Avians

Humanoid (Level 2) Rational "Loyalty to the Clade Above All" Post Tags: Folk
M: 3, D: 5, S: 3
HP/AP: 4/8, MP: 8, DEF: +7, SOAK: 0
APR: 1, INIT: +2 , SIZE: Personal
Skills: Perception +7 , Reflexes +7
Domains: Aeries, Coastal, Deserts, Grasslands, Jungles, Mountains, Temperate, Tropical, Urban, Wintry, Woodlands
Armor & Shield: Beast Hide
Strategy: (Fly : Ranged || Maleficence)

Passive

Traits: Attribute Wager Flies Keen Sight +7

Active

Attacks:
  • Claw or Bite +7 : 3 (Piercing)
  • Dagger +7 : 3 (Piercing)
  • Javelin +7 : 3 (Swift)
  • Longbow +7 : 0 (Precise)
  • Screech +7 : 1d6 (Sound)

Lore

Beware: if you wrong one Avian, you’re wronged the flock.

Avians are bipedal humanoids whose physical forms and cultures are as diverse as any other, but there are six principle clades that describe the majority of their kind: the flightless Dree form roving prides in extreme desert or cold environments; Halidos nest in sacred aeries in seclusion from the rest of society; Shive are clever scavengers who take to human industry; Nemorid are fey-touched, inhabiting deep forests or riverbanks; Aquilorn form imperious castes that watch over mountains fortresses; and Arajin, exotic and inquisitive, are often magic users who reside in tropical regions. Avians have natural claws and beaks, but prefer to use weapons they can strike with from afar, such as thrown spears or their natural sound maleficence. They tend to be highly social, living together in tightly-knit local communities, and value loyalty within their flock over petty wealth.

In combat, Avians work in teams as agile, hit-and-run opponents who dominate vertical space and rely on their keen senses to spot ambushes and track prey. They rarely engage in close-quarters if they do not have superior numbers, for even the mighty Aquilorn have hollow bones that put them at a physical disadvantage. Aside from the Shive and Halidos clades, who are friendly toward outsiders for opposite reasons (Shive see humans as marks in their schemes, while Halidos are gregarious hosts no matter the origin of the guest), most Avians treat outsiders with suspicion unless they’re bound by oath or necessity. Consider that the Nemorid prefer playing tricks on those they deem unworthy of their secrets, whereas Dree are short-tempered survivalists who have little patience for violations of their religious strictures. As a GM, you can lean into these cultural distinctions to vary the tone of encounter, or choose a clade of Avian based on the sort of environment within which your adventure takes place.