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Tilve (Tie-elv)

The first to enter the crashed spaceship of Angra-Nenu, these Elves became obsessed with the perfection of the physical form. Finding the sleek clockwork designs of the ship's interior fascinating, the elves began to incorporate these clockwork parts into their own bodies. Over time, they became entirely new creatures, half-machine and half-elf

Basic Information

Anatomy

Tilves resemble normal elves, but have some to all of their skin or bones replaced with mechanical clockwork parts. These replacement usually starts with the tilves extremities such as arms or legs, and then works their way up the tilves body.

Biological Traits

Like normal elves, tilves are don't sleep, instead entering a trance-like state, but those who have completed their transformation often forgoe the need to do so. A tilve new body greatly increases the elf's speed and reflex's, allowing them to move at much faster paces. These new body does come with one major downside; it conducts electricity incredibly well, meaning that electrical attacks are much more harmful to a tilve.

Genetics and Reproduction

Tilves reproduce with similar rates to normal elves, with many integrating the clockwork machinery in certain ways to make pregnancy even easier on their bodies. However, unless certain measures are taken beforehand, the machinification process when eventually leave the tilve sterile.

Growth Rate & Stages

Tilves age at the same rate as normal elves, reaching adulthood at the age of 110, with certain age milestones marked with the replacement of a body part. Some old or particularly ambitious tilves manage to replace 80-100% of their body, effectivly granting them immortality as long as they keep their body in good repair.

Dietary Needs and Habits

With enough body modification, tilves no longer need to eat or can go for extended periods without food, but prefer all the normal elven dishes.

Biological Cycle

Like most of the denizens of Nenu-Lan, tilves are less effected by the seasons then their normal counterparts due to the use of technology to negate seasonal effects. They dislike winter, as the cold weather can freeze their gears, and must be careful during spring thunderstorms due to their bodies weakness to electrical damage, as their tall towers are frequently struck by lightning

Additional Information

Social Structure

Tilve society is very family structured, with each elven family ruled over by a matriarch or patriarch, and with the family heads coming together and serving on councils and committees that oversee the tilve society as a whole.

Facial characteristics

Like normal elves, tilves have pointed ears and angular features.

Geographic Origin and Distribution

Nearly all tilves live in the technologically advanced city of Nenu-Lan, as the elves of the rest of the world view them as traitors who have turned their back on the natural world.

Average Intelligence

Tilves are cunning and learned, utilizing their elongated lifespan to learn and master many of the technologies of the city.

Perception and Sensory Capabilities

Tilves have the ability to see clearly in low-light conditions, but lack the keen scope of vision typical for a normal elf.

Civilization and Culture

Naming Traditions

Tilves share the naming traditions of normal elves.

Major Organizations

The tilve families run a joint guild together known as the Clockwork Conclave, where the families can cooperate to create new clockwork creatures and more elegant designs.

Beauty Ideals

Tilves are obsessed with perfection, often spending decades locked in one of their towers working on themselves or another personal project. More often than not, a tilve prefers sleek and round designs, but beauty ideals are constantly shifting as the higher ups in society release new and popular parts.

Gender Ideals

Tilves care little for gender and more for physical beauty, but the lack of reproductive need due to many tilves achieving extended lifespan means the tilve woman are not seen as incredibly valuable like in elven society. This leads to male tilves often being more prominent in leadership roles then they otherwise would be.

Courtship Ideals

Courtship among tilves usually begins with small compliments on a tilves beauty and usually culminates with the tilves crafting a personal creation for the other, usually in the form of an augmentation they need or a clockwork pet modelled after one of the tilves favorite woodland animal.

Relationship Ideals

Like normal elves, tilves struggle with making friendships among other races, as few races can understand the tilves view from a life spanning centuries. Tilves are taught to respect their elders heavly, espically the few survioving members of the original elven expidition.

Average Technological Level

Being from the technologically advanced city of Nenu-Lan, tilves are well versed in using alien technology. They often work a architects for the city, crafting beautiful spiraling towers and creating clockwork guardians to protect them.

Major Language Groups and Dialects

Like with normal elves, tilves speak Elven and Common, and can often be found fluently speaking Celestial, Dwarven, Goblin, Gnome, Halfling, Orc, or Sylvan.

Common Etiquette Rules

Tilves pride themselves on being polite and noble, even when faced with the other, lesser races of the city. They are never outwardly rude, but carry themselves with a degree of overconfidence, and are quick to remind the other denizens of how the city was originally elven territory.

Common Dress Code

Tilves are the fashion trendsetters of the city of Nenu-Lan, and thusly must always be up to date on the newest designs. Such designs change almost monthly and can vary from hat choices to cybernetic infusions.

Common Taboos

A tilve who rejects the attempt at perfection and further integration of clockwork parts will be shunned, and one who dosen't keep up with the ever change fashion ideals will be viewed as uncultured.

History

Tilves were the first race to travel to the crashed spaceship that would become known as the Angra-Nenu, as it landed mostly inside ancient elven territory. These elves enter the ship, and became fascinated with the sleek designs of its inner gears and mechanical workings. Inspired by the other races use of the ships technology to augment themselves, the tilves sought to achieve both true beauty and perfection using these designs. They slowly began to incorporate the gears into their own bodies, and some of the first elves who traveled to city are still alive, acting as the heads of families they started.

Historical Figures

One of the most famous clockwork designers, and the creator of the Clockwork Dragon, is a tilve known as Hael Malthor.   A member of the Nenu-Lan guild, The Court of Misfits, is Prid Wyin, a scout and assassin for the illustrious Wyin family.

Common Myths and Legends

Like most of the Nenu-Lan races, many tilves eschew religion in favor of technological pursuits, but some can still be found worshiping Era or another member of the elven pantheon. As common for the city, many tilves are part of The Collective One's hive mind

Interspecies Relations and Assumptions

As the oldest race in the city, Tilves view themselves as superior to the other races, both in skill and beauty. This attitude comes off more as pitiful than condescending, as many tilves view it as their duty to educate the other races on what true beauty and talent looks like. Despite this attitude, many tivels have ages of experience and the wisdom they offer is not easily ignored. Like the rest of the Nenu-Lan races, tilves are not viewed well in the wider world. Other elves in particular view Tilves with contempt, believing that they have lost their way and their connection to the natural world.

Racial Table - Tilve: Hit Dice: D8; Class Skills: Acrobatics, Appraise, Craft (Construct), Knowledge (Engineering), Perception, Profession; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus longbows (including composite longbows), rapiers, shortbows, any weapon with the word "elven" in its name, and technological weapons; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Electrical Vulnerability, Elven Immunities, Swift Reactionns
2nd +1 +0 +3 +0 Clockwork Toughness, Repair Clockwork
3rd +2 +1 +3 +1 Extreme Swiftness, Mechanical Mastery
4th +3 +1 +4 +1 Grinding, +1 Dexterity, +1 Intelligence
5th +3 +1 +4 +1 Constructed Body

Random Staring Ages
Adulthood Intuitive1 Self-Taught2 Trained3
110 years +4d6 years (114 - 134) +6d6 years (116 - 146) +10d6 years (120 - 170)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, soulblades, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 4 in. +2d8 in. (5 ft. 6 in. - 6 ft. 8 in.) 165 lbs. +(2d8x3 lbs.) (171 - 213 lbs.)
Female 5 ft. 4 in. +2d8 in. (5 ft. 6 in. - 6 ft. 8 in.) 135 lbs. +(2d8x3 lbs.) (141 - 171 lbs.)

Tilve Aging Table4
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis and Cha) Maximum Age (GM secretly decides maximum age)
262 years 394 years 590 years 590 + 1d10 years (591 - 600 years)
4This table assumes a Tilve is constantly replacing their clockwork parts. The life expectancy halves for each category for a tilve who fails to consistently replace their parts.
Random Tilve Homelands
% Rolled Homeland Trait Gained
01-90 Technological City or Area Technical Archeologist
91-98 Elf Homeland (Roll on Elf Homeland table)
99-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Tilve Families
% Rolled Parental Status
01-79 Both of your parents are alive
80-87 Only Father is alive
88-95 Only Mother is alive
96-00 Both of your parents are dead
Random Tilve Siblings
% Rolled # of Siblings
01-80 1d2 siblings
81-85 1d4+1 siblings
86-90 1d4+1 siblings; 1d3 of these siblings are half-elves
91-00 No siblings
Genetic Ancestor(s)
Lifespan
591 - 600 years; although a tilve who maintains their parts is effectively immortal.
Average Height
5 ft. 6 in. - 6 ft. 8 in.
Average Weight
141 - 213 lbs.
Average Physique
A tilves sleek body allows them swift and precise movements, but their clockwork frames are quite fragile, and keen to becoming easily broken.
Body Tint, Colouring and Marking
Most tilves have a their metallic parts start a baseline chromatic brown, but often times will search for more colorful parts or dye their existing parts more exotic colors to help them stand out.

Tilve

Type Humanoid (Elf, Half-Construct)
Ability Score Modifier +2 Dexterity, +2 Intelligence, -2 Constitution: Tilves are swift and cunning, but their bodies crack easily.
Size medium
Speed Tilves have a base speed of 40 feet
Language Tives start play speaking Common (Maran) and Elven. A tilves with a high intelligence score may choose from any of the following languages: Aklo, Celestial, Dwarven, Gnome, Halfling, Orc, or Sylvan.

  • Materil: A tilve can be tied to any of the Materils, but Windcaller tilves are extremely rare.
  • Low-light Vision: Tilves can see twice as far as humans in low-light conditions.
  • Half-Construct: Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
  • Elven Immunities: Tilves are immune to magical sleep and gains a +2 bonus against enchantment spells and effects.
  • Swift Reactions: Tilves gain Improved Initiative and Lightning Reflexes as bonus feats at first level.
  • Vulnerability to Electricity: Tilves take 1.5x damage from electricity attacks.
  • Clockwork Toughness: Starting at 2nd level, tilves gain Toughness as a bonus feat and gain an additional 5 additional hit points.
  • Repair Clockwork (Ex): Starting at 2nd racial level, a tilves can work on repairing clockwork bodies. As a standard action that provokes an attack of opportunity, a tilve can repair itself or an adjacent clockwork creature for 1d10 points of damage. The amount of healing increases by 1d10 for every eight hit dice the tilve possesses beyond 2nd. A tilve can only use this ability a number of times each day equal to their Intelligence modifier.
  • Extreme Swiftness: Starting at 3rd racial level, a tilve gains Combat Reflexes and Improved Lightning Reflexes as a bonus feat.
  • Mechanical Mastery: Starting at 3rd racial level, a tilve gains Craft Construct (Item Creation) as a bonus feat.
  • Grinding: Starting at 4th racial level, whenever a creature starts its turn grappling or grappled by a tilve, they take 1d4 points of slashing damage from the tilves turning gears. This damage increases or decreases based on the tilves size.
  • Immortality: Starting at 5th racial level, the tilve gains an extra 10 hit points, and replaces their half-construct subtype with the construct type, gaining all construct traits except for the immunity to mind effects and the bonus hit points. The tilve ceases to age, takes no penalties for aging and won’t die of old age as long as they continue to replace their clockwork body parts in a timely manner.

Alternate Racial Traits
  • Cyber-Attuned: Many tilves like to augment their bodies with cybernetics, and have built up a resistance to the rigorous installation process. A tilves with this trait treats both their Intelligence and Constitution score as an amount higher equal to their racial level for the purposes of installing new cybertech, decreases the DC to install cybertech in themselves by 2, and decreases the amount of Constitution damage taken by an installation by 1. This trait replaces the Elven Immunities trait.
  • Junk: Some tilves must scavenge by on rusted parts and spare scrap, refusing to let their bodies fall apart. These tilves gain Endurance and Great Fortitude as bonus feats at 1st racial level, and gain Diehard and Improved Great Fortitude at 3rd racial level. This trait replaces the Swift Reactions trait and the Extreme Swiftness traits.
  • Perfect: Some tilves have perfected the beauty of their bodies. They gain a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saves against transmutation effects. These bonuses increase by 1 for every four hit dice beyond the 1st the tilve possesses. This trait replaces the Elven Immunities trait.
  • Urbanite: Some tilves who dwell in the cities practice the ebb and flow of social situations instead of the grace of combat. They gain a +2 racial bonus on Diplomacy checks to gather information and Sense Motive checks. They always treat Knowledge (Local) as a class skill. These bonuses increase by 1 for every two hit dice beyond the 1st the tilve possesses. A tilve with this trait doesn't gain proficiency with elven weapons.


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