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Planes Walkers are a tribe of Air Genasi who roam the Greater Grasslands of the Elemental Plane. The tribe are the offspring of a small group of Outcast Genasi, who fled the Material Plane to seek their Elemental Lineage, their Genie Parents. They settled on the Greater Grasslands to utilise the constant, sweeping waves of wind that wash over the grasses and flowers invigorated the Genasi in a way they had never experienced, they had been liberated. The settlement grew as the Djinn often visited, leaving behind their 'accidents', these bastard children are now the Planes Walkers. While a substantial Main settlement exists for the greater population, some nomadic traditions involve individuals allowing themselves to be carried for miles at a time by the great gales.

Many Planes Walkers are adept with a longbow, great long distance hunters exist within their community; others devote themselves to the elements, many druids belong to The Storm, these druids protect the community from Air Elementals and other magical creatures that also populate the Grasslands. The Storm unite as a collective to cast a 'moat' of thunderous storm around their people's main settlement which strikes any hostile creatures who may attempt to enter.

Squall Hunters are the providers of the community. They leave The Storm's perimeter in search of meat and to lead foraging parties across the shifting grass. The technique of these hunters is unique to their environment: upon targeting their quarry a hunter may feel the wind and leap, soaring and arcing silently through the air from 100 meters away, firing supersonic arrows mid flight to instantly kill their prey. On the Elemental Planes, amidst their element of affinity, the Air Genasi here can shape the wind around their body with outstanding effectiveness compared to those on the Material Plane, offering them these incredible feats of might and magic.

Although the Planes Walkers have lived for over 400 years as a single community, the population has remained at roughly 400-500 Genasi for at least half that time. The Elemental Planes are hostile to almost all mortal creatures. Adapting to these conditions: The Storm maintain a defensive perimeter, the Squall Hunters protect any who should leave it - with the exception of the Floating Nomads. Being born of the Air, living in the tremendously powerful gales of these grasslands, many of the tribe feel one with their element. The Nomads are traditional and magical, using their magic to safely launch into the air and be blown for miles where they gently touch down in a new spot. The tradition of the Floating Nomads is to be cartographers of the elemental planes; they see far for floating so high, and travel so far. The sights they see they draw or paint, and where they travel they record for navigation. These maps are incredibly valuable to the right people on the Material Plane.

Planes Walkers are relatively harmonious as a civilization. They are led by The Inner Circle Families, the descendants of the original few who brought their ancestors to these lands. However, the governance is for the benefit of only 500 people and typically discussions concerning change include the majority of the tribe. Discussions are led by the family heads or elders, and any member of any family may propose change. Any person's statement is reasoned methodically against the culture's core values first, then expanded on if all agreed, this way any juvenile requests may be a teaching moment for perhaps a youngster who doesn't value the community's well-being above, say, a bigger share of meat. It isn't perfect, but their values are collectively understood and respected as the greatest good for their people, especially considering their environment; as such, concepts like jealousy don't typically extend to matters that affect one's neighbor, as they could very well suffer the same.

 

Hi, I tried to flesh out the Background details a little more without going too extra, just so you can make your own conception of the Planes Walker tribe, their interaction with their environment and their culture.

The Personality Traits, Ideals and Bonds are as usual just an authors perspective on what may be appropriate considering the culture detailed in this Background. Personally I always make my own to suit the character in my head.

I also tweaked the Features a little; I realise they're still probably a little inappropriately mechanical but frankly it doesn't matter. I think Air Genasi with their lightweight and seemingly breezy nature would absolutely find acrobatics easier, and magically having a sweet little passive bonus to a very tiny pool of lightning spells feels pretty relative. I'm still pretty new to the game in general, so if these traits really prickled your pear then please let me know. 

 

 
 
Feature: Aerial Superiority

Your time spent controlling your body's movements in the wind (perhaps as a Squall hunter or Flying Nomad) has given you the sensitivity to perform aerial maneuvers with assistance from your natural winds. Roll advantage on Acrobatics, providing you are not restrained or shackled.

 
Suggested Characteristics

Air Genasi - This only works for Air Genasi.

d6 Personality Trait
1 I was born into a hunting family. I learned to read the winds and use them to enhance my agility, I also learned much of causality. As a result I am Tactful and Calculated.
2 Having trained as a druid of The Storm, I have a strong sense of Duty and of Community.
3 I have lived as a Floating Nomad my entire life, allowing the tremendous winds to carry myself miles at a time. I value nothing more than my Independence, and my sense of Pride.
4 As a child to The Inner Circle Families, I have been groomed for leadership. Our culture values Compassion, Reason and Keen Judgement; which is my duty to uphold.
5 Life in the Main Settlement can be stale for youngsters who train for Home Crafts such as Weaving. I spent my early life as a Trickster; stealing bread, playing pranks, spreading rumors; I still enjoy a Playful prank and fancy myself a Smooth Operator.
6 Other than the Squall Hunters and Floating Nomads, the only others to pass The Storm's perimeter defense are the foragers. The task is dangerous and I rely on the Hunter's protection; I am Brave and Trust only who I'm sure I can rely on.
d6 Ideal
1 Family means everything to me, I would do anything for them and to keep them safe.
2 My interests are purely selfish, I constantly strive to be more, have more, be better.
3 Wanderlust compels me, I have grown tired of my lifestyle and must strike outwards to adventure.
4 I must make a name for myself, for the sake of Glory. I crave Acceptance but realise respect must be earned.
5 My people's lineage is a mystery, I praise knowledge and seek the history of the world.
6 Alone I am lost. By surrounding myself with Trusted companions we will be as a fortress is strong.
d6 Flaw
1 I miss the elemental superiority of my homeland. I feel restricted and lacking confidence in my abilities.
2 My wild temper is uncontrollable; my outbursts are obnoxious, violent and misguided; often causing issues amongst friend and foe.
3 My past haunts me, making sleep difficult. I am often too sensitive when facing the horrors of the world.
4 A lust for tremendous magical power often clouds my judgement. My avarice makes me selfish and shortsighted.
5 Nomadic life is often solitary in my culture, I struggle to bond with others socially.
6 I feel as if the world is against me; I see threats wherever I look, making me distrusting and cowardly.
 
Variant Feature: Static Charge

You have developed a latent electrical charge within your body after spending your life practicing magic on the Elemental Planes. Any spell you cast that deals lightning damage gains your constitution modifier on an attack roll.

 

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