Twili (4e Race)
Twili
A people banished by the goddesses, who inhabit the Twilight Realm.
Racial Traits |
Average Height: 6'3"-6'9" |
Average Weight: 160-200 lbs. |
Ability Scores: +2 Dexterity, +2 Wisdom or Charisma |
Size: Medium |
Speed: 6 squares |
Vision: Darkvision |
Languages: Common, Deep Speech |
Skill Bonuses: +2 Stealth, +2 Acrobatics |
Press Forward: You gain Victory is Near! as an encounter power. |
Shapechanger: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers. Also, you gain Copy Person as an at-will power. |
Creature of the Shadow: You are native to Shadowfell and the Twilight Realm, a place of darkness, so you are considered a creature for the purpose of effects that relate to creature origin and subtype. |
Flexible: You are quite flexible. You have a +1 racial bonus to Reflex. |
Victory is Near! | Twili Racial Power |
You give a yell, encouraging your allies to keep fighting and not retreat. | |
4e Power Usage::Encounter | |
4e Power Action Type::Minor Action | Close Burst 3 |
Effect: All allies within the burst gain a +1 to their attack rolls and +2 to their damage rolls until the end of your next turn. | |
Level 11: Range: Close Burst 5
Level 21: Effect: All allies within the burst gain a +2 to their attack rolls and +4 to their damage rolls until the end of your next turn. |
Once upon a time, a group of misguided sorcerers tried to use their magic to claim the power of the Triforce. As a result, the Golden Goddess punished them by banishing them to the Twilight Realm. Living in isolation, they became shadows of what they once were. As they came to accept their fate, they grew accustomed to their surroundings and so their bodies changed.
Play a Twili if you want...
- To be able to copy other people's demeanor.
- To be inspiring.
- To be a member of a race that favors the Barbarian, Bard, Monk, Rogue, Sorcerer, and Warden classes.
Physical Qualities
Twili are tall people, even the females. They reach maturity when they're 20 years old. They have a white coloration on their skin, mixed with black shadow. Their hair is either red or orange. They are usually thin, and their eyes can have a coloration of yellow, red, or orange. Royal twili have red irises. They also have glowing blueish-green markings on their skin. They have elongated necks and limbs. Most die at around 95 years of age, fading into darkness.
Attitudes and Beliefs
Twili, having once been great sorcerers, revere arcane masters and those who have the strongest magical abilities are considered the greatest leaders. However, most twili are also recalcitrant to recognize great power, especially when coupled with ambition. This is because ambition and greed was what led to the exile of their ancestors in the first place.
Most twili wish to carry on with their lives rather than be tied down by hatred against the ones who locked them away. Others have not learned a lesson from the past and hold in their hearts grand schemes and hopes of usurping the world order from the gods once more.
Roleplaying A Twili
Due to having been isolated for so long, the twili are a bit xenophobic at worst, and shy at best. They tend to refrain from speaking to other creatures, preferring communication only with other twili. When one gets to know them, the twili can appear to be ephemeral, even playful like fairies. They are curious about others at heart, but their fear of interaction often prevents them from getting close. Most try to maintain an aloof demeanor even around allies, always observing them.
Twili Characteristics: Cautious, impish, silent, observant
Male Names: Zant, Manta, Khali, Jeral
Female Names: Midna, Girna, Elni, Iroti
Twili Adventurers
Despite their exile to the world of shadows, twili still have means of getting out in small numbers and going about the world. Most of these are the arcane adepts, who desire more in life than their communities can give them. Others have ambitions that are too much to remain unrealized and so they run away from their stifling home environment.
Three sample Twili adventurers are described below.
Keraz is a twili barbarian, roaming the realm of Shadowfell with his tribe. A focused and grim leader, he works on keeping his tribe small and easy to manage, so surviving in the Plane is easier. He's only heard stories of the natural world and deems it nothing more than a myth.
Ferna is a twili warlord. Stuck in the natural world after stumbling through a planar breach, she's working to adjust to the brighter colors of the Material Plane. To survive, she is slowly understanding the need for an adventuring party and uses her natural charisma to gather others to her heed. However, she has only so far gotten used to the company of shadar-kai at most. Other races are still a work in progress.
Dashi is a twili sorcerer who seeks to refine her innate magic to bring the twili together against the gods who had forsaken them. She was thrown out of their society after being branded a danger and so she fled to the Material World with her own power. She sees her own people as lost fools whom she must convince with force, and so she is willing to get over her discomfort around even beings of light to realize her ambitions.
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