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 Auroran, Aviard, Darklin, Glacian, and Phoenix (sometimes called the Greater Phoenix). Others are assumed or suggested, but none are confirmed.
The Avians were created by Silalata Tommie to protect the First Children. He created the original Avians now known as the Three Brothers, the first of their kind. The original creation was of the Aviard, Glacian, and Phoenix only. The other races were created by additional magic or cross breeding. It is also held that the shame of the race, bloodlust and the taste for human meat, were 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.
Avians are friendly with any people that are friendly with them. They favor Elves, and have special relationship with Pegasi. No Avian, no matter how hungry, will eat a Pegasus, and they will go out of their way to aid the creatures. Likewise, a Pegasus will not attack an Avian, and will aid them as mounts if asked. Orcs are the one exception to Avian tolerance. Any Orcs found by an Avian will be driven out and killed as quickly as possible. They will not be eaten.
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 an 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". 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 Fort saving throw is made. Should the saving throw fail, nothing can raise them. An Avian can not abide its elemental weakness. If killed by its bane they will not cycle. However, they can be revived with spells, provided the saving throw is made. 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 or buried in rocks) 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.
The Avians also have a form of immolation, each according to its element. This can be used for protection from their bane, or offensively against enemies.
Avians are fully feathered and do not wear clothing save for carrying harnesses and belts. Striped of their feathers they are embarrassed to the point that they cannot function in society and will hide themselves away until the feathers grow back. A full suit of flight feathers is vital to an Avian's survival. Deprived of the ability to fly, many Avians will commit suicide to cycle so as to regain a full set of feathers.
Avians like a lot of room. They want to be able to swing those big wings they have. Avians prefer conversational distance outside their wing sweep. They don't get too creeped out if they can't have this, but if they feel trapped, or unable to leave such a situation they can and do suffer from claustrophobia.
An Avian is born live after a three month gestation, with one to four young per birth. They weigh one to two pounds at birth, and are little more than down-covered appetites for the first six months. These darling, cute critters must be taught what is food and who is not. They otherwise assume that everything not beaked and feathered is food and act accordingly. Young Avians are not a mortal threat to the adult of any race, but the talons and beaks are sharp and do hurt. Young children are not introduced to society that isn't Avian itself. It's not nice to eat your guests.
Children receive special care in Avian society. Children under three years of age do not have the elemental connection, and cannot cycle as can adults. However, they do possess all the weakness of the adults. Avian parents are very protective of their little ones.
At the age of three years a young Avian has reached physical maturity. They are possessed of adult plumage, height and sexual maturity. The last hurdle is the process known as Maturity Crisis. At this time the connection to the Elemental Plane is completed, and the Avian can immolate and cycle. Only one thing keeps this from being a time looked forward to. Nearly a fourth of the young do not survive crisis. Once passed the crisis it is said that If not killed in the first hundred years, they could live forever.
While their mental progress is faster in early years than humans, they are by no means adults in learning or temperament at this age. A three year old Avian has the mentation of an 8 year old Human. The young Avian, while the physical equal to their parents in height and appearance is not an adult in the mind. Indeed, training of the mind is only beginning. Most Avian children do not get much education beyond basic survival skills before the third year. It is a pragmatic approach perhaps, but practical and common.
Avians are also capable of having children from the third year, but Avian fertility has to be thought about. Unlike other races an Avian is infertile unless they willingly desire to be fertile. Even then it takes days of willful desire for the body to come up to speed, for the female to become receptive to pregnancy and the male to produce sperm. "Accidental children" are an impossibility. Both males and females share this trait. Both partners must be in accord with their desire to breed for children to happen. Sexual desire is not tied to a fertile state and Avians enjoy an active libido. Sexual exploration is not discouraged, even among siblings.
Children commonly stay with their parent for two to three decades. They learn what they can, or even a profession before setting out to explore what life and the world has to offer.
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 races 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.
What the Avian does, and where they go after they leave home is entirely up to them. The Avian people are widely spread, only in cities where food is brought in, and one does not have to depend on hunting will you find more than a few. There are never enough Avians to form a true community. What an Avian does with their life is often driven by what kind of Avian they are, the created imperatives will rule all of them to one degree or another. None need practice any profession. Shelter can be found in the rocks, food in the wild. They can, if they choose, live comfortably as hunters, and many do.
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" personalities are less common than 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.
Encounters between Avians of different races can be anything from a greeting of old friends to combat for hunting territory, an old grudge, or simply to see who is the better flyer. Avians are seemingly fearless in combat with each other. Immolation attacks are not used in these fights, so the worse that can happen is the loser gets pranged, and waits out the night in egg form.
The two exceptions to this policy and culture of tolerance are the Avian shames, Bloodlust, and "the taste". All Avians have a breaking point. A point beyond which temper is not the proper word. All they see is red, and all they want is to kill. Avians call this "Bloodlust", and are not willing to discuss the matter much with non-avians. Exhaustion or death are the only means of stopping this rage. The second is "the taste". Built into every Avian of the blood is a preference for Human flesh. They like it, if given a chance they will eat it, in preference to other meat. The attraction is like catnip to the cat, but without the drunken antics. This born addiction is fought with varying levels of success in every Avian. It is a shame to them, and again, not a matter discussed with non-avians.
An Avian will Cycle every one hundred years. This is a complete renewal of the mental and physical being. As they approach their 95th year, signs of age begin to show. The Avian slows down, looses interest in mates, or any projects they might be working on. Near the end of their 99th year they lose their appetite, and refuse to eat. Within seven days of this the Avian will cycle. The process is much like that of death renewal, but is brought on by age rather than damage. The Avian will remain within the egg for three days, rising on the dawn of the third day. The Avian will rise with his spirit and body renewed, rejuvenated, yet remembering everything from past cycles.
In rare cases an Avian does not recover from the cycle. They are beyond tired in spirit, or feel they have seen all life has to offer. In these cases the outward cycle will leave only a pile of ash. While comrades and acquaintances might mourn, it is accepted, because it is always a willing choice.
Due to the explosive nature of the cycle, Avians build special structures to hold their eggs. Commonly call "Egg Holds" the building will be secure, and capable of venting the elemental blast that accompanies the cycle. They are usually round and bowl shaped on the inside, with louvers in the roof.
An Avian's involvement in politics will always involve other races. There are not enough Avians to form political groups larger than a family, and generally the families are too far apart for "political" interaction. A feud over hunting territory would be the extent of it. This is not to say that Avians are apolitical. However, each reacts and behaves according to created imperatives.
Auroran: This Avian race was not one of the original created. As a result they have no "created imperative". They are about as apolitical as an Avian gets. Their Element is Light
Aviard: The Aviards were created to be guardians and protectors. They are followers rather than leaders. 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 millennium. Their Element is Air
Darklin: Like the Aurorans the Darklin is a new type of Avian without a created political agenda. Their Element is Darkness.
Glacians: 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 preserving history. Once you have found one however, they are not private in their opinions. They are more than willing to dredge through countless millennium 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. Their Element is Cold.
Phoenix: Phoenixes have the imperative to rule humans or other races. They have a need to act as a guide to such races. They were created to properly channel the creative urges of Humans and their kin. 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. Many Phoenixes serve as rulers in various countries, or as major players within the rule of another Phoenix. Their Element is Fire.
Avians are not great producers or art or even of culture. While there have been Avian artists of note, even of fame, producing art is not an Avian imperative.
An Avian will more likely be found as a patron of art or of an artist. Race has little to do with who will be supported, or what art form will be patronized. Personal taste is all that will matter.
An Avian is respectful of the Elven races, or any person of Fay nature. Avians also hold reverent 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.
Age of Maturity: 3
Lifespan roll: Special
Players wishing to run an Avian character must meet the minimum ability scores for the race, as well as minimum scores for the class they wish to play. Avian characters may play any class. It is recommended that thieves not be played. An Avian thief will be at considerable disadvantage in many primary thief skills.
See Chapter One: Cultures for further information
Avian Characters have the following characteristics. The Following list applies to all races of Avian:
· Medium size
· Avain base speed is 20 feet.
· An Avian can fly base speed 80 feet.
· Avian base AC is 20
· The Avian has a natural attack.
· Avians are immune to their personal element in any form.
· They can cast their form of immolation for 1d6 hit points of damage per five levels. This can be done as many times per day as the Avian has Constitution points.
· They can immolate to a maximum of 2-20 hit points damage within a 10' radius. This cna be done for as many minutes as they have Constitution points
· They will cycle into egg form when brought to 0 hit points and rise undamaged at the next dawn.
· Avian Spellcasters will gain 1.5 times the normal effect from any spell dealing with their personal element.
· The Avian's bane element will damage them.
· Damage by the bane element or death magic will prevent cycle.
· An Avian is fragile and will take double damage from blunt weapons.
· An Avian cannot wear any kind of armor or magical clothing.
· Avian spellcasters can not use any spell that incorporates their bane element as a target of the spell or an effect of the spell.
· An Avian needs 10 to 15 pound of fresh meat a day to remain healthy and active.
· All Avians like human meat, the attraction is like catnip, but they don't get drunk.
· Avians suffer from bloodlust. Each Player Character Avian must choose a frustration factor. Any time this factor comes into play they must save vs. Will to prevent bloodlust. The DM will determine the DC depending on prevailing factors, not less than 15 not greater than 30. Failure means that they will kill anything and everything, (starting with the object of frustration it any) in their path until exhausted (this takes 5 to 10 hours) or they fall in combat.
· Automatic Language: Common, Avian, Quenya
· Bonus Languages: Any.
Due to the advantages given an Avian they have an experience rider to advance levels. This experience is added to the requirement for the character's class to render a new chart that the character follows for level advancement.
Table R3 -- Avian XP Rider
Level Extra Experience
Auroran: 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. As is the case with every Avian color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.
Aurorans, as one of the two new Avian races, 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.
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. Having no created imperatives 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.
The element 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. A successful attack requires a to hit roll agaisnt touch AC. 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. Reflex (DC 15 + avian's Dex bonus) to avoid being blinded. This blindness will last for 1-4 hours. 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.
An Auroran killed by normal means will cycle in an explosion of light. An Auroran's weakness is Darkness. Normal darkness is uncomfortable to an Auroran. Magical darkness is damaging. A darkness spell will drain an Auroran of 1d6 hit points for each level of the caster. The spell is then dispelled. An Auroran killed by darkness will not cycle. Ability draining creatures that strike an Auroran will also take damage, each according to their weakness to sunlight. Aurorans do not like darkness of any kind, they will remain indoors during the night, and will always have some manner of illumination, even if it is themselves.
Aviard: The Aviard's colors are warm browns, grays, and white. Highlights can be in silver, copper and gold. Aviard patterns most closely follow the markings of mundane hawks, but bold patterns are possible.
Aviards prefer to serve in keeping order when among other races. However, they will not bow to lesser creatures. They take orders from Phoenixes more readily 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.
An Aviard's element is the air. They can call upon an elemental wind. An Aviard can hurl a 10 foot wide whirlwind that will do 1d6/5 HD hit points damage to everything in its path, (Save reflex for half DC 15 + Dex Bonus + Dice damage) once per day for every Constitution point they have. Flying creatures will require a reflex save Equal to the damage DC) to remain flying or be knocked out of the air. 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.
Attacks from Earth are the bane of the Aviard. All earth based creatures, elementals, Zorn, Jan, etc do double damage to an Aviard and death from this damage or from burial alive will prevent cycle. Stoneing will kill them, period.
Darklin: 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.
Darklins are 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. Darklins do not like light of any kind. They prefer to remain indoors during the day.
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 exist 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.
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, the attack feels like an intense cold that withers on touch. They can do this once per day for every Constitution point they have. 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.
A Darklin's weakness is light. Normal daylight is uncomfortable to an Darklin. Magical light will damage them. A light spell will drain an Darklin of 1d6 hit points for each level of the caster. The spell is them dispelled. A Darklin killed by light will not cycle.
Glacian: The Glacian's colors are the cool blues and greens of ice and the white and silver of snow.
Glacians are reluctant to live where the temperatures might rise into, what for them, is the danger zone. As a result they prefer the high mountains or polar regions.
Glacians where created as the keepers of history. They regard the least muntenia as worthy of recording. They seldom travel, and can be found in their high mountain retreats, among the books they love.
Glacians avoid any heat or fire. Their homes are not heated, even if local temperatures drop into sub-zero readings. They have a morbid fear of fire, and will not approach it under any circumstances. They never cook their meat, and their homes seldom have covered windows or doors.
The elemental attack of the Glacian is cold. They can project a cold of cold that will do 1d6/5 HD hit points damage to everything in its path. The can do this once per day for every Constitution point they have. 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.
A Glacian's weakness is heat. Any heat greater than 100 degrees F will cause them harm. In normal conditions hotter than this, they will take 1 hit point per hour, while exposed. Glacians will take double damage from heat or fire based attacks. A Glacian killed by heat or fire will not cycle.
Phoenix: A Phoenix's colors range from deep red to bright orange, with white silver and gold highlights. No matter what variation, red predominates.
Phoenixes are often found ruling humans or other races. It is well then that in all such cases the ruled have benefited from being ruled by Phoenixes.
Phoenixes have a fear of water that would be called pathological in another race. They don't like an open container of water sitting near them and they will not fly over large bodies of water. Getting them on a ship is next to impossible. Should you manage, they will cower in the most watertight spot they can find till the journey's end. This is a severe handicap, and should be played as such.
Perhaps the most feared of the Phoenix's abilities 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. They may also immolate at one of two levels. Low immolation is at 500 degrees F. Any person grabbing a Phoenix in this state will suffer 1-8 points damage for each round they hang on. High immolation is at 2500 degrees F 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.
A Phoenix cannot abide water. Water, pure or salt will burn a Phoenix as if it where acid. A Phoenix will take 1d6 damage for every quart of water that hits them. Complete immersion will kill. A Phoenix killed with water will not cycle.
Height and Weight: Females run 10% heavier than males for height, average is 7'6", range is 7'0" to 8'2", build runs from frail to slender. Wingspan is three times height.
Note; Avians can lift twice the given amount due to their bone structure. Double all weights for Max. Carry and Encumbrance
Avians add the following weight for each strength point over 14, by build;
Frail Slight Slender
.5 1 1.5
Height Weight by Build
Frail Slight Slender
7'0" 53-60 59-66 64-69
7'2" 57-64 63-70 69-74
7'4" 60-67 66-73 72-78
7'6" 66-70 69-76 75-80
7'8" 68-77 76-81 77-82
7'10" 75-82 81-86 83-89
8'0" 80-85 84-89 85-90
8'2" 83-88 87-92 89-99