underworld trade)
Tieflings rarely possess noble resources unless born into a cursed house or achieving power through heresy or rebellion.
Step 5: Apply Racial Mechanics
Tieflings automatically receive:
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Racial Strengths and Banes
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Innate Traits based on infernal heritage
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The option to choose one Racial Flaw (+3 Freebie Points if selected)
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Access to Sinfire, their unique Power Pool, starting at 20 points
Refer to the full racial section to select appropriate Merits and ensure your traits align with your background and Cult.
Step 6: Submit Your Sinbirth or Curse Origin
All Tieflings must submit a brief Sinsource Origin scene or summary. This explains the moment their infernal nature manifested, was discovered, or was claimed. This scene should include:
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How the Tiefling's curse was revealed (birth, ritual, pact, inheritance)
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The emotional or magical impact of the discovery
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The role of any mentor, cult, or ancestral presence
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Whether the character accepts or resists their nature
If your character is an Echoborn (reincarnated Tiefling), document your past life impressions, legacy fragments, or prophetic signs.
Tiefling Character Creation Checklist:
Once all steps are completed and your sheet is submitted for approval, your Tiefling is ready to enter the shadows of Seyruun. Whether you walk the path of corruption, redemption, or vengeance, your journey begins as one touched by fire, sin, and something the gods cannot cleanse.
~~ STRENGTHS, FLAWS AND BANES ~~
Tieflings are not simply mortals with horns. They are the living echoes of ancient sins, descendants of infernal bloodlines, or the cursed heirs of bargains struck long before their birth. Whether their corruption comes from demonic pacts, divine abandonment, or ancestral blasphemy, all Tieflings carry the mark of the damned. Their powers are forged in pain and passion, and their very presence disrupts the world around them.
These strengths apply to all Tiefling characters unless removed through powerful narrative transformation. They are granted by their cursed essence and reflect their unnatural resilience and connection to Sinfire.
Tieflings are marked. Their lives are shaped by rejection, whispers, and inner struggle. These flaws represent the burden they carry and the world’s response to their presence.
RACIAL STRENGTHS
Infernal Endurance
Tieflings are resistant to common mortal afflictions. They gain +2 dice when resisting poisons, disease, or attempts to exhaust them. Their cursed blood burns through sickness with ease.
Born of Flame
You gain +1 die on all rolls made to resist heat, smoke, or fire. Tieflings are naturally adapted to infernal environments and can operate longer in volcanic or hellish regions without suffering penalties.
Embrace the Unnatural
You gain +1 die to all Intimidation or Subterfuge rolls when invoking your infernal heritage, such as revealing your tail, shifting your eye color, or using minor magical effects to unnerve others.
Scorn the Divine
You gain a +1 difficulty bonus against attempts to charm, bless, or dominate you using holy or divine-based powers. Tieflings instinctively resist celestial intrusion, unless they choose otherwise.
Power Pool Access: Sinfire
You begin with 20 points in your Sinfire Pool. All Disciplines, cursed gifts, and infernal abilities draw from this pool. See the Power Pool section for more rules.
RACIAL BANES
Aura of Dread
You take a +1 difficulty penalty to all Empathy rolls involving non-Tiefling NPCs who are not corrupted or infernal-aligned. Even without trying, you unsettle others.
Sacred Vulnerability
Spells, items, or abilities tied to divine radiance, purification, or holy fire deal +1 damage to you. Blessings do not heal you unless specifically tailored by a priest who accepts your nature.
Stained Presence
You cannot enter holy sanctums, blessed temples, or sacred sites without suffering one die of damage per minute spent inside. Sanctified areas must be cleansed or defiled before entry is safe.
Mirrored Judgment
When standing in front of a blessed mirror or holy relic, your reflection may flicker, twist, or vanish. This does not cause damage but alerts others to your cursed blood.
Flesh Rejection
Your body struggles to hold enchantments of healing or protection. When targeted by beneficial spells or magical items, roll a die. On a 1, the effect fails or behaves unpredictably.
Sin Burn
If reduced to zero Sinfire, your skin becomes feverishly hot. You suffer –1 die to all Dexterity-based rolls and may experience visible symptoms such as glowing veins or tremors.
Choose one of the following to deepen your Tiefling’s roleplay. Each flaw adds thematic flavor and increases your character’s connection to the infernal, cursed, or tragic.
OPTIONAL FLAWS (+3 Freebies Optional)
Burning Hunger
You crave destruction or indulgence. When exposed to temptation (violence, lust, or forbidden power), roll a Willpower check (Difficulty 6) to resist. Failure forces reckless action or social fallout.
Sinbound Nightmare
You suffer from recurring dreams tied to your curse. After long rest, roll Resolve (Difficulty 7). On failure, you wake drained and suffer –1 to Mental rolls for one hour.
Voice of the Damned
Your voice echoes with a faint double-layer. You take +1 difficulty on any Persuasion roll with holy figures, paladins, or anyone devout unless you use magic to disguise yourself.
Soul Echo
You occasionally hear the whispers of the one who cursed you. In stressful situations, the Storyteller may impose a penalty or insight drawn from this voice.
Addicted to Power
You feel withdrawal when not using magic. If you go more than one day without spending Sinfire, you suffer –1 die to Social rolls until you release energy through ritual or power use.
Cursed Legacy
A parent, ancestor, or patron haunts your name. You are more likely to be hunted, recognized, or manipulated by factions aware of your origin. The Storyteller may occasionally introduce consequences tied to your past.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
All Tieflings in Seyruun gain the following innate Merits and traits automatically at character creation. These reflect their infernal legacy, cursed bloodline, and the raw power that simmers beneath their mortal frame. These Merits do not cost XP or Freebie Points and cannot be removed unless the character undergoes a complete racial transformation or divine purification.
Innate Merits
Sinblood Resilience (3 pt Merit)
You gain +2 bonus HP beyond your base maximum. You also add +1 die to resist pain, fatigue, and coercive force. Tieflings endure with a stubbornness that echoes their hellborn heritage.
Whispers of the Flame (2 pt Merit)
Gain +1 die to any roll involving temptation, deception, or manipulation when your emotions are heightened. This includes Persuasion, Subterfuge, or Dominate rolls. Your voice carries a subtle pull, especially when invoking pride, desire, or wrath.
Flickerstep (2 pt Merit)
You gain +1 die to Dexterity-based rolls involving sudden movement, reflex reactions, or evasive actions. This includes Dodge, Acrobatics, and certain uses of Stealth. Tieflings often seem to move just before danger strikes.
Hexborn Constitution (1 pt Merit)
You receive a +2 bonus to resist curses, hexes, and spells that target the body, such as paralysis, weakness, or disease. Tiefling blood burns through such enchantments like hot coals through snow.
Marked by Sin (2 pt Merit)
You may choose one visual manifestation of your infernal heritage (horns, glowing eyes, shifting shadows, etc.). Once per scene, when revealed deliberately, it imposes +1 difficulty on an enemy’s next attack or attempt to read your emotions unless they are infernal-aligned. This is a social or psychological edge, not a magical compulsion.
Innate Systems Access
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Power Pool: Sinfire: You begin play with access to your Power Pool, known as Sinfire. You start with 20 Sinfire Points. These are spent to fuel Disciplines, infernal abilities, racial powers, and special rituals tied to your Cult or curse.
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Feeding or Ritual Source: Tieflings do not feed like vampires, but may replenish Sinfire through specific roleplay acts, depending on their alignment or Cult. This can include:
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Indulging a personal sin or temptation
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Offering part of a soul contract or sacrifice
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Fulfilling a ritual pact or infernal command
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Drawing power from a defiled altar or cursed relic
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These must be tracked and justified in character, and may vary between individual characters or Cults.
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Resistance to Mortal Harm: Tieflings are immune to mundane disease and resistant to non-magical poison. They are also unaffected by sleep deprivation. While they age, they do so slowly and often with visible anomalies tied to their bloodline.
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Flare of the Abyss: If you are reduced to 0 HP, you do not die immediately. Instead, you fall into a Flare State, a one-round burning reaction of raw Sinfire. You may roll a Willpower check (Difficulty 7). On success, you may take one final action with +2 dice before collapsing. Failure results in unconsciousness. You cannot use this more than once per day.
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Infernal Link: All Tieflings have a metaphysical tether to their origin: a patron, a curse, or a bloodline mark. Through this link, your source may sense pain, trauma, or extreme emotional change. This connection cannot be severed except through advanced magic or divine severance. Some characters may choose to roleplay visions, whispers, or influence stemming from this link.
~~ RACIAL MERITS (Unique to This Race) ~~
These Merits are exclusive to Tieflings in Seyruun. They represent the corruptive power of their blood, the lingering influence of infernal patrons, and the echo of ancient pacts made generations ago. Tieflings may purchase these Merits using XP or Freebie Points during character creation or acquire them through roleplay milestones with Storyteller approval.
These Merits are not available to other races. Some may have prerequisites based on infernal Cult membership, Sinfire mastery, or bloodline advancement.
Minor Racial Merits (1 to 2 XP)
Flickering Step (1 XP)
You gain +1 die to Dexterity + Athletics when dodging, ducking, or slipping through combat. Your movements seem guided by unnatural reflexes or a momentary distortion of space.
Ash-Hardened Senses (2 XP)
You take no penalties from smoke, sulfurous fumes, or choking fog. In addition, gain +1 die to all Perception-based rolls made in dim or low-light environments.
Sinspeech (2 XP)
Gain +1 die to Subterfuge + Manipulation when speaking to targets influenced by guilt, lust, ambition, or envy. Your words stir buried desires and coax secrets from the unwilling.
Infernal Focus (1 XP)
You may spend 1 Sinfire point to gain a +1 bonus on a single Mental roll (Lore, Occult, Investigation, etc.) once per scene. This clarity is often accompanied by a flicker of crimson light behind your eyes.
Standard Racial Merits (3 to 5 XP)
Sin-Touched Awareness (3 XP)
Once per scene, you may sense the strongest sin currently active within 30 feet. Roll Wits + Occult (Difficulty 6) to identify the nature and source of the emotion. This does not reveal surface thoughts, only temptations or burdens.
Blasphemous Resilience (4 XP)
Gain +2 dice to resist magical or divine spells that attempt to purify, banish, or bless you. You may also reroll a failed resistance once per day against such effects.
Bloodline Sigil (5 XP)
Choose a unique feature tied to your infernal ancestry such as molten veins, horned scars, or a faint scent of brimstone. You gain +1 die on any Social or Intimidation roll when displaying this feature in a dramatic or threatening moment.
Pain Echo (3 XP)
When you are struck by the same opponent more than once in a scene, you gain +1 die to resist or counter them each subsequent time, stacking up to +3. Your body remembers pain and adjusts instinctively.
Advanced Racial Merits (6 to 10 XP)
Damnation Pact (6 XP)
You may forge a pact with a mortal, binding their fate to yours. This takes a 10-minute ritual and a verbal agreement from the target. You always know their general condition, direction, and whether they have betrayed the pact. You may only have 1 active pact per 3 dots of Charisma.
Tongue of the Pit (7 XP)
Once per week, you may speak an ancient infernal phrase that forces a listener to reveal a personal secret. Roll Intelligence + Subterfuge (Difficulty 8). If successful, the target must confess something tied to a past sin, unresolved guilt, or betrayal.
Sinfire Reversal (8 XP)
When affected by a supernatural power (spell, Discipline, or curse), you may spend 2 Sinfire and roll Stamina + Resolve (Difficulty 7). On a success, you gain temporary resistance to that power type for the remainder of the scene. This grants +1 die to soak or –1 difficulty on resistance rolls.
Legacy of the Abyss (10 XP)
Once per Chronicle, you may declare your infernal power surges beyond control. For one scene, you gain +2 to your Sinfire Pool maximum, +1 to all Discipline activation rolls, and you become immune to Fear or Charm effects. At the end of the scene, you collapse for 12 hours and awaken scarred, with no memory of what occurred.
~~ RACIAL POWER POOL NAME & FUNCTION ~~
Power Pool Name: Sinfire
Tieflings do not draw upon divine favor or ambient mana. Their power comes from within, forged in shadow, temptation, and inherited corruption. Sinfire is the volatile spiritual residue of ancient pacts, infernal ancestry, and personal indulgence. It feeds on desire, chaos, and vice. Every Tiefling holds a flickering spark of this infernal energy, which fuels their abilities, empowers their curses, and marks them as touched by the Lower Powers.
Power Pool Basics
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Starting Pool Size: 20 Sinfire
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XP Advancement: +1 maximum Sinfire per 5 XP spent
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Hard Cap: 50 Sinfire (can only be exceeded by Storyteller-approved relics, pacts, or unique lore)
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Refill Method: Committing or invoking one of the Seven Sins through roleplay
How Sinfire is Gathered
Tieflings do not harvest energy through dreams or art. Their power is fed through the resonance of transgression, temptation, and spiritual compromise. Every whispered desire, broken oath, or indulgent act strengthens the hell-forged essence within them. Sinfire is not drawn from innocence, it thrives on moral friction, inner darkness, and acts that challenge divine will.
These moments may be subtle or catastrophic. A noble falling to lust. A priest breaking an oath. A rival choosing revenge over mercy. Tieflings do not always cause sin, but they are attuned to its unfolding and consequence.
Valid Methods of Sinfire Recovery
Note: These methods require narrative weight. Sinfire gained without tension, risk, or meaningful roleplay yields only a hollow flicker. Sin must have consequence to carry power.
Using the Sinfire Pool
Sinfire fuels all Tiefling Disciplines and infernal traits. It is potent, volatile, and often addictive in nature. Tieflings who lean into their inner flame may become overwhelmed by it if not kept in check.
Some Merits, Flaws, or Sinfire Relics may alter these costs or allow thematic alternatives.
Sinfire Recovery
Unlike stamina, health, or divine pools, Sinfire cannot regenerate through rest or peace. It must be earned through consequence, and the most powerful gains come from corrupting what was once pure or exploiting internal conflict.
The more emotionally or spiritually potent the act, the more Sinfire is restored. Tieflings thrive on meaningful fall, not hollow evil.
Sinfire at 0
When your Sinfire Pool reaches zero:
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You lose access to all Tiefling Disciplines and sin-based powers
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You suffer –1 die to all Social and Mental rolls due to infernal withdrawal
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You become cold, dull-eyed, and spiritually numb
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Your link to sin weakens, making sacred spaces feel painful or alien
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You can no longer mask your true nature, your infernal taint becomes visible or emotionally oppressive
Prolonged Sinfire Starvation May Cause:
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Mental dissonance or loss of identity
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Emotional collapse or inability to feel pleasure
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Whispered dreams from infernal patrons demanding action
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Temporary loss of Discipline access until indulgence resumes
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Mutation backlash, such as cracked horns, black tears, or voice distortions
Special Notes
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Pride-touched Tieflings gain Sinfire through domination, vanity, or outmaneuvering others in battle or politics
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Wrath-born Tieflings build power through righteous destruction, betrayal, or blood oaths
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Lust-blooded Tieflings consume Sinfire through seduction, obsession, or doomed romance
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Envy or Greed-marked Tieflings collect Sinfire through sabotage, theft, or watching another’s ruin
Those who overdraw from Sinfire without proper restoration may trigger a Sin-Break, where the infernal within them takes control. During such moments, the Tiefling may act out violently, lose social inhibition, or suffer emotional collapse, unless grounded by oaths, relics, or roleplay intervention.
FINISHING THE CHARACTER
~~ FINISHING YOUR CHARACTER ~~
Once you have selected your Tiefling’s infernal lineage, Sinbound Cult, racial strengths, and supernatural traits, you are ready to finalize the character sheet and enter play. Use this checklist to ensure everything is complete before submission.
1. Attribute Assignment
Follow the standard attribute distribution of 7 / 5 / 3 across the Physical, Social, and Mental categories.
Tieflings often lean toward Social or Mental builds due to their cunning, seduction, or manipulation. However, Physical builds are equally viable, especially for wrath-driven characters.
2. Skill Allocation
Assign your skills in a 13 / 9 / 5 distribution across Physical, Social, and Mental skills.
Your selection should reflect your Sinbound origin and infernal philosophy. Common specialties for Tieflings include Subterfuge, Occult, Intimidation, Persuasion, Performance, or Lore.
3. Discipline Selection
Begin with 3 Discipline Trees:
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One from your Cult or Infernal Legacy
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Two general or thematic trees that match your concept
Each selected tree starts at ● unless otherwise approved by a Storyteller. All Discipline Trees cap at ten dots.
Custom trees require progression via roleplay and XP. They cannot be accessed at character creation.
4. Merits and Flaws
Choose from the official Racial Tiefling Merits, along with Standard Merits available server-wide.
You may also select Optional Racial Flaws, which each grant +3 Freebie Points when taken at creation. All characters begin with 15 Freebie Points that may be spent across Merits, Disciplines, and enhancements.
5. Backgrounds
You begin with 5 Background Points.
These represent your character’s social standing, connections, and worldly influence. Available Backgrounds include:
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Allies
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Contacts
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Infernal Patronage
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Cult Resources
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Forbidden Knowledge
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Fame or Infamy
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Occult Standing
If you belong to a major Sinbound Cult or were raised within a structured infernal bloodline, these may justify stronger starting Backgrounds.
6. Power Pool: Sinfire
All Tieflings begin with 20 Sinfire as their supernatural power pool.
Sinfire fuels your racial Disciplines, infernal rites, and enhanced capabilities. It is recovered through acts of sin, indulgence, corruption, or communion with infernal powers. Feeding behavior, pact obligations, or rituals of temptation should be recorded on your sheet.
Refer to the Sinfire section for more on costs and recovery methods.
7. IO Blessings and Saving Throws
All characters begin with 5 IO Blessings, representing their resistance to divine interference and spiritual advantage. Blessings may be increased during creation with Freebie Points.
Tieflings also begin with:
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Willpower: 1 (Used to resist domination, compulsion, or emotional manipulation)
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Reflex: 1 (Used for initiative, dodging, and reaction checks)
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Fortitude: 1 (Used to resist disease, poisons, environmental effects, or physical punishment)
These saving throw stats may only be increased through XP or Merits. They do not increase naturally.
8. Health and Defense
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Base Health: 10 plus your Stamina
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Defense: Equal to Reflex plus applicable bonuses (Disciplines, Merits, armor, etc.)
Tieflings do not enter torpor like vampires. When reduced to 0 HP, they suffer full death unless protected by supernatural effects such as pact boons or resurrection rituals.
9. Profession and Wealth
Choose a starting Profession Rank if relevant to your concept. Tieflings may begin with careers tied to espionage, cult leadership, underground trade, or forbidden academia.
Assign a Wealth Rating from ● to ●●●●● based on your background, holdings, or infernal favor. Tieflings with noble heritage or strong Cult ties may start with a higher Wealth Rating if justified in backstory.
10. Racial Group Registration (Cult)
Select your Sinbound Cult or Infernal Order. You may either:
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Join an existing Cult with an approved structure
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Create your own by following the group formation rules
To form a Cult, you must:
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Have at least 3 active Tiefling characters
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Submit your Cult name, infernal dogma, and visual emblem
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Define internal ranks and rituals
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Submit a Sinbinding Rite, symbolic color scheme, and statement of purpose
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Log consistent roleplay activity
Once approved by Staff, your Cult will gain access to the advancement system from Rank 1 to 10. Each rank unlocks unique social, narrative, and power-based benefits.
Storyteller Reminders
Once your character sheet is complete, tag a Storyteller or Staff Member to submit it for approval. Include the following:
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Finalized character sheet using the official template
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Your Cult affiliation or group status
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A brief backstory (no more than 500 words recommended)
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Any custom Merits, relics, or infernal pacts pending review
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Consent logs if your character has pact-bound another Player Character
Once approved, your Tiefling may join the infernal politics, moral trials, and power struggles that define their presence in the world of Seyruun.