Avians

General Information: The term Avian describes several related races of highly magical nature. All are 7 foot plus bird like humanoids. They have both wings and hands, the wings being three times as long as the Avian is tall. The head is that of a large bird of prey, with a hooked black beak and large round eyes. The whole body is feathered except the hands and taloned feet. Color varies from race to race. The known races of the Avian kind are the Phoenix (sometimes called the Greater Phoenix) Glacian , Aviard, Darklin, and Auroran. Others are assumed or suggested, but none are confirmed. Each is described in its own section.

Combat: All Avians prefer to fight from an advantage of height, stooping on a grounded opponent with great speed. A stoop is an attack from a height, striking a blow with the half-closed foot, doing 2-16 point of damage. A grounded Avian will fight with the hand talons or with weapons. When Avians are fighting an opponent 50% taller a hit with both hands entitles them to rake with their feet for an additional 2-16 points damage.
       Each Avian race also has a unique elemental attack form they will use this to advantage when possible.

Creation: The Avians where created by Silalata Tommie to protect the First Children. He created the Avians now known as the Three Brothers, the first of their kind. The original creation was of the Phoenix, Glacian, and Aviard only. The other races where created by additional magic or cross breeding. It is also held that the shame of the race, bloodlust and the taste for human meat where the work of Morchaint Mormiron, the dark twin of the Lord of Light. He was jealous of his brother's creation and corrupted them before they where finished. Both Elven and Avian lore hold that this act, called "The Third Shame" was the cause of the battle that took both gods out of the picture for almost a million years.

The Elemental Connection: All varieties of Avian have a connection to one of the elemental planes, as well as the positive material plane. This connection is responsible for the "cycle" the Avian's name for the regenerative process. Killing an Avian is not an end to the creature. As legend suggests, the Avian is able to regenerate itself from the state of death. An Avian killed by mundane means will burst into a display of the element it is connected to with explosive force. The older the Avian the greater the radius of the burst (10'/cycle) and the damage sustained by those in its area (1d6/cycle). The result of this elemental burst is an 8" diameter translucent gold ball, commonly called an egg. The Avian will emerge whole and unharmed from this "egg" at the next dawn. A number of attack forms will keep an Avian from "cycling" as the process is called. If an Avian is killed by death magic (death spell, power word kill, cause death, etc.) they will not form an egg. A raise dead or resurrection spell will allow the dead Avian to cycle, provided a saving throw vs. PPD is made. Should the saving throw fail, nothing can raise them. An Avian cannot abide its elemental weakness. If killed by its bane they will not cycle. However, they can be revived with spells. If the soul of an Avian is magic jarred, the body will not cycle if killed. In this case there is no way to raise them short of a wish. If an Avian in the egg form is trapped in an environment inhospitable to life, the bottom of a lake, buried in rocks, etc., that the force of exit will not clear, they will go dormant. They will remain in the egg until conditions change. The danger in this is the mind remains aware. While they will not go insane in their own egg, they can lose interest in living. Should this happen the Avian will not revive but the result of the cycle, when it comes, will be ashes. In this case no power in mortal hands can recover them.
       An Avian will Cycle every one hundred years. This is a complete renewal of the mental and physical being. As they approach their 95th year, signs of age begin to show. The Avian slows down, looses interest in mates, or any projects they might be working on. Near the end of their 99th year they lose their appetite, and refuse to eat. Within seven days of this the Avian will cycle. The process is much like that of death renewal, but is brought on by age rather than damage. The Avian will remain within the egg for three days, rising on the dawn of the third day. The Avian will rise with his spirit and body renewed, young once again, yet remembering everything from past cycles.
       Due to the explosive nature of the cycle, Avians build special structures to hold their eggs. Commonly call "Egg Holds" the building will be secure, and capable of venting the elemental blast that accompanies the cycle. They are usually round and bowl shaped on the inside, with louvers in the roof.
       The Avians also have a form of immolation, each according to its element. This can be used for protection from their bane, or offensively against enemies.

Habitat/Society: The Avian family typically consists of a single male and female, and the current brood of children, if any. In areas where game is plentiful more than one couple may share living spaces to ensure the safety of the young. Being long lived creatures that are fertile for centuries the Avian does not recognize the generations that shorter lived peoples do. The only term for relatives, out side of the nuclear family, that the Avian language has is "Chia", a term meaning everyone in you greater family except parents and siblings. Mates do not typically join for life. A marriage may last for centuries, or only as long as it takes to raise a single brood. Such marriages are also not exclusive. Avians show little if any jealousy in the matter of personal relationships. Multiple spouse groupings form naturally when game will support it, and break up without rancor when it will not.
       Children receive special care in the Avian society. Children under three years of age do not have the elemental connection, and cannot cycle as can adults. However, they do possess all the weakness of the adults. Avian parents are very protective of their little ones.
       An Avian is born live after a three month gestation, with one to four young per birth. They weight one to two pounds at birth, and are little more than down-covered appetites. The young Avians take three years to reach mature height. While their mental progress is faster in early years than humans, they are by no means adults in learning or temperament at this age. At the age of three years a young Avian goes through a process known as Maturity Crisis. At this time the connection to the Elemental Plane is completed, and the Avian can immolate and cycle. Only one thing keeps this from being a time looked forward to. Nearly a fourth of the young do not survive crisis. Once passed the crisis it is said that If not killed in the first hundred years, they could live forever.
       Encounters between Avians of different races can be anything from a greeting of old friends to combat for hunting territory, an old grudge, or simply to see who is the better flyer. Avians are seemingly fearless in combat with each other. Immolation attacks are not used in these fights, so the worse that can happen is the loser gets pranged, and waits out the night in egg form.
       They are friendly with any people that are friendly with them. They favor Elves, and have special relationship with Pegasi. No Avian, no matter how hungry will eat a Pegasus, and they will go out of their way to aid the creatures. Likewise, a Pegasus will not attack an Avian, and will aid them as mounts if asked. Orcs are the one exception to Avian tolerance. Any Orcs found by an Avian will be driven out of hovel and home, and killed as quickly as possible. They will not be eaten.

Ecology: The Avians fill the same ecological niche as the Giant Eagle, or other large flying predator, and will not be found sharing territory with them. A single adult Avian, living an active life needs from 10 to 15 pounds of meat a day, and will claim a hunting territory adequate to satisfy his needs. The size will depend on the amount of game present and the known replacement rate of the favored game animals. Note: Avians are highly intelligent, and will not over hunt an area unless that is the only choice for survival.

The Avian As Player Character: All Avians are Senior Player Races and should not be attempted without the Gamemaster's approval.
       Players wishing to run an Avian character must meet the minimum ability scores for the race, as well as minimum scores for the class they wish to play. Avian characters may play any class. It is recommended that thieves not be played. An Avian thief will be at considerable disadvantage in many primary thief skills.
Avians have the following advantages:

  • The Avian has a natural attack.
  • They are immune to their personal element in any form.
  • They can cast their form of immolation for 1d6 hit points of damage per five levels. This can be done as many times per day as the Avian has Constitution points.
  • They can immolate to a maximum of 2-20 hit points damage within a 10' radius.
  • They have an AC of 0
  • An Avian can fly.
  • They will cycle into egg form when brought to 0 hit points and rise undamaged at the next dawn.
  • Avian Spellcasters will gain 1.5 times the normal effect from any spell dealing with their personal element.
Disadvantages are as follows:
  • The Avian's bane element will damage them.
  • Damage by the bane element or death magic will prevent cycle.
  • An Avian is fragile and will take double damage from blunt weapons.
  • An Avian cannot wear any kind of armor or magical clothing.
  • Avian spellcasters can not use any spell that incorporates their bane element as a target of the spell or an effect of the spell.
  • An Avian needs 10 to 15 pound of fresh meat a day to remain healthy and active.
  • All Avians like human meat, the attraction is like catnip, but they don't get drunk.
  • Avians suffer from bloodlust. Each Player Character Avian must choose a frustration factor. Any time this factor comes into play they must save vs. Wisdom to prevent bloodlust. The DM will determine the number of dice depending on prevailing factors, not less than 4d6 not greater than 6d6. Failure means that they will kill anything and everything, (starting with the object of frustration it any) in their path until exhausted (this takes 5 to 10 hours) or they fall in combat.

Avian Experience: Due to the advantages given an Avian as a Player Character they have an experience rider to advance levels. The chart Follows.

LEVEL
EXTRA EXPERIENCE
2
1,450
3
2,900
4
5,800
5
14,500
6
29,000
7
58,000
8
108,750
9
203,000
10+
217,500

Role Playing the Avian: As a rule Avians are a tolerant and patient lot. An Avian is willing to get along with just about anyone, until crossed. Type A personalties are less common that type B. Due to their long life expectancy Avians make plans that will not mature for decades or even centuries. They are amused but tolerant of the foibles and hurry of less long lived races, conversely when promptness is necessary they waste no time. A young Avian will be as brash and naively confident of themselves as any young person. Older Avians are more certain of themselves they waste little if any energy on unnecessary movement. A youngster will bounce about even when resting. When an old Avian sits still, they are still. This is often the only way to tell a youth from their more mature Chia.

Avian Religion: An Avian is respectful of the Elven races, or any person of Fay nature. Avians also hold reverently the memory of the Three Brothers, the prototypes of the original Avian races. The elders of the race are likewise held up for worship and respect. These include Abba Eecreeana, Tesral, Ivan, and Kiree to name the principal gods.

General physical characteristics
Ability Score Minimums
Age of Maturity
Lifespan Roll
Str
Con
Dex
Int
Wis
Cha
9
12
10
6
3
6 3
100
*

* Avians rejuvenate in an elemental blast called a cycle. This occurs every hundred years. See above for more detials

Height and Weight
Females run 10% heavier than males for height, average is 7'6", range is 7'0" to 8'2", build runs from frail to slender. Wingspan is three times height.

Avians add the following weight for each strength point over 14, by build;
Frail
Slight
Slender
.5
1
1.5
Height
Weight by Build
Frail
Slight
Slender
7'0"
53-60
59-66
64-69
7'2"
57-64
63-70
69-74
7'4"
60-67
66-73
72-78
7'6"
66-70
69-76
75-80
7'8"
68-77
76-81
77-82
7'10"
75-82
81-86
83-89
8'0"
80-85
84-89
85-90
8'2"
83-88
87-92
89-99
Note; Avians can lift twice the given amount due to their bone structure. Double all weights for Max. Carry and Encumbrance

Auroran

Climate/Terrain:Any land
Frequency:Uncommon
Organization:Family, clan
Activity Cycle:Day
Diet:Carnivore
Intelligence:Average to Super Genius
Treasure:A, Q, S
No. Appearing:1-4
Armor Class:0
Movement:9 / Fl 52 C
Hit Dice:1-10
THAC0:(1-2 hit Dice)19
(3-4 Hit Dice)17
(5-6 Hit Dice)15
(7-8 Hit Dice)13
(9-10 Hit Dice)11
No. of Attacks:2 (3)
Damage/Attack:1-3/1-3 or by weapon
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Standard
Size: M (7'-8')
Morale:Elite
XP Value:1 Hit Die650
2 Hit Die975
3 Hit Die1400
4-10 Hit Die2000+1000/Hit Die above 4
Spellcasters+3000

Appearance: Aurorans are the first new race of Avians to appear since the creation of the three brothers. They are a result of the seeming impossible mating of a Phoenix and a Glacian. The Auroran's colors are all the hues of the rainbow, with highlights in any metallic. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.

Combat: Aurorans fight in the manner of all Avians, with either talons or weapons. The elemental attack of the Auroran is light. They can project an intense beam of light that will do 1d6/5 HD hit points damage to everything it strikes. They can use it once per day for every Constitution point they have (Non-player character Aviards are assumed to have a CON. of 16). A successful attack requires a to hit roll. They can also "immolate" creating an aura of intense light around their persons. This can be controlled at one of two levels. Full immolation is an area 10 foot in radius around the Auroran. Any being entering the 10 foot radius will suffer 2-20 hit points damage per round. The light itself extends to a radius of 120 feet, but only the inner area is damaging. Anyone that looks directly at the Auroran while they are at full immolation, must save vs. PPD to avoid being blinded. This blindness will last for 1-4 days. A roll of a 1 on the saving throw means the blindness is permanent. Any creature not looking directly at the Auroran, is -2 to hit them. The second is a personal aura equivalent to a Continual Light spell. This mode can be maintained at will. No light based attack or bright light, no matter how bright can harm a Auroran.
       Killing a Auroran is not an end to the creature. As are all pure Avians the Auroran is able to regenerate itself from the state of death. An Auroran killed by normal means will burst into an explosion of light, the older the Auroran the greater the radius of the explosion (10'/cycle) and the damage sustained by those in its area (1d6/cycle). An Auroran's weakness is Darkness. Normal darkness is uncomfortable to an Auroran. Magical darkness is damaging. A Darkness spell will drain an Auroran of 1d6 hit points for each level of the caster. The spell is them dispelled. An Auroran killed by darkness will not cycle. Level draining creatures that strike an Auroran will also take damage, each according to their weakness to sunlight.

Habitat/Society: Aurorans are one of the youngest of the Avian races, they do not have a created purpose. They will generally conform to the habits and preferred society of one of their parents. Two Aurorans mating will breed true.

Role Playing the Auroran: Aurorans are the high spirits of the Avian races. They love a good time and seek adventure. When it comes to getting their interest, you either get all of it, or none at all. They along with the Darklin, have no created purpose in life. They will seek to place their boundless energy into some constructive purpose. They are fond of friends and make attachment to other races easily. It has also been noted that they are harder to offend than other Avians.
       Aurorans do not like darkness of any kind, they will remain indoors during the night, and will always have some manner of illumination, even if it is themselves.

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Aviard

Climate/Terrain:Any land
Frequency:Uncommon
Organization:Family, clan
Activity Cycle:Day
Diet:Carnivore
Intelligence:Average to Super Genius
Treasure:A, Q, S
No. Appearing:1-4
Armor Class:0
Movement:9 / Fl 52 C
Hit Dice:1-10
THAC0:(1-2 hit Dice)19
(3-4 Hit Dice)17
(5-6 Hit Dice)15
(7-8 Hit Dice)13
(9-10 Hit Dice)11
No. of Attacks:2 (3)
Damage/Attack:1-3/1-3 or by weapon
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Standard
Size: M (7'-8')
Morale:Elite
XP Value:1 Hit Die650
2 Hit Die975
3 Hit Die1400
4-10 Hit Die2000+1000/Hit Die above 4
Spellcasters+3000

Appearance: The Aviard conforms to the general appearance of the Avian races. The colors are warm browns, grays, and white. Highlights can be in silver, copper and gold. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.

Combat: Aviards fight in the manner of all Avians with either talons or weapons. Perhaps the most feared of the Aviard's attacks is the elemental wind they can call upon. An Aviard can hurl a whirlwind that will do 1d6/5 HD hit points damage to everything in its path, once per day for every Constitution point they have. Flying creatures will be knocked out of the air, and require a dexterity check to remain flying. (Non-player character Aviards are assumed to have a CON. of 16). They may also cause the wind to circle themselves with great force. Any being entering the 10 foot radius around the Aviard will suffer 2-20 hit points damage per round. Normal missiles will be deflected by the barrier of wind. However, the wind will not affect the Aviard's flight. No attack employing air can harm a Aviard.
       Killing a Aviard is not an end to the creature. As are all pure Avians the Aviard is able to regenerate itself from the state of death. An Aviard killed by normal means will burst into an explosive cyclone of wind. The older the Aviard the greater the radius of the cyclone (10'/cycle) and the damage sustained by those in its area (1d6/cycle). An Aviard will take double the damage from the attacks of creature of the earth (Earth Elemental, Galeb Duhr, etc.) or from earth focused magic (Wall of Stone etc). An Aviard killed by such creatures or magic will not cycle. An Aviard that is burned to death, or drowned will also not cycle. They do not take extra damage from these attacks.

Habitat/Society: Aviards prefer to serve in keeping order when among other races. They will not bow to lesser creatures however. They take orders from Phoenixes better than other races, with elves their next preference. They will not serve as domestics or perform menial duties. They are elite warriors, and know it.

Role Playing the Aviard: An Aviard will maintain his own council in most matters. They are not forward with their opinions. Make no mistake however, they do have them. If asked, or pushed by what they consider foolishness, they will speak their mind. They are loyal to the extreme. Once you have won the trust, of an Aviard, you have a friend for life. Break that trust, and they will eat you. They take the long view, as would any race that can live for millennia.
       Aviards avoid water and fire when possible, they do not have an overt fear, such as the Phoenix or Glacian, but they are aware that these elements can do them irreparable damage. They will not willingly deal with the earth-bound, as these creatures are deadly to them.

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Darklin

Climate/Terrain:Any land
Frequency:Uncommon
Organization:Family, clan
Activity Cycle:Night
Diet:Carnivore
Intelligence:Average to Super Genius
Treasure:A, Q, S
No. Appearing:1-4
Armor Class:0
Movement:9 / Fl 52 C
Hit Dice:1-10
THAC0:(1-2 hit Dice)19
(3-4 Hit Dice)17
(5-6 Hit Dice)15
(7-8 Hit Dice)13
(9-10 Hit Dice)11
No. of Attacks:2 (3)
Damage/Attack:1-3/1-3 or by weapon
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Standard
Size: M (7'-8')
Morale:Elite
XP Value:1 Hit Die650
2 Hit Die975
3 Hit Die1400
4-10 Hit Die2000+1000/Hit Die above 4
Spellcasters+3000

Appearance: Darklins are the second new race of Avians to appear since the creation of the three brothers. It is believed that the Darklin is a result of an "occurrence" at Abba Sanctuary. The Darklin's colors are black and dark blues, with highlights in any metallic. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone.

Combat: Darklins fight in the manner of all Avians with either talons or weapons. The elemental attack of the Darklin is darkness. They can project an intense beam of darkness that will do 1d6/5 HD hit points damage to everything it strikes. They can do this once per day for every Constitution point they have (Non-player character Aviards are assumed to have a CON. of 16). A successful attack requires a to hit roll. They can also "immolate" creating an aura of intense darkness around their persons. This can be controlled at one of two levels. Full immolation is an area 10 foot in radius around the Darklin. Any being entering the 10 foot radius will suffer 2-20 hit points damage per round. Any creature within the area of darkness will suffer all the penalties of being blind, unless they can see in magical darkness. The Darklin can see in any darkness. The second form is a personal aura. When using this form of darkness the Darklin appears as a shadow, without features. Any creature that touches the Darklin in this state will take 1-4 hit point damage. This mode can be maintained at will. No darkness based attack or negative plane attack can harm a Darklin and their personal darkness will dispel or douse any light.
       Killing a Darklin is not an end to the creature. As are all pure Avians the Darklin is able to regenerate itself from the state of death. A Darklin killed by normal means will burst into an explosion of darkness, the older the Darklin the greater the radius of the explosion (10'/cycle) and the damage sustained by those in its area (1d6/cycle). A Darklin's weakness is light. Normal daylight is uncomfortable to an Darklin. Magical light will damage them. A Light spell will drain an Darklin of 1d6 hit points for each level of the caster. The spell is then dispelled. A Darklin killed by light will not cycle.

Habitat/Society: Darklins are one of the youngest of the Avian races, they do not have a created purpose. They are also the fewest in number, and do not seem to mix well with the other Avians. Two Darklins mating will breed true.
       Darklins do not like light of any kind. They prefer to remain indoors during the day.

Role Playing the Darklin: Darklins are the subdued members of the Avian races. Because of their preference for the night, they are seldom seen in the company of fellow Avians. While not known for dark habits, the few Darklins that there are are shy of the company of other races, thus seldom seen. It is a rare Darklin indeed that will embark on a career of adventure.

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Glacian

Climate/Terrain:Mountains
Frequency:Uncommon
Organization:Family, clan
Activity Cycle:Day
Diet:Carnivore
Intelligence:Average to Super Genius
Treasure:A, Q, S
No. Appearing:1-4
Armor Class:0
Movement:9 / Fl 52 C
Hit Dice:1-10
THAC0:(1-2 hit Dice)19
(3-4 Hit Dice)17
(5-6 Hit Dice)15
(7-8 Hit Dice)13
(9-10 Hit Dice)11
No. of Attacks:2 (3)
Damage/Attack:1-3/1-3 or by weapon
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Standard
Size: M (7'-8')
Morale:Elite
XP Value:1 Hit Die650
2 Hit Die975
3 Hit Die1400
4-10 Hit Die2000+1000/Hit Die above 4
Spellcasters+3000

Appearance: Glacians conform to the general appearance of the Avian races. Their colors are the cool blues and greens of ice and the white and silver of snow. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone. Combat: Glacians fight in the manner of all Avians, with either talons or weapons. The elemental attack of the Glacian is cold. They can project a cone of cold that will do 1d6/5 HD hit points damage to everything in its path. They can do this once per day for every Constitution point they have. (Non-player character Aviards are assumed to have a CON. of 16). They can also "immolate" creating an area of immense cold around their persons. This can be controlled at one of two levels. Full immolation is an area 10 foot in radius around the Glacian. Any being entering the 10 foot radius will suffer 2-20 hit points damage per round. The second is a personal zone of cold around their bodies. Anyone touching the Glacian will suffer 1-8 hit points damage from the terrible cold. No cold based attack or cold conditions, no matter how severe, can harm a Glacian.
       Killing a Glacian is not an end to the creature. As are all pure Avians the Glacian is able to regenerate itself from the state of death. An Glacian killed by normal means will burst into an explosive cyclone of cold. The older the Glacian the greater the radius of the cyclone (10'/cycle) and the damage sustained by those in its area (1d6/cycle). A Glacian's weakness is heat. Any heat greater than 100f will cause them harm. In normal conditions hotter than this, they will take 1 hit point per hour, while exposed. Glacians will take double damage from heat or fire based attacks. A Glacian killed by heat or fire will not cycle.

Habitat/Society: Glacians are reluctant to live where the temperatures might rise into, what for them is, the dange zone. As a result they prefer the high mountains or northern regions.
       Glacians where created as the keepers of history. They regard the least mundania as worthy of recording. They seldom travel, and can be found in their high mountain retreats, among the books they love.

Role Playing the Glacian: Glacians are the most retiring of the original Avian races. They much prefer the company of their own kind, or of those that share their interest in persevering history. Once you have found one however, they are not private in their opinions. They are more than willing to dredge through countless millennia of experiences, their own and others, to advise you on what course of action to take. They will tell you why what you are doing is wrong, or what you can do to improve a right idea. Unless you like this kind of company, don't seek them out.
       Glacians avoid any heat or fire. Their homes are not heated, even if local temperatures drop into sub-zero readings. They have a morbid fear of fire, and will not approach it under any circumstances. They never cook their meat, and their homes seldom have covered windows or doors.

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Phoenix

Climate/Terrain:Any land
Frequency:Uncommon
Organization:Family, clan
Activity Cycle:Day
Diet:Carnivore
Intelligence:Average to Super Genius
Treasure:A, Q, S
No. Appearing:1-4
Armor Class:0
Movement:9 / Fl 52 C
Hit Dice:1-10
THAC0:(1-2 hit Dice)19
(3-4 Hit Dice)17
(5-6 Hit Dice)15
(7-8 Hit Dice)13
(9-10 Hit Dice)11
No. of Attacks:2 (3)
Damage/Attack:1-3/1-3 or by weapon
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Standard
Size: M (7'-8')
Morale:Elite
XP Value:1 Hit Die650
2 Hit Die975
3 Hit Die1400
4-10 Hit Die2000+1000/Hit Die above 4
Spellcasters+3000

Appearance: The Phoenix conforms to the general appearance of the Avian races. Colors range from deep red to bright orange, with white silver and gold highlights. Color and pattern vary from individual to individual so that a person can be identified by feather pattern alone. No matter what variation, red predominates.

Combat: The Phoenix will fight in the manner common to all Avians. Perhaps the most feared of the Phoenix's attacks is the elemental fire they can call upon. A Phoenix can throw a fireball doing 1d6 per 5 HD, once for every Constitution point they have. (Non-player character Phoenixes are assumed to have a CON. of 16). They may also immolate at one of two levels. Low immolation is at 500F. Any person grabbing a Phoenix in this state will suffer 1-8 points damage for each round they hang on. High immolation is at 2500F and the damage radius is 10 feet around the Phoenix, any being will take 2-20 hit points damage inside this radius. No fire can harm a Phoenix.
       Killing a Phoenix is not an end to the creature. As legend suggests, the Phoenix is able to regenerate itself from the state of death. A Phoenix killed by normal means will burst into flame with explosive force, the older the Phoenix the greater the radius of the burst (10'/cycle) and the damage sustained by those in its area (1d6/cycle). The Phoenix cannot abide water. Water, pure or salt will burn a Phoenix as if it where acid. A Phoenix will take 1d6 damage for every quart of water that hits them. Complete immersion will kill. A Phoenix killed with water will not cycle.

Habitat/Society: Phoenixes are often found ruling humans or other races. They seem to have a need to act as a guild to such races. It is well then that in all such cases the ruled have benefited from being ruled by Phoenixes.

Role Playing the Phoenix: A Phoenix will want to take the role of leader in any group. Those with wisdom will defer to greater ability, as long as their voice will be heard. Even if they are not paramount in a group a Phoenix will seek to influence others toward the longer view. They have the created imperative to lead and advise.
       Phoenixes have a fear of water that would be called pathological in another race. They don't like an open container or water sitting near them and they will not fly over large bodies of water. Getting them on a ship is next too impossible. Should you manage, they will cower in the most watertight spot they can find till the journey's end. This is a severe handicap, and should be played as such.

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