Homebrew Alverian(Also spelled alvarian) Species Details
Sequestered in kingdoms above clouds, the Alverians, sometimes called birdfolk, evoke a sense of peace and wonder. Many Alverians hail from a world in the skies - from the boundless vistas of the floating kingdoms.
They are scouts, peace wagers, and explorers, whose life is filled with adventures and discovery.
Feather and Color
From below, Alverians look much like angels. Only when they descend to walk amongst the other kingdoms does their humanoid appearance reveal itself. Standing upright, alvarians might reach 5 feet tall, and their legs taper into sharp talons.
Light feather fur covers their bodies, with their supposedly 'hair' being made of flowing feathers. Their plumage and wings typically denotes membership in a tribe. Alvarians vary in cool colors of baby blue, light purple, pearly white, and sometimes even green. Their ears are covered in feathers, and they take on the appearance of somewhat-skinny humanoids. They have wings that are made of the whispy blue flame that powers their kingdoms. When they are not flying, their wings disappear. Certain alverians, depending on their place in their tribe or kingdom, have small feathers that sprout from their back and act as boosters to their magical wings.
Sky Wardens
Nowhere are the alverians more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Once airborne, an alvarian leaves the sky with reluctance. In their native skies, they can fly for days or months, landing only to complete their role in their culture and kingdom or tribe. Those without practice will sometimes become lightheaded or stumble about on land.
Avian Mannerisms
The resemblance of alvarians to birds isn’t limited to physical features. Alvarians display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and washing away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.
The idea of ownership baffles most alvarians. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, alvarians who have little interaction with other people might be a nuisance as they drop from the sky to steal food and resources from others. Shiny, glittering objects often catch their eyes.
An alvarian who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the alvarians. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few alvarians can withstand. Even when walking on ground or sitting on high mountain tops or branches, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most alverians come from the kingdoms that rest above the clouds, powered by the blue flame. Only alverians and other creatures of flight can access these kingdoms, and they often consist of floating walls, bridges that connect floating houses, and a large tower with a hollow top with a blue flame beacon in the center.
The blue flame's magic is manipulated into a beacon with special crystals. This beacon gifts the magical powers of the blue flame to all alverians in reach. Those who cannot accsess it by being too far away from their kingdom or being underground find themselves trapped to the ground, unable to fly.
Once tribes of alverians settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
Kingdoms and Tribes are often ruled by a council, consisting of alverians who hail from different parts of the kingdom or tribe. The leader is the eldest alverian, or the alverian with the largest natural wings.
Although most alverians hail from the skies, some may find themselves born into a tribe of land alvarians. These alvarians often have smaller tails, as they do not need to use them in navigating the winds. They most well known land tribe of Alvarians is the Arkanos Family. This city of alverians are thieves who use their magical abilities to float around and steal from others. Although they seem like they are not affected by the curse, you can often find them using the treasures they stole to help their families or elders.
ALVERIANS IN THE GREAT FLOURISH
Like all great species, alverians were blessed with a gift and curse. Their gift is the ability to harness the magic of the blue flame, a magical source in the shape of a blue flame that gifts those who wield it the ability to fly and suspend items in the air. Their curse, however, prevented them from being able to defend themselves, as they were always 'too friendly'.
Although they are able to fight, they can only fight for a selfless reason. Other species often take advantage of this, stealing from alverians with the knowledge that alverians cannot fight back.
The alverians have made treaties with the other main species as to not have their curse taken advantage of. Although not all of the main species follow this, the major powers do not include alverians in any major wars and disputes, as they know alverians cannot take sides or defend themselves.
Great Purpose
Alvarians enjoy peace and familarism. Most of them have little interest in dealing with other peoples' disputes and less interest in spending time on the ground. For this reason, many Alverians do not leave their kingdoms. Some alvarians, however, can be found wandering around crowds and adventuring the lands. Some are even found to find love with a human or cryxo and settle down in the lands. This event, however, is extremely rare, as alverians hate the idea of being tied to the land.
Culture
Alverian culture is bewildering and fascinating to many. Alverians are extremely friendly, and share most things with each other. You can find many alverians wondering into other's houses, as everyone is welcome, and everyone is family.
The Candle Ceremony- Every night, they light a candle. When they wake up, they blowout the flame. It is said that the flame of the candle strengthens their connection to the blue flame, and the lighting of the candle every night is a way they 'recharge' their powers.
It is a very important cultural ceremony, as alverians will light others candles as a form of affection and care. When another alverian lights the other's candle, this means they are in an intimate relationship, whether that means they are best friends, family, romantic partners, or sexual partners. They also do this for elders out of respect or for those who are weak or have fallen ill and cannot light it themselves.
If an alverian refuses to light their candle, this often means something is wrong in their life. It is a secret message to those who share this culture that they are not okay and are suffering from something. In some rare cases, alverians refusing to light their candle is a way of refusing their culture and their gift, and it is a highly disrespectful thing to do in alverian culture.
Alverian Names
As their kind often communicates with other species, their culture and names are similar to the other main species. Many of their names, however, have a softer tone to them, or may be relating to the sky.
An alverian can have a wide range of names, including some short names: Kenu, Talon, Flora, Vale, Kora, Rowan
ALVARIAN BACKGROUNDS
Backgrounds that are most appropriate for alvarian include(but are not limited to) the outlander and the sage.
Alverian(Also spelled alvarian) Traits
As an alvarian, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an alverian requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and your Charisma score increases by 2.
Age
Alvarians reach maturity by age 16. Compared to humans, alvarians don’t usually live longer than 50 years.
Alignment
Most alvarians are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size
Alvarians are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons
Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages
You can speak, read, and write Common, Alverian and Auran.