The Tieflings

Subraces
Ability Score Increase. Your Intelligence score increases by 1

Infernal Legacy
You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

**Michaia/Luck’s Chosen**
Ability Score Increase. Your Dexterity increases by 1.

Trickster's Blessing
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Abilities
Tieflings Charisma score increases by 2.

**Darkvision**:
Thanks to Tieflings infernal heritage, they have superior vision in dark and dim conditions. Tieflings can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. They cannot discern color in darkness, only shades of gray.

**Hellish Resistance**:
Tieflings have resistance to fire damage.

Physical Appearance and Traits

-Most Tieflings are built to be leaner then other races. They usually have tails that are equal to the length of their legs that they tend to drag around.

-Tieflings usually have a long lifespan, extending to around 300 years. They tend to reach their maturity at about 20.

**Size**:
Tieflings are about the same size and build as humans. Your size is Medium. (4ft-8ft)

**Speed**:
Your base walking speed is 30 feet.

Languages

*[!] Tieflings start by speaking Common and Infernal. [!]*

Lore
The land provides, and none know better of this than the Tieflings of Estadia. Former slaves saved from bondage by luck and kept alive only by the grace of this new land. Estadia was a new frontier, a new and bountiful land to explore, but more importantly: Estadia was a new home. This mindset did not come immediately to the survivors, but those who remained found themselves stumbling from one lucky break to the next. Be it bountiful hunting grounds just before starvation seemed inescapable, to the discovery of various herbs to treat their diseases, the land seemed to provide for these weary travellers when they needed it the most.
In turn, these newest inhabitants began to pay their respects to the land for its protection. In time, the survivors’ number began to grow, and families broke off into Caravans to journey across the land. The Monoliths were erected by the Caravans every four seasons of travel as a way to mark where they had been and create milestones for weary Travellers in search of their kin to follow. In time, the Original Caravans would grow too large and break apart, and those new Caravans would erect more Monoliths in reverence to Estadia. These new Monoliths, while mirroring those of their parent Caravan, held distinct changes which allowed them to stand out from one another.

As time wore on, rumors during Caravan gatherings spread of ships coming to the coasts, and with the visitors from Astroth. Worry spread amongst the Caravans, but also a budding hope that these new arrivals would see and respect the land for the bounty it could possess if one only paid their respects to it. It was with this hope that some of the Tiefling Caravans made contact with the Colonists, and it was with this fear that others began to grow a disdain for these visitors and distrust of their intentions.

Original Settlers
The original settlers of Estadia were those who yearned for a better life. It mainly consisted of Tieflings, old and infernal creatures whose place in the world had been lost. The culture had been hard for them to keep since they had been assimilated into the massive populations of the world for centuries. Though on Estadia, things were different.

Many of the older Tieflings who had called Estadia their home first were escaped slaves from the mainland. Most came upon boats that were secretly harboring and saving slaves by dropping them off while on trading routes. While this is still true today as slavery is still a problem, the original ones were the first to come to Estadia to escape hundreds of years ago. They had fought hard to establish a life there, although they never found a place to settle and ultimately became nomadic. They formed large Caravans to travel as one and survive together. This eventually became a tradition.

Though differences between the Tieflings eventually became too great, and their numbers continued to expand. So a Tiefling man named Sir Alkatar took half of the Caravan and left, creating his own caravan to travel separately. The first caravan then took on the name of its supposed leader, Lady Solia. Thus began the two caravans and their traditions that started hundreds of years ago.

**Main Traditions**
These are traditions that all Caravans and Tieflings that come from Estadia. They are passed down in every caravan and are a staple of Estadia Tiefling culture.

Monoliths: Small structures made of wood or stone, usually carved into or painted. They’re kind of like small totem poles. They are used to mark a caravan’s travels every year. At the top of the monolith is the original parent caravan’s symbol (Either a Sun or a Stag). Then carries on the next and the next until it comes to the current caravan’s symbol.

Caravan Name and Symbol: When a new caravan is created by breaking off of their parent, they are given a new name (usually chosen by the Caravan leader) and a symbol to carve into their monolith. For example, when a caravan broke off from Solia, they adopted the name Celstar and had the symbol of a 4 pointed star.

Stories and Folklore: Each Caravan has stories from the one before. They could be stories about overcoming difficulty, triumph, warning, or lessons to be learned. Over time Tieflings in Estadia learned to become great storytellers, and remembering these stories is a very important part of their culture. Though most are told orally, and few written accounts exist. This allows stories to be shifted and changed over the years.

Caravan Gatherings: Whenever a Caravan comes across one another it is often, though not every time, that they will stop and form a caravan circle to talk and trade with one another. Sometimes festivities will even break out, usually caused if you are gathering with a Solia descendant. This is an ideal time for people to share rumors and stories one has heard. Strength is also in numbers, so it’s often people will camp with the caravan they come across just for a night or two.
**Religion:** Most Caravans follow Luck, the Trickster god. Their worship comes in the form of songs and stories, passed down through many lineages. You'll find small inscriptions about Luck on monoliths around Estadia.

**Holidays:** It's a tradition to celebrate the solstice of each season (see the seasons in the official calendar) by placing a monolith while in travel.
For Satina it's a new year and time to get up and get around! Staying in place during Wintrix means that when the snow clears it's time to get moving and gathering.

In Belphane it's a prime trading season. Many caravans will converge at a time and hold grand festivals in clearings.
When Wintrix rears its head it's a time to worry about family and one's own caravan. It's time to settle down as the snow makes it hard to travel far. This is an ideal time to fix up any broken caravans and store up on supplies until Satina.

Elders and leading a Caravan: At the head of every caravan is an Elder, usually accompanied by other elders but there is normally one figurehead that leads. If they are not fit to lead, the other elders convince and select a new one. The Elder of a caravan is usually old in their years and has the life experience to show for it. An Elder must be able to keep a level head even in the face of hardship and be able to share their lessons with the younger folks of the caravan. Typical Elder age ranges from up from 230 years.

**The Caravans of Estadia**
Through the beckoning wilds and troublesome terrain travel the Caravans of Estadia. A part of Estadian Tiefling culture, these caravans hold many years of history and tradition. They are the first settlers of Estadia and the ones that know it’s land the best. Though often they are wary of the new colonizers and do not often travel near their side of the continent.

Nomadic Caravans would roam about, taking in tieflings from any background or nature. There are even histories of other races being taken in and given a home in the caravans. Once a Caravan is too large, it is often that a few members will break off and begin their own travels. But in the very beginning, hundreds of years ago, there started two Caravans.

In today’s time, caravans are very different. While the Solia and Alkatar caravans still exist, it’s more often to see smaller descendants roaming about. Overtime morals and traditions change, so even if one is a descendant of a certain caravan, their attitudes could be totally different than that of their parents.

**For one to want to have their character come from their own caravan**, all you need to denote is the original parent caravan for which there are two. From there you can shape and form your caravan’s traditions and morals to your will and for whatever you want your backstory to pertain. It’s up to you how closely they stick to their parent caravan or how far down the descendant line they are.

Original Parent Caravans
The original two caravans started the nomadic tradition. Being originally from these caravans is a privilege, as they are old in their years. They still roam the countryside and being able to come across the original two is an an honor among younger caravans. Think of it like Human’s noble houses. To carry the symbol of either original parent caravans is an honor!

**Solia Caravan**
Sporting the Symbol of the Sun, the Solian Caravans were a group of vibrant and loud bards. Their motto is music and their positivity shines like the sun. Known to be one of the largest and oldest Caravans, their symbol can be seen on almost every monolith in Estadia!

They pride themselves on their vibrant colors and focus on music and festivities. There is never a dull or quiet moment on the Solia Caravan! While this isn’t to say they aren’t good at survival, they are just rather good at relaxing and not worrying about life’s problems. They teach one to “go with the flow” and relate music and the mind to that of a river.

Caravans that call Solia their parent often carry down their stories in musical forms. Many bards come from Solia’s caravan descendants. They also tend to produce tailors, as they are a big trader of dyes and fabrics. Things they also trade are spices, gold, and wooden instruments. They carry a more “tribal” feel than other caravans.

**Alkatar Caravan**
With the symbol of the Stag, the Alkatar Caravan are known for their survival instincts. They are hunters and gatherers and keen on the wilderness’ many secrets. While much different from their vibrant siblings, the Alkatar Caravan prides itself on it’s handy and hardy nature. While they aren’t prudes in a sense, they aren’t as jovial and carefree as their sibling caravan, Solia
.
Most of Alkatar’s descendants and are hunters and fighters, looking at survival as their utmost priority. They are mainly traders of furs and weaponry that they learn to make by hand. While music isn’t lost on the ears of Alkatarans, it’s not a focus and it’s not as nearly as important.
Descendants of Alkatar usually like to tell a story the usual way, though always find a way to put a spin on things. They are realists, though, and believe they are better suited to fit more difficult climates while traveling.

**Astrothan Tieflings**
Ramblers, rovers, and travellers alike often compare their adventures and explorations against those of even the most average Tiefling. With no true place to call home on Astrotha, this race has ingratiateditselfs into most of the major cultures and societies of their land. From the greatest Human Kingdoms to the beautiful cities of Suna and Luna, the Tieflings of Astrotha can be found anywhere so long as one is paying enough attention.

This lack of any true culture has allowed the Tiefling to grow in a far wider range than other races. Often picking up mannerisms and dialects from the people they come in contact with. It’s not unheard of for a Tiefling to have spent several decades in the Dwarven Strongholds picking up on their culture, languages and phrases before moving on into the world spreading those cultural idiosyncrasies with those they happen upon on their journeys. In this way, Tieflings can sometimes act as a ‘middle man’ between smaller societies, using their accrued knowledge of the peoples they meet to curry favor or help negotiate terms. As time wore along, and the discovery of the continent of Estadia was made, the rumors of other Tieflings already roaming that new land began to spread along the roads and byways that made up their society. Whether through curiosity or wanderlust, it was no secret that an interest began to brew for this new land, where their -ar off cousins seemed to be making their own.

Languages and Names
For tips on writing in infernal, follow this link [1]
**Tiefling Names**
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, it’s a grim destiny.

**Male Infernal Examples:** Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai

**Female Infernal Examples:**Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta

**Virtue Examples:**Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary