Anemoi
During The Burning Time , the titan of Tre, named Enkidu, through great mountains and rubble into the air which were held aloft by Spri. The god Tsinúk saw fit to populate these mountains and put them on their currents across the sky, creating the Anemoi. These are a series of Bird like races. They invoke fear and wonder to those below as they venture overhead in ever cycling floating islands.
Ability Score Increase: Your Dexterity score increases by 2
Age: Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
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 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: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Languages: You can speak, read, and write Common, Aarakocra, and Auran.
These are the tribes that tend to resemble Eagles, Kites, Falcons, and Hawks.
Ability Score Increase: Your wisdom score increases by 1
Eagle Eyes: You have advantage on perceptiption checks that require sight.
These are the tribes that tend to resemble Owls.
Ability Score Increase: Your wisdom score increases by 1
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. You can't discern color in darkness, only shades of gray.
These are tribes that tend to resemble Vultures and some sub tribes of Crows and Ravens.
Ability Score Increase: Your wisdom score increases by 1
Eerie Stare: You can add your wisdom modifier to intimidation checks.
These are tribes that tend to resemble birds of paradise and some peafowls.
Ability Score Increase: Your charisma score increases by 1
Bird Dance: You gain advantage on Performance checks due to their plumage, however their flight speed is reduced to 30ft.
These are tribes that tend to resemble gulls, sea birds, and albatrosses.
Ability Score Increase: Your charisma score increases by 1
Swimmers: You have as swimming speed of 25ft and can fly even if you are wet. Additionally, you can drink salt water as you have special glands to separate the salt out.
These are tribes of small bird folk are the most unique of the Anemoi. They don't actually consider themselves an Anemoi, and call themselves just Trachili. They are humming bird like.
Ability Score Increase: Your charisma score increases by 1
Small Size: Your size is small and your flight speed is 30ft, but you can hover
Stability: You have advantage on any checks to maintain flight, and not be knocked out of the air
Ability Score Increase: Your Dexterity score increases by 2
Age: Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
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 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: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Languages: You can speak, read, and write Common, Aarakocra, and Auran.
Hwekite
These are the tribes that tend to resemble Eagles, Kites, Falcons, and Hawks.
Ability Score Increase: Your wisdom score increases by 1
Eagle Eyes: You have advantage on perceptiption checks that require sight.
Strigis
These are the tribes that tend to resemble Owls.
Ability Score Increase: Your wisdom score increases by 1
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. You can't discern color in darkness, only shades of gray.
Corvus
These are tribes that tend to resemble Vultures and some sub tribes of Crows and Ravens.
Ability Score Increase: Your wisdom score increases by 1
Eerie Stare: You can add your wisdom modifier to intimidation checks.
Paradisae
These are tribes that tend to resemble birds of paradise and some peafowls.
Ability Score Increase: Your charisma score increases by 1
Bird Dance: You gain advantage on Performance checks due to their plumage, however their flight speed is reduced to 30ft.
Lari
These are tribes that tend to resemble gulls, sea birds, and albatrosses.
Ability Score Increase: Your charisma score increases by 1
Swimmers: You have as swimming speed of 25ft and can fly even if you are wet. Additionally, you can drink salt water as you have special glands to separate the salt out.
Trachili
These are tribes of small bird folk are the most unique of the Anemoi. They don't actually consider themselves an Anemoi, and call themselves just Trachili. They are humming bird like.
Ability Score Increase: Your charisma score increases by 1
Small Size: Your size is small and your flight speed is 30ft, but you can hover
Stability: You have advantage on any checks to maintain flight, and not be knocked out of the air
Naming Traditions
Unisex names
As with much of their speech, aarakocra 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, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
An aarakocra 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.
Culture
Culture and cultural heritage
They ride on the floating islands, adapting to migrations and the winds, and are very devoted to Tsinúk, their deity. They believe that this god granted them life as the shepherds of the winds and skies. They typically do daily devotions to the "5 winds" which they consider to be north, south, east, west, and up (or an updraft). They don't consider down a direction or wind, as that is simply gravity to them.
Common Etiquette rules
Anemoi tend to be very a very honest and forthright people. They favor a society of justice, peace, and forth right action. The tendy tend to be direct and to the point when talking with others and avoid metaphors and misleading language that may lead to misinterpretation. To be lied to or mislead would be an act of utmost disrespect to an Anemoi. Because they also tend to deal with conflicts in a straightforward manner, they have no sense of subtly in that regard.
Common Dress code
Anemoi enjoy simple light weight clothing in the company of outsiders, but often do not wear clothes among their own people. THe wear them as a way of fitting in and adapting to the cultures of others, but generally prefer to go without. Because of this they often wear clothes out of fashion unless they know to adapt to the culture they are interacting with.
Art & Architecture
Anemoi typically have small privatenests which are often little more than a personal campsite, with large communal area for the villages, and typically shrines to Tsinúk. They have very simple settlements and care little for personal items and extra things.
Common Customs, traditions and rituals
Most Anemoi require high protein diets of raw meats. They typically have a hunting culture of gathering fish, and game. They have developed a culture of preferring meets through drying because of the frequent seasons they are a long distance from the ground. Therefore the seasons they are close to the ground are often spent gathering large numbers of meets and supplies which can be terrifying to local communities. They have learned not to take livestock, instead finding ways to trade instead.
Birth & Baptismal Rites
Eggs are usually hatched among families and are a private event. These do not typically involve ceremonies.
Coming of Age Rites
Anemoi are considered full grown around 3 years of age, and typically do not celebrate this transition into adulthood. Typically, Anemoi are not ones for many traditions or ceremonies.
Funerary and Memorial customs
When an Anemoi dies, they typically leave its body on the land below, or put it to the sea, to let it whether the elements. Many village members and friends will take a wing feather to put in their nest for good luck and memories as a sign of respect, but little is said as they see death as a natural part of their lives.
Ideals
Beauty Ideals
Anemoi of all tribes greatly value plumage, nice feather markings, good grooming, and good songs. They frequently like music, both creating and hearing it.
Gender Ideals
Though it can be difficult for most outsiders to recognize a male from female, Anemoi can always tell immediately because of natural pheromones that only they can smell. This also has a lot to do with finding a partner as pheromones of more genetically different individuals will smell better, as a natural way of increasing diversity. Women will also pick the best smelling, and most attractive males while, while males look for females that can sing well and would make good nesters.
Courtship Ideals
Courtship during mating seasons usually begin with a lot of singing and displays of plumage and dances. Two might come together and preen each other, as a way of bonding together, and will then do a ritual dance that involves a trust dive with their partner. This is usually done three times and afterwards, they will mate, raise children together, and then choose to either mate again the following season, or find a new partner.
Relationship Ideals
A couple will typically raise a clutch together for the three years that it takes for the Anemoi to become an adult. Once they are fully independent, they will often go off on their own. After that, a couple will usually either chose to have another clutch or find different mates or ideals.
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