Homebrew Aethyrian Species Details
Having seen the creation of the Hucorda Durok by the god Grambaer, and indeed, having assisted in their making, the goddess Glastria determined to create her own race. Thus was the beginnings of the A’zyfrenea, better known as the Aethyr. Like many of her peers she approached the powerful and enigmatic Elemental Lords for assistance. But, unlike most of the other gods, her cold reasoning actually persuaded Zyphrea, goddess of Elemental Air, to join her cause. No others know what exchange or agreement secured Zyphrea’s help, but her influence on the developing young race was immediately apparent, as they became fleet-footed wanderers truly at home under the open sky. Long did Glastria and Zyphrea labor apart from the other gods, but when Daele, the Trademaker; Kaakeon, the Waylord; and Ize, Lord of Sweats, caught sight of the nascent Aethyrians, they offered their own contributions, for they were greatly impressed by the speed and endur-ance of Glastria’s people, and knew they would travel the length and breadth of Zyathé. All the gods that toiled in the making of the Aethyr were pleased with their work, but fate had a great change in store for the new race. A cataclysm, all but lost even to myth, shook the foundations of prehistoric Zyathé. Zyphrea returned to her realm, while Glastria and the other gods were forced to attend to greater business than raising up the Aethyr. Fearing that her children were still unready to be released into the world during such up-heaval, Glastria confided them to the care of Soveighn, the only god she trusted that was not embroiled in the ongoing troubles. The noble Lightbringer accepted her charge, gladly taking in the displaced Aethyr. Soveighn proved faithful, ensuring the safety and com-fort of his wards. Nevertheless, the impact of living at the feet of the chief deity of the gods of good and law was inescapable. The once carefree, capricious nature of the Aethyr became rigidly honorbound under his tu-telage. Respect, discipline, and hierarchy became the bywords of their kind, driving out the ephemeral individualism instilled by their first creators. In time, when Soveighn brought them to the plains of Zyathé, they gladly ran unhindered across wide open spaces with the wind at their backs, but as they did so they looked to the watchful rays of the Sul for guidance.The Aethyrian people are often referred to as Windweavers for their strange, innate powers over air by the other races. They are about the same height as Humans, with slender, gracefully curved figures and soft, fine facial features. Their hair, skin, and almond-shaped eyes all range through similar shades of light blue, pale violet, and silvery white. Aethyrian dress is almost always thin and flowing, even in the chill winds common to their homelands. Silks in cool colors are extremely popular, giving textile merchants a prestigious position even among a people of traders. Tattoos and similar marks upon the body are frowned upon in Aethyrian culture, but silver and blue mithril jewelry are often worn in abundance.The Aethyr were placed in the seemingly endless plains, steppes, and cold deserts of Estrenia, and most continue to reside there, though some clans have migrated to similar regions across Zyathé. Many Aethyrian families roam as true pastoral nomads, but surprisingly, many others live in grand cities. Though consisting of vast temples, sprawling market-places, and thousands of multi-story residences, thesemetropolitan urban centers are actually completely mobile. Rarely remaining in place for more than a year, magic and cunning design allow beautifully carved wooden walls and vast sheets of intricately dyed canvas to break down into easily transported bundles, only to be swiftly reassembled into remarkably sturdy structures hundreds of miles away. Despite the transient nature of these cities, they are al-ways assembled along a well-planned grid to maximize efficiency, though they also serve as a physical expres-sion of Aethyrian social stratification. Commerce and the many trades related to it, such as animal husband-ry and food preservation, are the primary pursuits of many urban Aethyr. The large, distinctive baskets woven from tough irongrass by Aethyrian artisans are used as a standardized container and unit of measure for trade goods across Estrenia and beyond. But perhaps the most famous symbol of Aethyrian trade are the skyships, magical floating craft that are used for transporting cargo and passengers across continents. These incredible vessels are created by master Windweavers – a small group of specialized magical crafters with few non-Aethyrian initiates, though the name of their sect is often applied to the entire Aethyrian race. Skyships are extremely expensive to produce and, as such, are only available to the extremely wealthy and to govern-ments. Due to their relatively slow speed of travel, they have not seen extensive use as military craft, but their ability to frugally carry many tons of valuables, largely outside the reach of brigands, has made them a mark of prestige for the most affluent merchants of all races. Perhaps as a legacy of the two goddesses that gave birth to their kind, the Aethyr have a matriarchal structure to their society. Lineage is traced through the mother’s family, the eldest woman is considered head of the household, and by tradition women hold most positions of political, cultural, and spiritual significance. The leader of each of the itinerant Aethyrian cities is always an eminent noblewoman known as the D’myazé Azal. In other sectors of society the Aethyr are largely egal-itarian, with men and women competing equally for roles based on merit, skill, and personal honor. As a result, many Aethyrian men gravitate toward roles as warriors, merchants, and crafters. Outside these long established customs, however, hon-or is a far more significant factor in an individual’s status in Aethyrian culture than gender. Nothing is more highly prized than one’s adherence to the elaborate, constantly shifting, unspoken set of social prescriptions and taboos that defines the Aethyrian way of life, and nothing is more feared and reviled than the shame of failing to live up to those expectations. Fortunately for most Aethyr, being raised into the con-fusing labyrinth of Aethyrian customs makes following its dictates second nature. Even the structure of the notoriously difficult-to-learn Aethyrian language helps them to navigate the countless degrees of personal and private relationships. A small number of Aethyr reject the strictures of their culture. Often, these are Aethyr that have already been forced to the fringes through some slight, or faux pas, and decide to abandon their old life entirely to start anew. Others simply find the endless rules and cautious social maneuvering to be exhausting – perhaps displaying a glimpse of the original character of the Aethyr as Glastria had created them. In either case, these pariahsare the most likely to become adventurers or permanently settle in the lands of other peoples. Aethyrian merchants are commonly found in cities across Estrenia, but it is only the outcasts that live out-side their own clans. Even so, it is not in the nature of any Aethyr to remain in one place for long, and so these exiles will wander from town to town, making a living as mercenaries, artisans, traders, or whatever other roles will earn some food and shelter. Honor and shame are never forgotten among the Aethyr, so those that decide to return will be in precisely the same situation as when they left; however, while unwaveringly strict, Aethyrian culture is also just, allowing anyone that is sufficiently committed to regain their status.
Aethyrian Traits
Aethyrians have the following features:Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age
The Aethyr have lifespans roughly similar to Humans, reaching maturity in their mid-to-late teens, and typically not living much past 100. Despite this, the concept of childhood is somewhat different in Aethyrian culture, with the young given responsibilities at an early age and showing less of the propensity for frivolous play than is found in the children of most races. Elders are held in high regard, and are expected to lead by example even into the last years of their lives.
Alignment
Although they are the true children of Glastria, and as such are prone to dramatic and powerful shifts in mood, the influence of Radean upon their character is even more pronounced. Honor and obligation are the core tenets of Aethyrian society, with nearly every aspect of life bound to a subtle, intricate, and often implicit web of expectations. Rank, status, and relationship are tracked in dizzying detail, with specific titles and prescribed language almost unique to each individual context. Even more confusing to outsiders, these deferential, ritualized interactions are constantly shifting as the interplay between individuals can rapidly alter their standing, even through seemingly minor words or actions. Thus, Aethyrian society is strictly Lawful, and most Aethyr dutifully maintain adherence to their culture’s taboos. Some, especially those that find themselves pushed to the margins of their community, may abandon all pretense and fully embrace their Chaotic tendencies. Most Aethyr are more concerned that their behavior is socially acceptable than whether it is morally right or wrong; nevertheless, the vast majority try to do genuine good rather than abuse the rules to further their own ambitions at the expense of others.
Size
Most Aethyr are between five and six feet tall. They tend toward a willowy, lean build. Your size is Medium.
Disciplined
You gain a +1 to all saving throws, due to your rigorous upbringing and often difficult lifestyle on the windswept plains.
Subtle Speech
Managing the delicate balance of Aethyrian social customs and the intricacies of the Aethyrian language is second nature to you; as such, Common and other languages seem almost boorishly simple and direct to you. You are proficient in the Wisdom (Insight) and Charisma (Persuasion) skills, and receive +2 on checks involving those skills.
Windweaver
You have a level of innate control over the air around you, allowing you to blow out candles and small fires, ruffle leaves or clothing, knock over small or light objects or move them several inches, and other similar effects. Additionally, you can hold your breath for an extra five minutes beyond the normal limit. At 5th level, you can cast Gust of Wind once per long rest; Wisdom is your spellcasting ability for this spell.
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