On Wings of Eagles (Article)

:This was originally published in Dragon Magazine #233
by James Estes
:My host's strong arms supporting me through the flight, I finally saw what his keen eagle eyes no doubt caught long ago: the aerie-city of Myrravin, its graceful spires reaching upward, bright pennants puttering, its skies filled with the joyous beating of avariel wings. Enraptured, I finally found the home I was taken from so long ago, born as I was without the wings of my forebears.
__TOC__
The Complete Book of Elves introduces the avariel, a winged sub-race of elves. However, the avariel stand somewhat apart from the rest of elven society. Little is known of these winged elves, due to both their relative inaccessibility and their reclusive behavior. While they do maintain some measure of contact with other races — typically other elves — they are often an invisible feature of the elven world. Rare is the avariel who leaves his society to journey among the wingless, and equally rare are the avariel who allow strangers into any of their aerie-cities
Here is an overview of the avariel, their culture and lifestyle, and options for introducing them as PCs or NPCs into any AD&D® campaign. Myrravin, an avariel aerie-city, can be placed in most of the AD&D worlds. While the avariel can fit in any setting, from the GREYHAWK® setting to the DARK SUN® campaign, the descriptions that follow are geared more toward the worlds of Oerth, Ktynn, Toril, or the MYSTARA® setting. Winged elves in the RAVENLOFT® setting or on Athas should be even more rare, if they appear at all.
==The winged ones==
:My lot in life is a particularly sad one: although an avariel myself, I was one of the cursed few born without wings. My parents, saddened though they were to give me up, realized the disadvantage I would have trying to operate wingless in a winged society. Soon after my birth they arranged for me to be adopted by a High Elven couple, themselves childless, with the provision that upon reaching adulthood I would learn of my true heritage.
:Though I was raised ignorant of my blood, I was still controlled by it. My physiology, despite my winglessness, was one of the avariel. I was lighter-boned than my peers, and my chest, back, and shoulders were noticeably broader — designed by nature to carry wings. My vision, like that of all my kin, was quite acute. Even my psychology was marked by this blood: I was ever fascinated with the heavens and would spend hours looking skyward, to satisfy some indescribable longing. When my foster parents finally taught me of my birthright, so many unarticulated questions were answered. I immediately began my quest for Myrravin, the city of my birth, although none in my community seemed to know where it was located. Regardless of such obstacles, I vowed that I would not rest until I set foot upon my birthplace.
The avariel are certainly one of the most physiologically unique sub-races of elves; while the biological differences between grey, high, and sylvan elves are cosmetic at best, the avariel, like the drow and the sea elves, truly stand apart from their kin. As can be expected, many of their cultural variances are actually attributable to their physiology.
The avariel are possessed of an almost ethereal beauty. Their wings, often quite majestic, are usually white, although some avariel are born with plumage that ranges from light gray to black. Avariel features are even more exquisite than those of the already beautiful elven peoples, with slightly larger eyes, and white or black hair.
The avariel are not merely “elves with wings”: their entire body has been developed to accommodate flight. Their torso is typically larger and stronger than that of their elvish brethren, designed as it is to bear wings. Furthermore, their skeletal structure, composed of light and hollow bones, helps reduce the burden of their weight while aloft. When in the air, they tend to be quite fast, mobile, and agile, due both to their lighter weight and to their graceful flight. On the ground, however, they are almost burdened by their wings, sometimes appearing clumsy.
==Myrravin, the aerie-city==
:So much of my quest seemed fruitless, one failure after another. Many clues led to nothing, and I seemed to find only obstacles. The avariel, I have learned, are a private folk and do not leave roadmaps to their cities. After many adventures and seemingly endless travel, I managed to find representatives of the avariel on a diplomatic mission. I was stunned to see true avariel in their winged glory, wrapped in short, loose-fitting tunics and togas of the purest white. They knew my origins immediately upon seeing me, and they welcomed me as one of their own. I felt their pity immediately, but I was overcome with joy at finally seeing true avariel; we spent what seemed like an eternity in silent sharing, with me caressing their delicate plumage. When we spoke, I learned of their aerie-city, Myrravin, and they agreed to take me there. Apparently they felt that although raised away from my own kind, I was still avariel and should be welcome.
:When I was finally taken to Myrravin, borne aloft in the arms of my lost kin, I was amazed at the sight before me. The avariel develop their homes high in the mountains, in places otherwise inaccessible. Their geographic isolation inevitably leads to cultural and psychological isolation, and they have become a reclusive people. Their communities typically develop around one central city, usually constructed high atop a plateau, with structures built into or alongside neighboring crags and peaks. Although the avariel dislike being underground, they will build — and even. tunnel — into the sides of cliffs; such structures, however, tend to have windows, balconies or perches. These communities, essentially city-states, are often impossible to reach through any method other than flight. Some aerie-cities are built with a single road leading down the mountain, but this road is usually on a cliff-side so that it can be constantly monitored (and invaders upon it attacked) by wingborne patrols.
Myrravin is one of the oldest avariel cities. It is certainly the oldest occupied avariel community, with a history stretching back over millennia. Myrravin itself is similar to other aerie-cities, the majority of its urban development built atop a large, flat plateau. It sprawls on the highest peak in its area, overlooking many smaller peaks and structures. Myrravin's urban planning is representative of typical avariel cities, with many open plazas, sparkling fountains, and tall pinnacles.
In the very center of Myrravin is a grand Plaza, with a raised dais as its focus. The plaza is typically one of the busiest places of Myrravin; during the day, countless stalls and shops line the perimeter, offering a variety of services and goods. The plaza is often cleared for religious or civic services, when the majority of Myrravin's population can gather within the plaza or atop the terraces and roofs of neighboring buildings.
Avariel buildings are built with a focus on both width — a narrow chamber is confining to the winged ones — and height. Avariel buildings are also strong on windows, terraces, porches and balconies. Very few roofs are gabled or peaked; typically the roof of a building also acts as an observation deck.
As the oldest known inhabited city, Myrravin has often served as the model for a host of other avariel aerie-cities. It should be noted, though, that ruins of other aerie-cities have been found, and scholars have posited that some of these cities might even be older than Myrravin. Such ruins are dangerous, often inhabited by creatures who have taken it for their lairs, while crumbling architectures provide yet another threat. Some avariel like to travel to these various ruins, either to explore what might be part of their past or for the adventure that lies wherein. Avariel scholars have occasionally arranged expeditions to such cities, but these do not always meet with success.
==Avariel communities==
:Immediately upon my arrival at Myrravin, I was formally introduced to the city's ruling council, which was governed by a poet named Lessandra. From my observations, it appears that the avariel have an egalitarian society, with equal accord afforded to male and female. My welcome was warm, and I was invited to stay in the city as long as I desired. I was assured that my search for my true parents would be assisted by Myrravin's historians; it would appear that I was not the only wingless child to have been born and given up for adoption.
:I was comforted by their welcome and surprised as well. For such a reclusive race, they did not display the xenophobic behavior one would typically ascribe to a race of hermits.
Avariel communities have a variety of governing models, from oligarchy to complete autocracy, but the city council tends to be the most common. This is certainly the case with Myrravin, with a ruling council of nine citizens. These individuals are elected by the populace at large and serve for a term of one decade. Each position on the council is open at a different time (one position every year and a half), in order to maintain continuity. While various council members may be voted out, the city will never have to face a council of entirely new, inexperienced individuals at the helm. Such a government does have its advantages, of course, as consistency and continuity are good, but it does leave the door open to ennui and even stagnation.
The avariel are indeed reclusive, and they do not often engage in communication with other races. They do, more typically, communicate formally with various elven communities, particularly the grey elves. It is joked that the avariel are the only ones who are not put off by grey elven snobbery; while not snobs themselves, the avariel are simply above such behavior. Sometimes trade delegations are sent out, and on occasion diplomatic envoys travel just to see the state of the outside world. Sometimes visitors are even invited to Myrravin and treated with the utmost hospitality. However, the avariel are genuinely content to roost in their aeries and enjoy life as only they truly can.
==Ways of life==
:Soon after my welcome to Myrravin, I quickly noticed a striking cultural polarity. Avariei community is divided between warriors and aesthetes, but the division appears to be peaceful. Entire lineages appear dedicated to this cultural system, with families typically devoted to one of the two lifestyles. If such tendencies are indeed familial and capable of being passed on through generations, then I must no doubt have come from one of the intellectual dynasties. Although no slouch with a weapon, combat has always been my least concern and my last recourse.
:From my conversation with my guides, I learned that Myrravin is unique in that it serves as a common home for the two disparate halves. Typically, avariel communities are of one way of life or the other; although in close proximity to each other, they maintain their own lifestyles and their own pursuits, martial or philosophical.
Avariel culture is indeed split between two modes of activity. On the one side there are the thinkers, the artists, the aesthetes, and philosophers. The other side consists of the warriors, those who protect avariel society, hunt for it as necessary, and preserve the peace. These two halves typically have mutual respect, each confident of the value and merit of the other. Most of the smaller avariel cities cater to one half or the other, but Myrravin has long been a home for winged elves of both types.
City planners and architects are among the most respected individuals in avariel intellectual society, for their professions require a combination of both science and art, engineering and design. Architects, like members of other intellectual disciplines, gather in guilds that monitor the education and development of its representatives. While guild membership is never required, it is highly desirable, as guilds offer their members training, education, research materials, and steady forums for debate. There are very few guilds for warriors, as the avariel military often serves the same function. One warriors' guild does exist, though, which actually hires out avariel mercenaries. Most of the guild's customers are other avariel — typically the intellectual ones — but a few non-avariel have been known to pay the steep price asked in exchange for even one welltrained winged warrior.
Families in Myrravin are often “bred” along. certain lines, with some notable dynasties stretching back over centuries, having produced generations of outstanding family members. Children of various families are educated in a school, regardless of a particular family's philosophical bent, in order to ensure a common educational grounding. Such schooling focuses on history, language, religion, and culture, as well as physical exercise and creative games.
However, families also retain private tutors, the better to train their children in whichever type of activity the family excels (or prefers). It is not uncommon for children of one lifestyle to become curious about another one, as warriors try to understand thinkers, and philosophers attempt to imagine life as a fighter. Exchange programs exist for the benefit of such endeavors, with families sponsoring children in order to tutor them. While it is common for avariel youth to participate in such an exchange program, it is rare for one to become personally devoted to a lifestyle so different from that of his family. In such cases, while each subculture appreciates the value of the other, there is typically some resentment from the family; while they have not lost a member of the family, its dynastic history has lost a representative.
While Myrravin does not have a nobility per se, some families consider governance to be their predominant trait, and they train their children in the political sciences. Regardless of whether these youths ever attain positions of political prominence, they often work in the governing structure on behalf of their city. Some dynasties have actually managed to produce a number of heirs who have served admirably on Myrravin's city council; whether this will ever become a “natural aristocracy” and produce a ruling class has yet to be seen. Of course, whether the residents of Myrravin will resist such a trend is an important factor.
==The Hall of Elders==
:Sure as I was of my family's scholarly heritage, my next visit was to the Hall of Eiders, which contains the collected wisdom and writings of generations of avariel scholars. There, in a magnificent glass-domed reading room, scores of avariel peruse scrolls and tomes on a variety of subjects. Unable to read the written avariel tongue, which I was only now beginning to speak, I felt at a loss, and distant from my heritage. I strolled around the Hall, marvelling at the beauty and serenity of the place. Meanwhile, scholars researched my lineage, attempting to locate any wingless births in the past century.
The Hall of Elders is one of the most prominent institutions in Myrravin. It supports the scholarly endeavors of half of the city's population. Occupying a location near the central plaza, its many spires and domes pale in comparison to the central dome over the Hall's reading room. The actual volumes and scrolls are stored elsewhere in the Hall and are retrieved only as requested by patrons. Many other chambers may be found within the Hall, from debate chambers to small auditoriums, to studies and laboratories that may be rented out on a monthly basis.
The Hall of Elders of Myrravin has one of the finest collections of avariel scholarship and lore. Because avariel culture sponsors so much intellectual and creative activity, the shelves and storage chambers of the Hall of Elders are filled with seemingly endless works of science, poetry, literature, and philosophy. Unfortunately, its collections on societies other than the avariel are sorely lacking, limited as it is by the general avariel isolation and lack of interspecies communication. The Hall acts as the official archives for Myrravin, containing all records generated as part of the city's history, from genealogies to tax records. Finally, and most importantly for some, the Hall of Elders also contains many works of magical speculation and practice, and mages pay dearly for access to the collections secreted within the Hall.
The Hall of Elders is, in addition to a physical structure, a guild of scholars and sages, priests, and anyone else dedicated to scholarly acquisition and development, with the majority of its members tending to be mages. The avariel are elves, after all, and magic runs in their blood, inspiring and inciting them. The Hall, as the largest, oldest, and best supported guild, frequently arranges meetings between mages and would-be apprentices; while its members may specialize in particular schools, other guilds frequently take care of specialist mages. It is not uncommon for a member of the Elders to be a member of Myrravin's ruling council, and this fellowship is actually an active force in Myrravin's life: establishing symposia, sponsoring lectures, funding research expeditions, and training teachers for the schools that all avariel youths ultimately attend.
==Trade and commerce==
:After much research, two couples were established as possible candidates for my parenting, but to my dismay, neither of the couples resided in Myrravin anymore. The first couple, both members of the Hall of Eiders, died only a decade ago in an expedition to explore the ruins of a nearby mountaintop city, believed to have been built by giants. Both husband and wife were fond of debate and study, traits that I certainly shared. I visited relatives of this couple and felt quite welcome. Although my possiblecousins certainly were not in any position to ascertain whether I was kin, their hospitality was warm and generous, and indeed we spent many hours discussing the finer aspects of grey elven mythology.
:The second couple, much less likely my parents but still worthy of consideration, moved to another aerie-city, and couriers were attempting to contact them. These two individuals were warriors, the woman a mercenary and the man a member of the Talons, the elite warrior corps. While waiting for the couriers‘ return — which was anticipated to take at least a fortnight — I continued my tour of Myrravin.
:At the center of the city is the great Plaza, the perimeter of which is lined with a variety of shops and stalls. I visited these shops to sample the artifactual evidence of Myrravin culture, and I was amazed at what I saw. The Myrravin do not rely heavily upon metalworking, for the open frame of the forge poses too great a danger to their sensitive and flammable wings. Some smiths exist in spite of the danger, but the majority of metals or metal-shaped objects are usually imported.
:Ironically, the majority of avariel craftwork is in fired glass and crystal (the glass kilns apparently do not concern the avariel as much as do forges), with some stunning products that seem to capture the light for a moment before releasing it in a colorful burst. Stone-carving is also a favored craft, with items from beads to statuettes to fullsize sculptures proudly displayed. Rolls of the finest cloth were also available, some of such quality that they must have been spun from the stuff of clouds. I was soon garbed in the short, loose-flowing tunic of my kin.
Metals are rare in avariel society, and they are usually products of trade or exploration. Anyone attempting to purchase even the most common metal item can expect to pay anywhere from twice to 10 times the purchase price listed in the PHB — the high end is particularly the case when buying weapons. Most weapons in use by the winged elves are crafted of glass, but these are among the greatest glass-works in creation. (Assume that the cost listed in the PHB applies to avariel glass weapons.) Of course, such weapons are more prone to breakage: on a natural attack roll of 1 with a glass weapon, the weapon shatters. Not all such constructs are fragile — fine glass weapons as durable as steel are known to exist. Such weapons are, of course, quite expensive, approximately 200% the cost of standard glass weapons. Currency, incidentally, tends to be in the form of ornamental or semi-precious stones.
Although fond of ornament, the avariel tend to be conservative in choosing the colors of their clothing. Whites and various shades of gray are preferred. When proper dyes are used, the grays can be quite beautiful. Their clothing ranges from the short one-shoulder tunic belted at the waist to longer, togalike wraps. Cloaks are worn, usually thick woolen materials that hang around the shoulders and chest but are open in the back, just enough for wings to unfold without releasing too much body warmth. The wings of the avariel make wearing standard clothing impossible, of course, and adaptations have been developed to make up for this. Leather sandals and low boots are the preferred footwear.
==Avariel religion==
:One of the many places I visited was Myrravin's temple to Aerdrie Faenya, the elven goddess of air and weather. The avariel are a deeply religious people, utterly dedicated to the veneration of their goddess, whom they credit with their survival. Unique to the avariel, of course, is her depiction with wings. Their temple to Aerdrie Faenya is as unique as their iconography of her: it is located on an isolated crag, requiring that her devotees fly to her (I, of course, was carried) and land on one of the many balconies that encircle the sanctuary. Within the sanctuary, beneath an enormous vaulted ceiling, the avariel sing a joyous harmony of glorification and praise. In their services to Aerdrie Faenya, the avariel thank her for her protection and guidance, and for their creation.
Religion is, in many ways, the focus of avariel society; how it has managed to avoid becoming a true theocracy confounds its observers. Any avariel may be accepted into Aerdrie Faenya's priesthood, regardless of family or station: in fact, Aerdrie Faenya's priesthood is seen as the great equalizer that brings together the children of diverse families and draws upon their individual strengths. While some priests are more martial, and others more contemplative, they all have their roles to play in the priesthood.
The origin of the avariel is shrouded in mystery. Three separate origins have been posited. The majority of the avariel themselves believe what their own religion endorses: that they are the first true elves, and that other elves descended from them bereft of the gift of flight. Strangely, most avariel do not use this as a means of asserting superiority over other elves. Although the avariel pity their wingless kin, they also recognize them for their own merits and accomplishments. In spite of this, it must be admitted that some racism is implicit in avariel society, but it is much more tame than that of other Elven sub-races.
Other sages believe that the avariel are a strange magical hybrid of standard elves and giant eagles. This theory is typically accepted by the more analytic observers of avariel society, or others who are loathe to automatically ascribe a theological origin to everything. Even some of the less religious members of avariel society have come to accept this hypothesis.
Another theory about the origins of the avariel, one that is usually espoused by the winged elves' more critical detractors, is that the avariel were created by a permanent magical grafting of wings of flying onto standard elves, who then bred the feature true into their offspring. Very few avariel accept this theory, although the more irreligious cynics among them have come to espouse it just to irritate their more religious brethren.
==Combat==
:I was invited to visit the Arena, where the members of the Talons trained for their duties or just exercised for sport, and where students could come to learn the arts of war. There, in an enormous arena — with a covered awning that could be removed to open the forum to the sky — I saw scores of winged elves training in the military arts. Here at last was the second half of avariel society, and I could see what fierce warriors these normally gentle people could be.
:I watched my winged brethren practice attacking targets in formation, flying upward and circling back to swoop down upon them. I watched them practice grappling mid-air, using their arms and legs to strike opponents when weapons were not available. I even saw a number of avariel practice ground-based swordplay, and here the difference was noticeable: some were actually clumsy and awkward, while others seemed to fight as naturally on the ground as they did in the air.
Many wingless ones believe that avariel combat is merely fighting while flying; they do not take into account the variety of options that have been opened up or removed by the presence of large beating, flapping wings upon a warrior's back. A number of special maneuvers have been created by avariel warriors, to best utilize the strengths and to mitigate their weaknesses:
* Ground combat: Most avariel are decidedly at a disadvantage when fighting on the ground; their wings tend to hamper them in melee. Any avariel fighting while grounded suffers an automatic -2 to hit and a +2 AC penalty. However, some avariel have learned to manage the difficulties of ground combat and are not at all hampered by it. This requires use of the new nonweapon proficiency, ground fighting.
* Swoop: Some avariel have mastered the art of swooping down on their enemy, allowing their momentum to cause more damage with minimal muscle power. Avariel can attempt this form of attack only once every other round, requiring a full round to maneuver. The attacking avariel gains a +2 to hit/+2 to damage, in addition to any other modifiers. However, they are also flying into an opponent's attack, so any attack on them is at +2 damage as well.
* Hovering/Leaping: Contrary to popular belief, avariel do not hover well; too much muscular strain is required. However, they sometimes use their wings to propel themselves upward for a 10' leap and then descend quickly; by attacking on the downswing, they gain a +2 attack bonus for the advantage of height.
* Wing Buffet: Grounded avariel may strike an opponent with their wings; targets must be directly beside or behind them, however, and the buffet does not gain any attack or damage modifiers for Dexterity or Strength. Such an attack may be performed in addition to any other melee attack and inflicts 1d4 per wing. No more than one target may be selected per wing: one target to the rear may be targeted with both wings, for 2d4 damage.
* Grab-and-Drop: A particularly nasty form of attack is used when avariel grab an opponent and fly upward, finally releasing the victim to fall to the ground. This is not as easy as it seems. The attacker must grab his opponent in such a fashion that the victim cannot grab back. This requires a successful attack roll. Failure means that the opponent has either squirmed out of the attacker's hands or is holding on to the avariel. Those proficient in this special maneuver gain a +2 to the attack roll.
Unfortunately, few avariel are able to wear armor. Typically, armor is restricted to padded, leather, or leather studded with crystal or glass rivets (AC 7). Elven mail or steel must usually be specially made for an winged elf, and this is both rare and expensive. Shields are sometimes used, but rarely is anything larger than a medium shield employed.
:Finally, I was contacted by couriers returning with news of my possible-parents. The male of the couple had perished just last year, defending his city from a dragon's attack. The female had agreed to return to Myrravin, dubious that it was her child who had returned.
:When I was escorted to the tavern in which she was staying, I was confronted by a tall woman with long white hair, pulled back severely from her face in a simple pony-tail. She was garbed in the typical whites and grays of the avariel, but she also wore a finely crafted mail breastplate — no doubt elven steel, specially crafted for her — and she was armed with a miscellany of weapons, each made of either glass or metal. When she turned to greet me, the suspicious look on her face melted to one of both joy and sorrow, and the dour warrior became the saddened mother: she ran to me, tears rolling down her cheeks, exclaiming that I could be none other than her own child, for my visage was the exact replica of my recently-deceased father's. After we spoke, she was able to confirm that my adoptive parents were indeed the same family she had sent her own wingless child to so many years ago. At long last I had found my true mother, and I had returned full circle.
==Avariel Weapons==
===Wing sword===
This blade, between the lengths of a short sword and a long sword, is a primary weapon for many winged elves. Because long swords are inherently dangerous to avariel (posing the risk of damaging a wing with a bad backswing), the wing sword was developed as a more deadly alternative to the short sword.
===Eagle-claw===
This is typically a leather glove with a series of blades extending past the knuckle. They may be used either in a fashion similar to a cestus, providing additional damage when punching an opponent, or they can be used to rake an opponent when swooping upon them. Eagle-claws may be worn individually or in pairs.
===Nets===
Avariel favor use of nets when attempting to subdue an opponent rather than slay him. Avariel fly over opponents, dropping weighted nets on them, or they fly in pairs, bearing a net between them and swooping down upon an opponent to entangle him in the netting.
Item 	cost 	Weight	Size	Type	Speed	Dmg (S-N/L)
Wing sword 	12 gp	4 	S 	S/P 	4 	1d8/1d8
Eagle-claws	7 gp 	1 	S 	S/P 	1 	1d3/1d3
==Avariel Attributes==
Avariel characters, due to their unique physiology, have a -2 to Constitution and a +2 to Dexterity. Some DMs may insist that avariel lose their Dexterity bonus when operating on the ground.
Ability 	Minimum	Maximum
Strength 	8 	18
Dexterity 	8 	20
Constitution	4 	16
Intelligence	8 	18
Wisdom 	3 	18
Charisma 	10 	18
Languages: Avariel elvish, high elvish, grey elvish, common, aarakockra, giant eagle. The avariel, like the drow, also utilize a complex form of sign language. This sign language is useful for long-distance communication and is employed when the avariel do not wish to disrupt the natural sounds of their surroundings.
Infravision: 60'.
Special Advantages: Like birds, the avariel have keen eyesight and are able to see clearly for up to a mile.
Certainly the most noticeable advantage of the avariel is their wings. They are graceful and fast. In flight, their movement rate is 18. Their maneuverability is type C, and they must follow the standard combat-based flight rules stipulated within the DMG.
Unlike other elves, avariel do not gain an automatic +1 with swords and bows. Although they do favor swords, they are unable to use any blade longer than a long sword when in flight. Even this weapon presents problems; an avariel who fumbles in combat with a long or broad sword will most likely damaged one of his own wings. Furthermore, the avariel do not use bows, because of the opposing muscles used to draw a bow while in flight. They have, however, become proficient in crossbow use.
Disadvantages: As said, the wings of an avariel can be a burden at times; their Movement rate in land-based activity is 9. Furthermore, in spite of their biological adaptations, their weight is still somewhat difficult for their wings to carry, and it can be quite painful: for each hour of flight, a winged elf must successfully make a Constitution check; if the check fails, then the avariel must rest for half an hour per two hours of flight prior to the check.
In combat, if an avariel loses more than 50% of his hit points, then he becomes too weak to fly. He can still glide, however, or jump up to 10', until he loses 75% of his hit points.
Avariel can carry mass equal to their own body weight before they are too weak to fly. Each half of their body weight causes their maneuverability to drop by 1. Likewise, if they are more than Lightly encumbered, their maneuverability drops to D.
Finally, avariel are noticeably claustrophobic; confined places, particularly subterranean ones, are decidedly painful to them. When confined, even “voluntarily,” they must make daily Wisdom checks. A failure produces temporary insanity, with behavior ranging from the violent to the autistic. The exact nature of this insanity is up to the DM's discretion, but it is always debilitating to the avariel. This behavior continues until the avariel returns to open air. Four failed Wisdom checks produces permanent insanity, curable only by a heal or remove disease spell.
==Classes==
The following classes are open to avariel characters:
===Warrior===
Avariel may become fighters. Although avariel live in harmony with nature, they are too aloof to become rangers. As elves, they cannot become paladins, but they may become demipaladins (fighter/cleric multiclasses), according to The Complete Paliadin's Handbook. Typical paladin kits include the divinate and envoy.
===Mage===
Avariel may become generalist mages or specialists. Avariel specialists tend to be elementalists more often than not, particularly air elementalists. Fire elementalists are rare, and they are forbidden in most avariel communities because of the inherent danger that fire poses to avariel plumage.
===Priest===
Avariel characters may become clerics of any deity, although typically Aerdrie Faenya is the chosen one. They may become general clerics or specialists.
===Rogue===
Avariel thieves do exist, but they are less common than in other societies. Bards are particularly welcome in avariel society, especially heralds, loremasters, and minstrels (see The Complete Bard's Handbook). Any avariel rogue automatically has a 50% penalty to attempts at climbing walls.
===Multiclass===
Thief/mage (particularly spellfilchers from CBE); fighter/mage (particularly war wizards, from CBE); fighter/thief; fighter/ mage/thief; cleric/fighter.
==Avariel Proficiencies==
===Glassworking===
(General/1 or 3 slots/Dexterity)
This skill allows for the creation of glass items from as simple and utilitarian or beautiful and decorative. The use of this skill requires a furnace. The more complete version of this skill (3 slots) is necessary to construct glass weapons.
===Ground combat===
(Warrior/2 slots/Dexterity)
This skill concentrates on groundbased fighting, teaching the warrior to overcome natural limitations caused by wings. Knowledge of this proficiency cancels the standard disadvantages for ground fighting for avariel.
===Swoop===
(Warrior/1 slot/Dexterity)
This proficiency represents special training in the swoop maneuver; it provides the attacker a bonus +1 to hit and to damage.
===Wing buffet===
(Warrior/1 slot/Dexterity)
This proficiency is special training in the wing-buffer form of attack; it allows a +1 to attack and damage.
===Grab-and-drop===
(Warrior/1 slot/Strength)
This maneuver gives a +2 to the attacking avariel’s attack roll.
==Avariel Kits==
The following new kits are designed particularly for avariel characters.
* Courier
* Skywarden
* Talon
:Since originally submitting this report for approval, James Estes has been seen nowhere in or around court. The royal advisors suspect that he has made his own pilgrimage to Myrravin, but the court wizard has yet to divine the location of the aerie-city to confirm this rumor.
Category:Dragon Magazine Articles
Category:Articles
Category:Dragon Magazine Race Articles