Average Height: 5’5” – 6’4”
Average Weight: 140-190 lbs
Ability Scores: +2 Wis OR Int, +2 Dex OR Cha
Speed: 6 squares
Languages: Common, Lilithai
Skill Bonuses: +5 Arcana, +2 Perception
Implement Proficiency: Lilithiul are innately familiar with all magical implements and may use them as if they had proficiency.
Resist Poison: +5 to checks to resist Poison effects (alcohol included).
Arcane Heritage: Gain Prestidigitation as per the Wizard level 1 at-will power.
Arcane Imbuement: All Lilithiul are treated as if they have Endure Elements active at all times.
Mitochondrial Eve: Gain Matriarchal Memory as the power listed below (Females only).
Flight: Gain Flight as the power listed below.
Teleport: Gain Teleport as the power listed below.
With a whoosh and a steady hum, jets of blue-white light sprout from the Lilithiul’s back and lift him into the air.
Effect: Caster gains flight speed/hover 10 for 10 minutes with Poor maneuverability. Any additional weight (picking up someone, etc), counts towards encumbrance and drops maneuverability down one degree (Poor to Clumsy, Good to Average, etc).
Lvls 1-5: Daily
Lvls 6-10: Encounter. Maneuverability increases to Good.
Lvl 11+: At-Will; Sustain minor. Maneuverability increases to Perfect.
See notes on flight below for specifics
The Lilithiul’s body flashes bright white and with a metallic ‘shing!’ they vanish, reappearing elsewhere in the room with the same sound.
Effect: Caster teleports up to 10 squares.
Lvls 1-5: Daily
Lvls 6-10: Encounter
Lvls 10-15: Encounter. Minor Action
Lvls 16+: Caster may designate another creature or object same size or smaller, willing or unwilling, to take with them during teleportation. Range increases to 20 squares.
Lvl 20: Teleport up to 2 miles.
All Lilithiul women share the memories of their maternal mothers and grandmothers. Though sometimes this causes confusion in the case of having done what when, they can focus and call upon a particular memory to clarify the conundrum at hand.
Effect: Add +5 to the Lilithiul’s next skill roll.
Notes on Flight
-Hover means that you can shift and make opportunity attacks while flying, and you remain flying even if you don’t move the minimum distance normally needed to remain aloft. You can stay in the air even if you take no move action to fly (once you’ve activated your wings, of course). Lower-level Lilithiul still do have the time limit, however.
-Poor flying. All Lilithiul start as Poor fliers, even though flight is a natural state for adults. Poor flying is one step above Clumsy, and Clumsy imparts massive penalties to attacks and defense while in the air. A Poor Lilithiul flier takes -2 to melee attacks, -1 to AC, -1 to Fort, but does not suffer the normal penalty to magic attacks (anything without the Weapon keyword). As their maneuverability improves, the penalties will fade.
-Landing. Once a Lilithiul lands and deactivates their wings, they’ve used up their Flight ability for the day even if they haven’t gone the full 10 minutes. It’s on the players to make sure to announce that they do or do not deactivate their wings whenever they land, or I will consider the ability used up. Your wings are apparent whenever you use magic or cast a spell or a ritual, but that doesn’t necessarily mean you’re flying. Just state that your flight is still active if you choose to land before its time and you haven’t used up your full time limit.
Lilithiul, to the unobservant, can pass as slender humans. They tend to have pale complexions. Of human height and general build, all Lilithiul bear two physical traits across the board: straight, silvery hair ranging in shades from so white it appears almost blue in the right light to the silver of a stormy sky, and red eyes that range in tone from blood-red to fiery with yellow flickers around the irises. A recessive gene exists for blue-grey eyes, but that gene is nine times out of ten linked to some form of severe insanity.
Lilithiul age parallel to humans until about twenty, where the maturation process drastically slows. Lilithiul do not finish maturation until they reach fifty years, and are not considered adults by their society until such time. Humans are still trying to perceive the difference. Once they reach adulthood, they seem to cease aging completely. While not truly immortal, many Lilithiul still exist that vividly remember the floating cities of four thousand years ago. The oldest living Lilithiul still known to breathe is Nykarl, elder sister to the former Lilithiul Emperor, and she is well over six thousand years old.
Though human in size, Lilithiul tend to eat like racehorses. Magic taxes their frames in a way similar to physical exercise. A normal meal for a human might just whet the appetite of a hungry Lilithiul who’s done his due diligence at the Grid or whathaveyou. Though they are fliers, Lilithiul tend to travel on their stomachs when all is said and done. A hungry Lilithiul is a tired, cranky, and ineffectual Lilithiul for the same reasons as an underfed athlete.
When a Lilithiul practices magic, it is not subtle. Jets of blue-white light erupt from the Lilithiul’s back and a steady, pulsing hum becomes audible until the magic is finished. Only powerful elder Lilithiul can forsake the wing eruption, and even then only for very brief spells. When a Lilithiul chooses to fly, the jets of light erupt and pull them from the ground. Lilithiul children start out exceptionally clumsy in the air and it takes great practice to truly master aerial maneuvers. Most adult Lilithiul are comfortable enough in the air to use it as a means of steady transport. Fancy flying is essentially the equivalent of Lilithiul exotic dance.
Though Lilithiul and humans can and do interbreed, there are not many half-Lilithiul running around. This is due to the extremely capricious nature of Lilithiul fertility. Female Lilithiul are only fertile for one week out of an entire year, and every year that week changes. There is no way to identify when a female is fertile, though many superstitions and various other cultural hoopla have evolved around the subject. Most Lilithiul seeking a child tend to take the strafing approach.
History of the Lilithiul
According to human myth, the most recent two millennia have been referred to as the Age of Nations. No text or recording exists of the time prior to the Age of Nations, though very brief excerpts share terse information:
Four thousand years ago, superstition and the skies ruled. It was a time of darkness. Winged destroyers spread across the world, leaving ruin and subjugation in their wake. The lives of nomads were the only lives with any safety. Tribes spread across the land, scattered, until finally the flying conquerors were smote from on high and the Goddess sent the first Queen to her people. Tribes vanished. Cities rose. The world of fear had ended. The Age of Nations had begun.
Scholars widely agree that the ‘winged destroyers’ referred to in the text are in fact the Lilithiul. With the reemergence of the Lilithiul, a far more accurate historical portrait has been painted.
Prior to the Age of Nations, Lilithiul were in their prime. Lilithiul viewed themselves as the Goddess’ First Children, chosen by Her as Her favored people. Her gifts to them were profound and immediate – the gift of magic, and the gift of flight. They crafted flying cities in the clouds far above the human tribes. Nigh-immortal, they were content to practice their magic and revere their Goddess, unconcerned with military might or conquering the lands below. Though they approached the humans many times, most of the time they were chased away with sticks and spears and soon learned not to bother much with the barbarians.
Only one major city was built on the earth, and that was the Sanctuary. It was to the Sanctuary that the occasional human or group of humans who showed aptitude for the Lilithiul’s many teachings were sent. There they introduced humans to magic – what little their burgeoning minds could grasp – and the teachings of the Goddess. These newly-minted scholars sometimes went back to their people, spreading religion and knowledge with them.
Two thousand years ago, a terrible cataclysm struck the Lilithiul people. Their magic simply died. Their flying cities lost their power and crashed into the earth below. The enchantments protecting Sanctuary crumbled, leaving the clifftop city to slide into the sea. Thousands upon thousands of Lilithiul perished, each one as frightened and confused as the next as to why their magic was failing, why the Goddess had suddenly abandoned them. They found no reprieve in human settlements, and were forced to abandon the ruins of their cities when the more war-like human tribes came to claim the ruins and any lasting goods in them as their own.
The leaders of the surviving Lilithiul – for the Emperor had vanished just prior to the cataclysm – met and agreed to use the last of their waning power to safeguard their people. If they had time, they thought they could uncover why the Goddess shirked them and appease her, thereby regaining their mystical supremacy. Until then, they needed shelter, food, and protection from humans, the wildlife, and the elements. Each Elder gathered the survivors from his city and led them to different corners of Oros Milav where they grew cities out of the earth and stone and sealed it away from the world with complex enchantments. So intricate, so complete were these magicks that a passerby could stare right at the entrance and see nothing, feel solid stone where there was in fact a door. Strict laws were set against any Lilithiul leaving the cities. And so in their treetop villages, their crafted spires of earth and metal, and whatever other material each Elder had at their disposal, they prayed and they studied and they waited.
Over time the magic powering the devices the Elders used to communicate with other cities ran out, leaving each separate sect isolated. Many began to believe that their city was the only one left. The world changed outside but they remained fearful hermits, still scarred by the loss of their power. Thus they faded from memory until very recently, when a rogue Lilithiul by the name of Lese attempted to restore his people to their former glory. He learned that the Fall had been caused not by the Goddess, but that his people had been the architects of their own downfall.
Lese learned that select few of the ruling caste, the Emperor included, fell prey to the Tasuh’s dark whispers of power – promising eternal resplendence for the individuals who had what it took to activate a magical artifact known as the Epoch Gate. The Tasuh promised that the Gate would bridge heaven and earth, bringing down the Goddess to her people directly. So the caste preyed upon the hapless human tribes below, descending upon them in the night to abduct unlucky individuals as sacrifices to feed the Gate. The Goddess had been forced to intervene, stripping the Lilithiul of their power so that they could not activate the Gate – for if the Gate were to activate, the realm of the Goddess and the realm of the Tasuh would merge, eradicating the earth between and destroying existence as they knew it.
The cities fell, the Gate cracked open, but the power it contained remained long after the dust had settled. Lese learned that his mysterious benefactor was attempting to get him to repeat history and re-activate the Gate. Lese rebelled and, with the aid of the Queen’s Maidens, succeeded in banishing the manifestation of the Tasuh and destroying the Gate permanently. This thrust the Lilithiul reluctantly onto the stage of world events. Now humans were aware that they shared their land with a skittish race out of a fairy-tale.
Lilithiul cautiously poked their noses out of their cities; elders expected a repeat of the past, younger individuals had grown up on their elder’s tales of human short-sightedness and barbarism. To find a mature culture that not only worshipped the same Goddess but did not remember the events of the Fall shocked many loose of the chains of caution.
Lilithiul Culture, Then and Now
Even after the Fall, Lilithiul culture revolves around magic. It permeates nearly every aspect of their lives, from their unnaturally clean cities that seem crafted out of stone more grown than carved to the racy fashions (by human standards) both males and females prefer, simply because they don’t feel the ambient chill the way other races do. Magic in Lilithiul society does not clash with a divine calling; rather, it is seen as a divine mandate to practice magic and strengthen it. Not all Lilithiul are equally gifted with the arcane, but to neglect it entirely is viewed as inexcusable sloth.
Lilithiul females possess a trait referred to as the ‘Mitochondrial Eve’, a kind of matriarchal memory passed down from her mother’s mother. Males cannot pass the gene to their offspring. The memories of a female’s mother and grandmother may stay separate at times, and others blend into her own seamlessly, often granting her a surprising competency at a task to which she’d never been exposed. In traditional Lilithiul society this grants women a unique place as historians and lore-keepers, able to remember with startling clarity events two generations ago.
Immortal races do not produce prodigious amounts of offspring. Thusly when a Lilithiul female is with child, it is considered a blessing from the Goddess. In traditional Lilithiul society, children are looked after by everyone, carefully guarded and measured so that they might contribute the most they can when they reach adulthood. This cultural stamp often carries over to the world outside the bounds of the hidden cities; a Lilithiul identifying a pregnant female might become more attentive and watchful, or keep a careful eye on a group of children.
Even with the obfuscation of the Fall cleared away, the emotional and cultural scars have not completely healed. Lilithiul are still hesitant to use their magic for malign purposes and are not easily swayed from the teachings of the Goddess. If anything, they hold a particular zeal for rooting out Death’s Head cultists and other ilk actively working to make the populace suffer.
Lilithiul cities, to the few non-Lilithiul that have seen them, are amazing feats of magical architecture. Though they are amiable to land-dwelling races, Lilithiul are aerial creatures and consider the design of their dwellings from more angles than most. Lilithiul streets often map out artistic designs when viewed from above, strategically dotted with magical lights that only fade when the daylight has reached a certain level of strength. Geometric designs decorate the streets and rooftops, in sharp contrast to the almost organic feel of ‘grown stone’ that comprises most of the buildings.
Playing a Lilithiul
Lilithiul are the heirs to an immense arcane legacy, the truth of which has only now been brought to light. Free of the perceived sins of their forebearers and welcomed into human society, many young Lilithiul are taking their new freedom by storm. Even the most reserved of elders cannot deny the many good things the Lilithiul have provided their new allies with their magical wisdom. Determined to restore their magic to the power it once held, Lilithiul actively seek out ways to practice their magic, preferring large-scale projects to quick, fleeting duels and fights. So far this mentality has shown signs of effectiveness within a few short years, further fueling attempts to improve upon the existing status quo.
Most Lilithiul found in Salanista or Douni are from Orhun, the city hidden in the central forests. Recently contact was made with Naglis, a hidden city north of the Fjords in the heart of the glacier. No Lilithiul from the Frozen City have been physically seen, but the Elders in Orhun have confirmed that the city still thrives. They hope, in time, that as their magic grows, they will re-establish contact with the rest of the lost cities.
Overall, Lilithiul tend to be extremely practical and moral-driven, blending the two seemingly opposing aspects into a functional and unique persona. They have little desire for amassing material wealth, for they consider their magic to be the true wealth of their race and that must be practiced – must be shared – in order to grow. They can have exaggerated personality traits – especially the women, with three generations of memories crowding one head – but for the most part blend into human society seamlessly. Now if only humans would learn to clean their rooftops…
Lilithiul Relations with Other Races
Humans: Humans love Lilithiul more than Lilithiul love humans, but only by a slight margin. Once Lilithiul realized they had a mature, flourishing culture to deal with instead of ‘Thog smash!’-level of tribesman, they were quick to warm up. Human records don’t extend (in detail, anyway) back to the Fall and a great level of guilt was just lifted from the collective Lilithiul conscience. Top it off with human enthusiasm proving incredibly infectious, and before either race knew it Lilithiul had nearly re-worked two major aspects of the public sector – transportation and running water. Such advancements rippled out from the human capital and took root in every major human city. The reward to the Lilithiul was a dramatic increase in magical power. So dramatic, in fact, was the increase that long-dead communications devices re-powered themselves and brought one of the lost cities into contact with Orhun again. Human ingenuity continues to inspire Lilithiul to bigger and better feats of magic.
In more cosmopolitan areas humans and Lilithiul work and play well together, often developing lasting friendships. In rural areas, Lilithiul might still be chased away with sticks and spears for being “demon-eyed, devil-magic users”. Most Lilithiul are wise enough to understand the distinction between learned populace and backwater hicks and generally speaking, don’t hold the opinions of the lesser-educated masses against the race at large. If they can, Lilithiul will simply attempt to flee and are often very successful at this, given their ability to fly. A cornered Lilithiul, however, will not hesitate to fight back.
Garaou: The Garaou are known to the Lilithiul. For thousands of years the two races lived together. Garaou revered Lilithiul as the Goddess’ chosen, and Lilithiul appreciated the companionship and protection the Garaou offered. The Fall severed all ties with the Garaou and the Lilithiul were never able to learn what became of their beloved watchdogs. Now, two thousand years later, the Garaou have been re-discovered and many Lilithiul despair at the state to which they’ve fallen. Many seek to reform the ties that the two races had held for so long, but it is a long and difficult road, for the Garaou are at war not only with themselves, but the world at large. Most tribal elders, however – those that have not become benyem, or corrupt – will listen to a Lilithiul, at least as a courtesy. Some Garaou flock to the Lilithiul, proclaiming that their celestial charges have returned and that their duty has been restored. Others rail against the Lilithiul for abandoning them. Regardless, most Lilithiul have a soft spot for Garaou and will often be far more patient with them than other races. Some would argue the Garaou need all the help they can get.
Kurothe: Lilithiul knew of the Kurothe and the great giants, the distant ancestors of the Kurothe, yet never had much in the way of contact with them. The Kurothe kept to their business and the Lilithiul kept to theirs. With the re-discovery of the Garaou, however, came the re-discovery of their Kurothe allies. Garaou provided balance by culling the weak, and the Kurothe would listen to the land itself. Many a Lilithiul has made the mistake of attempting to ‘educate’ a Kurothe, only to find well into the conversation that the Kurothe is just toying with them. Once the Lilithiul understood that the Kurothe had a sense of humor nearly as big as they were, they were able to take relations much more in stride. Kurothian shamanism baffles the Lilithiul; some wish to understand it, others dismiss it entirely, but most simply don’t know what to make of it.
Gnomes: Gnomes have been around for at least as long as the Lilithiul, and Lilithiul have had at least that long to get flustered by them. Though Lilithiul feel they take themselves only as seriously as any other race, gnomes somehow have the perfect knack for getting their feathers in a knot. And they don’t even have feathers. Lilithiul have no real qualms with gnomes, but they would prefer not to deal with them for too long lest something squeak/explode/get pulled out from under them at the most inopportune moment.
Dwarves: Despite only recent contact, and despite fundamentally different living environments – Lilithiul in the clouds, dwarves in the earth – the two races share a common love for alcohol. Lilithiul liquor by law cannot even be sold to humans or served to humans in a bar (and often just isn’t distributed to communal taverns), but dwarves can kick back Lilithiul whiskey, gin, and moonshine (named as such because moonlight plays an active role in the fermentation process!) almost as well as Lilithiul themselves. Lilithiul might think dwarves have an unnecessary obsession with shiny things (like gold) and love to amass amount of useless wealth, but both races love a good drink. At the end of the day, despite whatever other differences they may have, that’s been enough to resolve nearly any conflict. That, and Lilithiul aren’t nearly as fragile as they look and hold up well in drunken brawls. Probably a good thing YouTube doesn’t exist in Oros Milav.