Homebrew Aiel Species Details

Sequestered in high mountains atop tall trees and in valleys in deserts, the aiel, sometimes called bladefolk, evoke fear and wonder. Many aiel aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the feywild.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Beak and Feather

From below, aiel look much like large hawks. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aiel might reach 6 feet tall, and they have long, strong legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

Sky Wardens

Nowhere are the aiel 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 aiel leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.

Avian Mannerisms

The resemblance of aiel to birds isn’t limited to physical features. Aiel display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching 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.

Many aiel punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aiel threat might be taken as a jest and vice versa.

The idea of ownership is native to most aiel. Every tribe seeks to rule the sky.  Even when explained to them, they initially find the notion of sharing mystifying. As a result, aiel who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.

They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. 

Homelands

Most aiel live in the feywild. Aiel can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aiel tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.

Once tribes of aiel 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.

A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman. 

 

Great Purpose

Aiel enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aiel to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.

Aiel Names

As with much of their speech, aiel names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aiel may use nicknames gained from people they meet or shortened forms of their full names.

An aiel of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed. 

Aiel Traits

As an aiel, 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 aarakocra requires special consideration by your DM.

Weapon Master

Aiel train with scimitars from birth and can wield them with devastating skill. When you wield two scimitars you can add your proficiency bonus to both attacks and you ignore resistance to slashing damage.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment

Most aarakocra 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

Aarakocra 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 35 feet.

Flight

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor that you are not proficient in. 

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, Sylvan, and Auran.

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