Homebrew Avariel Species Details
Description
The Avariel are far more delicate than their earth-bound cousins, with hollow bones to aid their flight. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, and tend to weight lighten than even their earth bound cousins: the elves. Males and females are about the same height, and males are only marginally heavier than females. In the early days, most Avariel had pale skin, often porcelain white. As time has gone on, their skin tones now vary. An Avariel's wings are usually white, but can vary in color: They could be black, brown, or speckled. Avariel are also known to practice the dyeing of wing tips. Their eyes are sharp, yet slightly larger than what would be considered 'normal'. Their eyes range in color from brilliant blues to green or purple. Their hair color is normally a silver-white or black. Most are considered angelic by appearance, a beauty and grace beyond mortals. The Avariel are also said to have the most enchanting voices of all the tel'quessir, and their songs are sought after by bards of other races across the world.
A Timeless Perspective
The Avariel have incredibly long lifespans for humanoids, maturing around the same age as humans physically while living up to 1,000 years. Although the Avariel have a long lifespan, they can only live for 1,000 years- No more, no less by normal means. 1,000 years after they were born, down to the date and even the very moment of their birth, the Avariel's life will end. The only thing that can change their fate is when battle or some other outside force take their lives earlier than their 1,000th year.
Due to their long lives, the Avariel tend to have a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, the Avariel can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Society
Avariel society was split into two groups that coexisted together long ago, and to this day the tradition continues. The two are labeled "warlike" and "peaceful". Young Avariel spend time immersed in both cultures, and may continue this this immersion for potentially over a decade. This assures that no matter what sect they come from, they have a deep understanding and respect of how the other half lives.
Warlike Avariel
Avariel warriors are naturally geared towards war and power, answering to war chiefs who govern the Avariel's society equally with the religious leaders. They live by a complex code of honor and spend their lives defending their race. In combat, these Avariel show no mercy, often using ranged attacks from above and believing that others should know better than to create an enemy of a superior foe such as themselves. They also view surrender to be dishonorable (for both themselves as well as their enemies), holding the idea that when a warrior drew blood, it is a promise to honor them with their combat skill, and slaying them is fulfilling that promise. To leave a defeated foe alive is to humiliate them.
Peaceful Avariel
The other side of the Avariel's society includes scholars, philosophers, and artists. Intellectuals who believe in solving problems through reason and diplomacy, these Avariels spend much of their time researching magic and history, contemplating religion, worshiping their goddess: Aerdrie Faenya, and producing art for the sheer joy of creation.
Settlements
The last known shelter for the Avariels was the Aerie of the Snow Eagles, located on the eastern edge of the Great Glacier. There are other clans of Avariel however that have been scattered across the world, surviving together in seclusion. The Averial tend to keep to themselves in their beautiful cities above. Entrance to their cities without flight almost impossible, and strangers would not likely be welcomed.
Religion
Most revere and praise Aerdrie Faenya, the elven goddess of air, sky, and weather. They do acknowledge the other deities of the Seldarine to a minor extent... However, Aerdrie Faenya is held above all, as it was she who was considered to be the one that saved them from extinction. The Avariel believe that she intervened in their favor, and thus, even the 'Warlike' Avariel tend to worship her and pray for her blessings.
Relations
The Avariels have rather good relationships with other good-aligned races who live in the sky. They hold strong ties with the aarakocra, as they share the same patron deity and have the same respect for nature. For a very long time, they nourished respectful and admiring bonds with giant eagles as well.
They do have decent relationships as well with the elven kind in general, though they rarely meet their earth bound kin.
Maleficent dragons consider Avariels as enemies, and their magic as a threat. Avariels hold a grudge even to this day, to them all dragons are their enemies. Many of the Warlike Avariels train specifically for the day that a Dragon may return to their cities: bound by ancient paint and fury to destroy any that may threaten their people.
They also harbor a great dislike of Orcs, like many elves do. Though they hold onto a deep dislike for the Dragonborn for resembling their greatest enemies... they will not act barbarically towards them unless provoked.
Many of the Avariels, similar to Elves, are quite proud of their race and tend to feel as if they are superior above all others.
History
The Avariel are one of the most ancient elven races, having arrived very early in Faerûn's history. Unfortunately, they were quickly confronted with the cruel dragons who ruled the land. Almost all of the Avariel died before the First Flowering. In response, the remaining Avariel went into hiding before the First Crown War, preferring to stay on the ground rather than flying. After thousands of years of keeping a low profile, by the 1370s DR, they were sufficient enough in numbers to be free of the fear of extinction. To this day however, the shy away from other races and prefer to keep to their own people and traditions: always preparing and waiting for the day they may be forced to fight again.
Sky Wardens
Nowhere are the Avariel more comfortable than in the sky. Adults can spend hours in the air, flying freely. In battle, the Avariel prove dynamic and acrobatic fliers, moving with remarkable speed and grace. Though most prefer to fight from a safer distance, many of the Warlike Avariel will bravely use their flight to attack even more aggressively in battle; diving to lash opponents with weapons before turning and flying away.
Though they tend to return to the ground more often than say their friends of the sky: The Aarakocra... they tend to leave the sky with reluctance. 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.
Mannerisms
The Avarian people are quite proud of their wings, and hold them as a dear treasure. For after all, what would they do without their wings? They are fastidious about their plumage, frequently tending to their feathers, cleaning and scratching away any tiny passengers they might have picked up while in flight.
The idea of ownership baffles most of the Avariel. After all, who owns the sky? To the Avariel there is nothing more important then their companions, their wings, and most of all: their freedom. Never should an Avariel have to be contained, never should their lives be controlled beyond their will. They view themselves as free: though they still keep amongst their own people and homes most of their life. It's odd for anyone to want to leave their great paradise, thus adventuring Avariel are almost unheard of.
Avariel Names
Similar to their Elven cousins, the Avariel are considered children until they declare themselves adults, some time after their hundredth birthday. Though they mature physically at the same rate as humans, they feel the Avariel children must grow in body and spirit as well before becoming full 'Adults'. Before this period of adulthood, they are called by child names.
On declaring adulthood, an Avariel selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each Avariel’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every Avariel bears a family name, typically a combination of other Elvish words. Though the Avariel use Elvish names, some choose names with certain meanings or references such as the sky, stars, ect.
Below are some examples of common Elven names that the Avariel people may traditionally use.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Avariel Traits
As an Avariel, you have certain traits in common with your people. Your character has a variety of natural abilities, the result of thousands of years of Avariel refinement. However, being able to fly at high speeds starting at the 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. You also will need to be mindful of your lighter, more fragile bones that allow your people to take flight. As a result, playing an Avariel requires special consideration by your DM!Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Although Avariels reach physical maturity at about the same age as humans, the Avariel understanding of adulthood goes beyond physical growth to encompass worldly experience. An Avarial child typically claims adulthood and an adult name around the age of 100 and can live to be 1,000 years old.
Alignment
Avariels love freedom, variety, and self-expression, so they lean strongly toward the aspects of chaos. They value and protect the freedom of themselves and their own people more than anything. Some may also value the freedom of others for the most part, and will feel inclined to battle for the rights of others freedoms regardless of their race. Most Avariel are good or neutral rather than evil.
Size
Avariels range from under 5 to over 6 feet tall and have slender to fit builds. They have lightweight, hallowed bones. They weight less than their Elvish cousins, averaging perhaps between 85 and 135 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Flight
You have a flying speed of 55 feet. To use this speed, you can’t be wearing medium or heavy armor.
Darkvision
Accustomed flight in the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
The Avariel don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages
You can speak, read, and write Common, Elvish, and Auran. As people of the sky, Auran comes as naturally to you as the language of your Elvish heritage. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
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