AviansGeneral Information: The term Avian describes several related races of highly magical nature. All are 7 foot plus bird like humanoids. They have both wings and hands, the wings being three times as long as the Avian is tall. The head is that of a large bird of prey, with a hooked black beak and large round eyes. The whole body is feathered except the hands and taloned feet. Color varies from race to race. The known races of the Avian kind are the Phoenix (sometimes called the Greater Phoenix) Glacian , Aviard, Darklin, and Auroran. Others are assumed or suggested, but none are confirmed. Each is described in its own section.
Combat: All Avians prefer to fight from an advantage of height, stooping on a grounded opponent with great speed. A stoop is an attack from a height, striking a blow with the half-closed foot, doing 2-16 point of damage. A grounded Avian will fight with the hand talons or with weapons. When Avians are fighting an opponent 50% taller a hit with both hands entitles them to rake with their feet for an additional 2-16 points damage.
Creation: The Avians where created by Silalata Tommie to protect the First Children. He created the Avians now known as the Three Brothers, the first of their kind. The original creation was of the Phoenix, Glacian, and Aviard only. The other races where created by additional magic or cross breeding. It is also held that the shame of the race, bloodlust and the taste for human meat where the work of Morchaint Mormiron, the dark twin of the Lord of Light. He was jealous of his brother's creation and corrupted them before they where finished. Both Elven and Avian lore hold that this act, called "The Third Shame" was the cause of the battle that took both gods out of the picture for almost a million years.
The Elemental Connection: All varieties of Avian have a connection to one of the elemental planes, as well as the positive material plane. This connection is responsible for the "cycle" the Avian's name for the regenerative process. Killing an Avian is not an end to the creature. As legend suggests, the Avian is able to regenerate itself from the state of death. An Avian killed by mundane means will burst into a display of the element it is connected to with explosive force. The older the Avian the greater the radius of the burst (10'/cycle) and the damage sustained by those in its area (1d6/cycle). The result of this elemental burst is an 8" diameter translucent gold ball, commonly called an egg. The Avian will emerge whole and unharmed from this "egg" at the next dawn. A number of attack forms will keep an Avian from "cycling" as the process is called. If an Avian is killed by death magic (death spell, power word kill, cause death, etc.) they will not form an egg. A raise dead or resurrection spell will allow the dead Avian to cycle, provided a saving throw vs. PPD is made. Should the saving throw fail, nothing can raise them. An Avian cannot abide its elemental weakness. If killed by its bane they will not cycle. However, they can be revived with spells. If the soul of an Avian is magic jarred, the body will not cycle if killed. In this case there is no way to raise them short of a wish. If an Avian in the egg form is trapped in an environment inhospitable to life, the bottom of a lake, buried in rocks, etc., that the force of exit will not clear, they will go dormant. They will remain in the egg until conditions change. The danger in this is the mind remains aware. While they will not go insane in their own egg, they can lose interest in living. Should this happen the Avian will not revive but the result of the cycle, when it comes, will be ashes. In this case no power in mortal hands can recover them.
Habitat/Society: The Avian family typically consists of a single male and female, and the current brood of children, if any. In areas where game is plentiful more than one couple may share living spaces to ensure the safety of the young. Being long lived creatures that are fertile for centuries the Avian does not recognize the generations that shorter lived peoples do. The only term for relatives, out side of the nuclear family, that the Avian language has is "Chia", a term meaning everyone in you greater family except parents and siblings. Mates do not typically join for life. A marriage may last for centuries, or only as long as it takes to raise a single brood. Such marriages are also not exclusive. Avians show little if any jealousy in the matter of personal relationships. Multiple spouse groupings form naturally when game will support it, and break up without rancor when it will not.
Ecology: The Avians fill the same ecological niche as the Giant Eagle, or other large flying predator, and will not be found sharing territory with them. A single adult Avian, living an active life needs from 10 to 15 pounds of meat a day, and will claim a hunting territory adequate to satisfy his needs. The size will depend on the amount of game present and the known replacement rate of the favored game animals. Note: Avians are highly intelligent, and will not over hunt an area unless that is the only choice for survival.
The Avian As Player Character: All Avians are Senior Player Races and should not be attempted without the Gamemaster's approval.
Avian Experience: Due to the advantages given an Avian as a Player Character they have an experience rider to advance levels. The chart Follows.
Role Playing the Avian: As a rule Avians are a tolerant and patient lot. An Avian is willing to get along with just about anyone, until crossed. Type A personalties are less common that type B. Due to their long life expectancy Avians make plans that will not mature for decades or even centuries. They are amused but tolerant of the foibles and hurry of less long lived races, conversely when promptness is necessary they waste no time. A young Avian will be as brash and naively confident of themselves as any young person. Older Avians are more certain of themselves they waste little if any energy on unnecessary movement. A youngster will bounce about even when resting. When an old Avian sits still, they are still. This is often the only way to tell a youth from their more mature Chia.
Avian Religion: An Avian is respectful of the Elven races, or any person of Fay nature. Avians also hold reverently the memory of the Three Brothers, the prototypes of the original Avian races. The elders of the race are likewise held up for worship and respect. These include Abba Eecreeana, Tesral, Ivan, and Kiree to name the principal gods.
* Avians rejuvenate in an elemental blast called a cycle. This occurs every hundred years. See above for more detials
Height and Weight
Appearance: Aurorans are the first new race of Avians to appear since the creation of the three brothers. They are a result of the seeming impossible mating of a Phoenix and a Glacian. The Auroran's colors are all the hues of the rainbow, with highlights in any metallic. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.
Combat: Aurorans fight in the manner of all Avians, with either talons or weapons. The elemental attack of the Auroran is light. They can project an intense beam of light that will do 1d6/5 HD hit points damage to everything it strikes. They can use it once per day for every Constitution point they have (Non-player character Aviards are assumed to have a CON. of 16). A successful attack requires a to hit roll. They can also "immolate" creating an aura of intense light around their persons. This can be controlled at one of two levels. Full immolation is an area 10 foot in radius around the Auroran. Any being entering the 10 foot radius will suffer 2-20 hit points damage per round. The light itself extends to a radius of 120 feet, but only the inner area is damaging. Anyone that looks directly at the Auroran while they are at full immolation, must save vs. PPD to avoid being blinded. This blindness will last for 1-4 days. A roll of a 1 on the saving throw means the blindness is permanent. Any creature not looking directly at the Auroran, is -2 to hit them. The second is a personal aura equivalent to a Continual Light spell. This mode can be maintained at will. No light based attack or bright light, no matter how bright can harm a Auroran.
Habitat/Society: Aurorans are one of the youngest of the Avian races, they do not have a created purpose. They will generally conform to the habits and preferred society of one of their parents. Two Aurorans mating will breed true.
Role Playing the Auroran: Aurorans are the high spirits of the Avian races. They love a good time and seek adventure. When it comes to getting their interest, you either get all of it, or none at all. They along with the Darklin, have no created purpose in life. They will seek to place their boundless energy into some constructive purpose. They are fond of friends and make attachment to other races easily. It has also been noted that they are harder to offend than other Avians.
Appearance: The Aviard conforms to the general appearance of the Avian races. The colors are warm browns, grays, and white. Highlights can be in silver, copper and gold. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.
Combat: Aviards fight in the manner of all Avians with either talons or weapons. Perhaps the most feared of the Aviard's attacks is the elemental wind they can call upon. An Aviard can hurl a whirlwind that will do 1d6/5 HD hit points damage to everything in its path, once per day for every Constitution point they have. Flying creatures will be knocked out of the air, and require a dexterity check to remain flying. (Non-player character Aviards are assumed to have a CON. of 16). They may also cause the wind to circle themselves with great force. Any being entering the 10 foot radius around the Aviard will suffer 2-20 hit points damage per round. Normal missiles will be deflected by the barrier of wind. However, the wind will not affect the Aviard's flight. No attack employing air can harm a Aviard.
Habitat/Society: Aviards prefer to serve in keeping order when among other races. They will not bow to lesser creatures however. They take orders from Phoenixes better than other races, with elves their next preference. They will not serve as domestics or perform menial duties. They are elite warriors, and know it.
Role Playing the Aviard: An Aviard will maintain his own council in most matters. They are not forward with their opinions. Make no mistake however, they do have them. If asked, or pushed by what they consider foolishness, they will speak their mind. They are loyal to the extreme. Once you have won the trust, of an Aviard, you have a friend for life. Break that trust, and they will eat you. They take the long view, as would any race that can live for millennia.
Appearance: Darklins are the second new race of Avians to appear since the creation of the three brothers. It is believed that the Darklin is a result of an "occurrence" at Abba Sanctuary. The Darklin's colors are black and dark blues, with highlights in any metallic. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.
Combat: Darklins fight in the manner of all Avians with either talons or weapons. The elemental attack of the Darklin is darkness. They can project an intense beam of darkness that will do 1d6/5 HD hit points damage to everything it strikes. They can do this once per day for every Constitution point they have (Non-player character Aviards are assumed to have a CON. of 16). A successful attack requires a to hit roll. They can also "immolate" creating an aura of intense darkness around their persons. This can be controlled at one of two levels. Full immolation is an area 10 foot in radius around the Darklin. Any being entering the 10 foot radius will suffer 2-20 hit points damage per round. Any creature within the area of darkness will suffer all the penalties of being blind, unless they can see in magical darkness. The Darklin can see in any darkness. The second form is a personal aura. When using this form of darkness the Darklin appears as a shadow, without features. Any creature that touches the Darklin in this state will take 1-4 hit point damage. This mode can be maintained at will. No darkness based attack or negative plane attack can harm a Darklin and their personal darkness will dispel or douse any light.
Habitat/Society: Darklins are one of the youngest of the Avian races, they do not have a created purpose. They are also the fewest in number, and do not seem to mix well with the other Avians. Two Darklins mating will breed true.
Role Playing the Darklin: Darklins are the subdued members of the Avian races. Because of their preference for the night, they are seldom seen in the company of fellow Avians. While not known for dark habits, the few Darklins that there are are shy of the company of other races, thus seldom seen. It is a rare Darklin indeed that will embark on a career of adventure.
Appearance: Glacians conform to the general appearance of the Avian races. Their colors are the cool blues and greens of ice and the white and silver of snow. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone. Combat: Glacians fight in the manner of all Avians, with either talons or weapons. The elemental attack of the Glacian is cold. They can project a cone of cold that will do 1d6/5 HD hit points damage to everything in its path. They can do this once per day for every Constitution point they have. (Non-player character Aviards are assumed to have a CON. of 16). They can also "immolate" creating an area of immense cold around their persons. This can be controlled at one of two levels. Full immolation is an area 10 foot in radius around the Glacian. Any being entering the 10 foot radius will suffer 2-20 hit points damage per round. The second is a personal zone of cold around their bodies. Anyone touching the Glacian will suffer 1-8 hit points damage from the terrible cold. No cold based attack or cold conditions, no matter how severe, can harm a Glacian.
Habitat/Society: Glacians are reluctant to live where the temperatures might rise into, what for them is, the dange zone. As a result they prefer the high mountains or northern regions.
Role Playing the Glacian: Glacians are the most retiring of the original Avian races. They much prefer the company of their own kind, or of those that share their interest in persevering history. Once you have found one however, they are not private in their opinions. They are more than willing to dredge through countless millennia of experiences, their own and others, to advise you on what course of action to take. They will tell you why what you are doing is wrong, or what you can do to improve a right idea. Unless you like this kind of company, don't seek them out.
Appearance: The Phoenix conforms to the general appearance of the Avian races. Colors range from deep red to bright orange, with white silver and gold highlights. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone. No matter what variation, red predominates.
Combat: The Phoenix will fight in the manner common to all Avians. Perhaps the most feared of the Phoenix's attacks is the elemental fire they can call upon. A Phoenix can throw a fireball doing 1d6 per 5 HD, once for every Constitution point they have. (Non-player character Phoenixes are assumed to have a CON. of 16). They may also immolate at one of two levels. Low immolation is at 500F. Any person grabbing a Phoenix in this state will suffer 1-8 points damage for each round they hang on. High immolation is at 2500F and the damage radius is 10 feet around the Phoenix, any being will take 2-20 hit points damage inside this radius. No fire can harm a Phoenix.
Habitat/Society: Phoenixes are often found ruling humans or other races. They seem to have a need to act as a guild to such races. It is well then that in all such cases the ruled have benefited from being ruled by Phoenixes.
Role Playing the Phoenix: A Phoenix will want to take the role of leader in any group. Those with wisdom will defer to greater ability, as long as their voice will be heard. Even if they are not paramount in a group a Phoenix will seek to influence others toward the longer view. They have the created imperative to lead and advise.
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