Earthdawn Revisited - Windlings

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=== Appearance: ===
Windlings are small, winged humanoids. They average 18 inches in height and weight an average of 13 pounds. They fly using two double-wings, similar to a dragonfly’s, made of a tough, iridescent membrane. A windling’s skin color matches the brightest-colored elements of the environment in which it lives: icy white in a snowcap, the yellow and orange of meadow flowers, the glazed blue of the ceramic roof-tiles of the city of Vewbane. Skin coloration only changes after a windling has lived in the same place for two or three months. Then, in the space of three nights, the windling’s skin changes to match its current surroundings.
Windlings grow very little body hair, though their head hair can be luxurious. Their ears come to a sharper point even than elven ears. Windlings mature physically over 30 years, reaching a natural life span of 170 years. Their appearance does not age during this time.
Wheeeeeeeeeeeeeeeee!
—Poorht the Windling Thief, as he fled for his life after stealing Captain Larus Baldurion’s dagger
=== Mentality: ===
Windling society can best be described as haphazard. Windlings often speak of a class of nobles who rule them. Though they will obey a direct order from a noble, the social hierarchy stops there. Windlings acting on orders from their queen cannot wield authority over other windlings by virtue of these orders, but may persuade other windlings to seek out the queen to determine for themselves that the orders are legitimate. Although it’s unclear if this is true or not. Possibly they reproduce as hive-like insects or maybe the concept of a Windling Queen is just a very elaborate joke. Throalic diplomats attempting to meet a Windling Queen have never been successful, although if that is because they don’t exist or because they are very reclusive is unclear.
Along with Obsidimen they are the least common race in Barsaive.
=== Names: ===
Windlings do not generally care about surnames, but instead make their names as fancy as they can get away with. Though they generally stick to two or three very distinctive names. Any more and other races tend to shorten them.
=== Mechanics: ===
Flight: Can fly at Pace 6” (human walking pace) (+2)
Small: Size and Toughness are both at a -2 (-2).
Even smaller: Drawback (minor): Small: Toughness is at a further -1 (-1).
Nimble: Start with D6 agility (+2)
Mystical: Start with D6 spirit (+2)
Astral Sight - You are always exposed and able to see the Astral plane, so can use perception rolls to see magical phenomenon and incorporeal spirits. This also means that you are vulnerable to astral phenomenon like taint and unlike magicians you can’t turn this perception off. (+1)
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