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Avundari

The Avundari

  One of the most populous of the various avian-hominids, the Avundari have an incredibly wide range of habitats on Dunia itself, from Jazirah's westernmost point all the way to Karrah's easternmost point, from Barid to Kutib, all across the Saghiras, you are likely to run into at least one of them on your travels. There are a wide range of Avundari subspecies and collectively they are very colorful and diverse.   Each of them originates from some sky domain god, and as such, are godkin. Some have shirked their responsibilities while others fully embrace them.   Species Features  

Subspecies

  Atsá - The direct descendants of the magnificent Eagle, a warrior spirit whose magic is known to heal both the wounded and the sick. The Atsá are well-versed in healing magic. They can willingly give their feathers to be used later for healing or for communicating with the spirit world.   Cikapi (Che-kah-pi) - Said to be the descendants of Cikap-Kamuy, an owl god said to be a guardian of the spirits that pass to the afterlife and a patron of material success in life, the Cikapi are inherently attuned to the spirit world through their ancestor. The Cikapi have a spirit-eye that manifests when they are channeling magic. The spirit-eye glows an eerie, ghostly color along with their pupils. Because of their owl-like nature, their flight is generally silent. They are mostly found in The Last Strands, close to the boreal forests on the northern edge of Karrah. The flightless Karasu often work with the Cikapi in ensuring the borders of their forests they are in charge of aren't breached.   Ierax (e-Yair-ax) - The hired muscle of the Avundari world, the Ierax come from a long line of scavengers with powerful builds, and a penchant for eating the dead. The Khadisar believe them to be descendants of Nekhbet. As godkin, they are meant to ward off diseases and fight decay, and to provide protection. They have the longest flight times of any of the other Avundari species.   Kapiwa - One of the few Avundari without an obvious connection to divinity, the Kapiwa are primarily seafaring and aggressive, but rare. They form coastal gangs and often steal food from travelers and fishermen alike. They are highly acrobatic and are occasionally found with Chiral Sky Pirates. The Kapiwa's plumage is often white and light gray, with their beaks and exposed skin being yellow in coloration. There is often a red marking close to the nostrils on the beak.   Karasu - Flightless kleptomaniacs with a penchant for 'blacklisting' their enemies. The Karasu have very strong opinions of those they favor, and those they dislike, and as such, are quick to develop a grudge or a lifelong friendship. The Karasu are a godkin descended from the messenger Pashikuru-Kamuy, who was said to have saved the ancient Utari from a sun-devouring demon. They similarly have a strong sense of duty to those that they favor. The Karasu are frequent collaborators with the Cikapi, especially when maintaining the remote mountain temples in the Northern Barrier Forest.   Sénégal-Najay - A proud, slender Avundari subspecies which is largely found in the grasslands of Mudira-Karrah, they are excellent hunters and are most often found with the Oruni. Their species' name is often shortened to Najay. They were one of the great defenders instrumental in protecting against the Reng Shue incursion into Southern Karrah, and would snap the necks of the Reng Shue in combat with their powerful legs. Even the Khadisar feared the Najay priestess-warriors of the sun. Their society is largely matriarchal.   Tsid'Dee - The direct descendants of the famed and beautiful Magpie, who sought to warn others of danger and had a strong sense of both direction and inventiveness. They are a very intelligent avian people who can innately channel natural magic like druids. Their keen eye and understanding of magic and its flow frequently place them as village sages and healers.   Volanti - The most common and diverse of the Avundari, the Volanti are in control of much of Southern Karrah, the Saghiras, and even some of Southern Jazirah. The most famous Volanti hotbed is Kerkini, where the Volanti have set up a sort of crime syndicate known as The Entertainers. The Entertainers run pretty much all of the drug dens in the post-apocalyptic resort city, which if it were to be compared to an Earth analogue, would be the equivalent of Las Vegas, Marrakech and Ibiza meshed into one singular city with a bizarre underbelly of insanity. The Volanti are the law in Kerkini.  

Adaptations

  The most notable adaptation that the Avundari all share is lower bone density when compared to other species. This lower bone density allows them to achieve flight despite their overall size. They also all have specialized beaks to eat, based on their historic diets, adapted because of their environments. It is believed that genetically, the Avundari are distantly related to draconids, but broke off from their common ancestor some 80 million years prior, whereas most hominids share a much more recent ancestor, being only 5-10 million years ago. This is all before they became godkin and separated from birds. They have six limbs, with two arms, two legs, and two wings. Only the Karasu evolved where their wings are integrated into their arms.   Avundari, unlike draconids, are primarily oviparous, laying eggs in clutches of 1-3 at a time. Their genitals are also concealed by a cloaca. Courtship typically lasts for a couple of months, and the mating season is mostly in the early Spring, so offspring are often raised from fall onwards.   The feathers are also an ancient adaptation, stemming from the need to insulate against harsh climates, but eventually, due to needs to escape predators, turned into their current, modern form.   Due to high amounts of specialization within the Avundari species as a whole, each subspecies has different adaptations that allow it to function well in its environmental niche.   For example, the Ierax have a great deal of exposed skin around their heads to regulate their body temperatures more easily during extreme heat or cold, and their hooked beaks facilitate them ripping into flesh when scavenging for food.   The Kapiwa have large wing aspect ratios and highly flexible ranges of movement with their wings which allow them to change direction very easily and evade attacks.   The Volanti are generalists, and can function in most environments perfectly fine. Their highly-developed social instincts also mean they are fierce allies.  

Culture

  When people think of Avundari culture, they think of the Volanti. The Volanti have a very musical culture where harmonizing vocals are an important aspect of communication, and so it propagated across Dunia in centuries past as traveling bands of Volanti told stories at various locales, regaling them with stories of heroism and humor. The tradition has continued on for quite some time, and there are still Volanti bards out there, singing stories for a living.   Avundari culture is also highly social, and even amongst other species, there remains high import on social and community protection. Calling out threats early on is a huge survival tactic for them, and group tactics dictate that they protect each other for the betterment of their flock. There are very few exceptions to this, such as the Ierax, who are more solitary and independent than the other Avundari, and will often look out mostly for themselves and perhaps some close partners.   Being a species that depends on flight for survival and movement, they tend to eat high-density foods rich in proteins and fats, so seeds, nuts, beans and meat are high priority on their diets. Some of the smaller Avundari species depend more on higher sugar content foods like berries and fruits. Their cooking is often done with long-term preservation and storage in mind, as they may have to spend full days flying. Sweet potatoes, peas, game meat, and other foods are often mixed with fruits like tamarind in a spicy, sweet, and savory stew-like marinade, then served over millet or rice.   The Kapiwa are very fish-dependent and have a highly specialized fishing culture, so they prepare fried fish, raw fish, and often incorporate seaweed and vegetables into their diet. The most famous Kapiwa food is Ohaw, which is a sort of salty, fishy stew prepared with boiled meats and vegetables, slow-cooked over an open flame. The stock is often created from animal bone or small fish in a briny water. It is then served alongside a sort of soft mix of vegetables and beans called rataskep, which has a huge number of flavor profiles and varieties. It is usually prepared like mashed potatoes at first, but the moisture is evaporated and then seed oils are used to re-moisturize it.   Otherwise, like other Avundari species, they often prepare dried meats and fruits for extended journeys.   Avundari clothing tends to be lightweight, flowy, and loose, or in some cases, quite minimal, with maybe a light vest or tank top used in most cases. The only exceptions to this are the Cikapi and Karasu, who wear heavier, more protective garb as the Northern Barrier Forests can become quite cold, especially in the more mountainous areas.  

Architecture

  Avundari public and commercial architecture, most notably, Volanti architecture, utilizes a lot of large, open passageways to facilitate movement of people and provide good airflow, with high, vaulted ceilings and rather wide passageways. Some of their hotels utilize smaller, compartmentalized designs, placed higher up with just enough space for one or two, with a rather generous doorway in the event they need to fly out. The Volanti-designed buildings often have to make concessions for non-flying species, and as such, have full accessibility options. They also do not use much stone in their more traditional buildings, instead relying on plaster and stucco walls to cover the surfaces. Volanti tend to like tall, cylindrical towers for observational benefits.   Sénégal-Najay buildings are typically more nest-like and are often situated in the branches of the taller trees to create safety. Their houses are more open-air, with only the sleeping and cooking areas being fully covered and protected from rainfall. Otherwise, there are shade sails that are stretched out over the living spaces.   Cikapi and Karasu architecture is generally more grounded and comprised of wood, paper, and stone, with a few lookout towers established higher up in the pine tree canopies to observe potential threats from a distance. They are often closest in design to Utari traditional architecture.   Atsa and Tsid'dee architecture is far more portable to suit their free spirits, and will often be made of balsam with collapsible designs and cloth. The more permanent structures are often situated high on the cliffs, with highly reflective decorations used to draw the attention of other avians like them. The practice of reflective decorations has diminished significantly over time, however, out of necessity to hide from mutants and predators in a post-cataclysm world.  

Technology

  Avundari technological contributions have largely been improvements to existing technologies, such as the electric guitar or the accordion. They are musically-inclined beings, experimenting with all kinds of different sounds. One Volanti even invented the Keytar in the decade leading up to the Cataclysm.   The Northerly Avundari such as the Kapiwa, Cikapi, and Karasu also invented hundreds or even thousands of little convenience items that only serve one purpose each, which the Utari refer to as chindōgu. One of the qualifiers for an item or invention being chindōgu is that it must not intentionally be humorous, as humor is the by-product of such a wacky invention.   The Avundari also invented the pentatonic and heptatonic scales, and even ballet, though this was more of a co-development between the Avundari and the Giullare.   Some of their other contributions were the co-development of intelligent flight control systems (IFCS) which stabilized inherently unstable aircraft and fighter craft. They also designed mid-flight refueling systems. They never built any vehicles for themselves, however, as they preferred the freedom and individuality of unassisted flight.  

Unique Weaponry

  ViK RL-60 Self-Loading Recoilless Rifle   Description   A single-tube rocket launcher that fires micro-rockets with a semi-guided payload. The rockets themselves must reach an arming distance before they can be redirected. This tends to work exceptionally well against lightly-armored vehicles and aircraft. The payload of the rockets themselves is unfortunately diminished due to the guidance systems, but the improved accuracy for direct hits and velocity helps ensure consistent strikes on target. These rockets also are automatically loaded into the weapon via a magazine, making it easier to operate while airborne. Its standard magazine carries roughly 6 rockets. This design accounts for inherently unstable flight movements with its gyroscopic aiming system.   ViK 3-IR Smart Rifle   Description   Within the final decade of The Last Century, the Avundari were getting more involved with computerized firearms development. As a means of compensating for erratic changes in elevation while in flight, the Volanti intelligent Kinetics group designed a rifle with smart, semi-guided munitions that can account for rapid changes in distance and target movement. The weapon first needs to fire a tagging dart before the munitions will home in on the target. Otherwise, it can be fired normally. It also comes with a built-in computerized gyro stabilizer to ensure shots don't veer off target before leaving the barrel. With the guided munitions, it fires slowly as it has to compute each shot's trajectory and flight path.  

Species Features

  Ability Score Increase   When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.   Age   Avundari tend to live somewhat shorter lifespans than your average hominid as a result of higher basal metabolism. Avundari learn to walk at around the age of 6 months, fly at 1 year, and can talk anywhere from 1-2 years. They reach adulthood close to the age of 18 and live to be anywhere from 70 to 90 years. The Ierax live the longest by far, however, surpassing a century in age fairly frequently.   Creature Type   You are a Humanoid.   Size   Your size is either Small or Medium. You can be no smaller than 4 feet tall.   Speed   Your walking speed is 30 feet.   Flight or Flightless   Because of your wings, you have a flying speed equal to your walking speed. While wearing Heavy and Superheavy armor, you can only glide instead of fly. For every 5 feet you drop, you move forward 30 feet and take no fall damage. The Karasu subspecies cannot fly and instead have a walking speed of 40 feet, but can still glide 15 feet for every 5 foot drop.   Languages   You know Common and can speak one other regional language, based on your Background.  

Subspecies Features

  Atsá
Eagle's Blessing   As an Atsá, you can pluck one of your feathers while out of combat and give it to someone for them to use later to heal or to communicate with the spirit world. You may use this feature once per Short or Long rest. The feathers themselves can be used as a Bonus Action to heal an amount of HP equal to 1d4 + your Spellcasting modifier (choosing from Intelligence, Wisdom, or Charisma, whichever is highest), or to cast Speak with Dead once. Once the feather is used, it dissolves with a wave of warm light.   Only one feather may be carried by an individual at a time. Any new feathers given will replace the last one given to that individual.   Warrior's Spirit   You know the Sacred Flame cantrip. When you reach 3rd level, you can cast Divine Favor at 1st level for free once per Long Rest. When you reach 5th level, you can cast Gust of Wind at 2nd level once for free per Long Rest. Any subsequent casts of these free spells before your next Long Rest have their normal cost. Your spellcasting modifier for these spells can be either Intelligence, Wisdom, or Charisma, using whichever is highest.   Cikapi (Che-kah-pi)
Darkvision   Accustomed to nocturnal life, 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.   Spirit Guide   You are sensitive to spiritual energies and presence. You can clearly see undead and spirits which are normally invisible when they are within 30 feet of you and can sense their presence up to 60 feet out, granting you Blindsense when they are around.   At 1st level, you know the Chill Touch cantrip. When you reach 3rd level, you can cast Speak with Dead at 1st level once per Long Rest for free. When you reach 5th level, you can cast Spiritual Weapon at 2nd level once per Long Rest for free. Any subsequent casts of these free spells before your next Long Rest have their normal cost. Your spellcasting modifier for these spells can be either Intelligence, Wisdom, or Charisma, using whichever is highest.   Silent Wings of Cikap-Kamuy   While flying, you have advantage on Stealth Checks outside of initiative, and otherwise make no noise while flying.   Ierax (e-Yair-ax)
Effortless Gliding   Your flight speed is 40 feet but your walk speed is 25 feet as you ambulate awkwardly. You can remain airborne indefinitely as long as you have eaten for the day.   Ierax Resilience   You suffer no exhaustion effects from extreme heat or cold, and you are resistant to Poison damage.   Scavenge the Dead   Outside of initiative, when you make a Survival check or Investigation check with a recently deceased target, you may choose to consume its flesh over a period of 30 minutes, recovering HP equal to 1d6 + your Proficiency Bonus. You may use this feature once per Short or Long rest. This satiates you for the day. Additionally, you are immune to poisons and diseases from eating and drinking. You may not eat a dead thing that has been dead for more than 48 hours.   Kapiwa
Aerial Acrobatics   As a Reaction, while flying, you can raise your evasion by an amount equal to your Proficiency Bonus until the start of your next turn. You may use this feature a number of times equal to your Proficiency Bonus per Short or Long Rest.   Additionally, while flying, you have advantage on Acrobatics checks.   Dirty Thievery   You are have proficiency with Sleight of Hand and have advantage when trying to steal food or drink.   Opportunistic Cutthroat   If a hostile target you can see is within 5 feet of an allied target, you double your Proficiency Bonus to hit that hostile target with a melee attack. For ranged attacks, you gain half your Proficiency Bonus (rounded down) instead.   Karasu
Fleet-footed   As a flightless Karasu, your walking speed is 40 feet thanks to your dependence on walking.   Keen Eyes for Shinies   Whenever you succeed on an Investigation or Survival check and obtain electronics, glass, or metal, you are granted matching types of extra mundane grade materials or components equal to your Proficiency Bonus. The extra materials or components must be one of the three listed varieties. Additionally, you have Darkvision out to 60 feet.   Messenger's Network   Wherever you go, if you need to send a message to another person, there will be someone there who is willing to deliver your message for free. Because of your need to duplicate certain sounds, you can replicate any noises needed to complete a message when communicating.   Sénégal-Najay
Martial Prowess   While wielding any melee weapon, bow, or crossbow, you are considered proficient with it. Against Reng Shue and draconids (Otherwise, when targeting reptilian creatures in D&D 5e), you have a +1 bonus to hit with these weapons when you make an attack roll.   Talon Strike   You have talons that you can use to make unarmed strikes as a Bonus Action or as an Attack. When you hit with them, the strike deals 1d6 + your Strength modifier in slashing damage, instead of the bludgeoning damage normal for an unarmed strike. The talons have an armor piercing rating of AP II. Additionally, if you strike a Prone target with these talons, you instead deal 2d6 + your Strength modifier in slashing damage.   Tsid'Dee
Magpie's Blessings   Magpie's spirit has granted you great luck, allowing you to foresee immediate failures and avert them. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.   Magpie's Wisdom   You know the Druidcraft Cantrip. At 3rd level, you can cast the Goodberry spell at 1st level once per long rest for free. At 5th level, you can cast the Lesser Restoration spell at 2nd level once per long rest for free. Any subsequent casts of these free spells before your next Long Rest have their normal cost. Your spellcasting modifier for these spells can be either Intelligence, Wisdom, or Charisma, using whichever is highest.   Volanti
Adept Flyers   Your flying speed is 35 feet instead of 30.   Keen Vision   While flying and not indoors, you have advantage on Perception checks.   Safety in Numbers   If you are within 10 feet of an allied target, you passively grant yourself and one chosen allied target half your Proficiency Bonus (rounded up) in Evasion (AC in D&D 5e).   Back to the top of the page

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