Aviatrine
Aviatrines, the majestic and powerful species who claimed dominance over the Mortal Realm after the Empyrean War, soon discovered that their victory was also their undoing. Towering at around 2.5 meters when fully grown, these beings possess retractable wings that enable them to soar short distances. With pale, flawless skin and a lifespan of approximately 800 years, these haughty creatures exhibit a superiority complex worthy of their tall and pristine stature, often looking down on all other species both figuratively and literally. Unlike most other species, Aviatrines build their cities up, instead of out. They want to live as high in the skies as they can. Some say they do this as a symbol of sovereignty, to further express their authority. The more likely reasoning is that they want their belongings out of reach of the lesser species, who are incapable of flight. Aviatrines are not above collecting slaves. After all, why should they bother getting their hands dirty if they don’t have to? Most Aviatrine bloodlines carry magical affinity, making it an expectation in many households for young adults to demonstrate this potential at a young age, or at the very least acquire knowledge on the subject so that they may one day uncover magic through different means, other than genetics. The allure of magic in Aviatrine society is not just about power; it symbolizes status and lineage, with prestigious families passing down their magical knowledge through generations, creating a web of influence that stretches high into the clouds.
Aviatrines are considered as Large entities, with a +4 bonus to their starting Movement Stat.
Their retractable wings allow them to fly, which gives them a “fly” speed equal to their normal Movement. The duration of which they can fly is only 1 minute per Race level, replenished whenever they complete a full rest.
Their longevity and affinity towards magic provides them with a +2 modifier to their History and Mystic skills.
They are efficient with medium one-handed weapons.
Their stubbornness allows them to re-roll a single Constitution Feature check once per full rest.
After assigning values to an Aviatrines starting Base Features, their Constitution Feature gains a +2 bonus.
Matrian is the native language for Aviatrines. You may choose up to 3 additional langauges for your Aviatrine character to know before setting off on their Adventure.
You gain a lot of perks from your Race, but to equal this out, Aviatrines level slower than every other Race. If you want to level quickly, this is not the Race for you. Aviatrines synergize best with the Magician and the Native Adventurer Classes.
Magicians gain 5 bonus skill points in their Mystic and Investigation skills. This would allow you to have a +7 bonus to any Mystic skill checks you make, which is alot. Being able to fly allows you to keep your fragile body away from those scary melee fighters while you cast your spells in peace. It creates that perfect evasive caster archetype.
Native are Nature magic casters that use Constitution as their casting Feature. An Aviatrine is already on top of the game with that +2 modifier to their base Constitution Feature. Being able to re-roll Constitution Feature checks will come in to play quite often, since Natives are a Tank role, and having a high Constitution Feature makes it less likely for you to die or get knocked out.
The Meta Game
Aviatrines were the first mortal species to acquire magic, bestowed upon them by Astrigonia, the Goddess of the Mystic. With this enigmatic power in hand, the Aviatrines zealously pursued expansion. Their grand ambition? To consolidate all of Sarkenza under the banner of a utopian empire called the Ludrake Empire. Originating in the Hinterstead, the Aviatrines radiated outward, bringing nations together under the allure of magical secrets and a vast, inclusive realm. Yet, when Balrin Ludrake ascended to power in place of his father, this vision diverged. Believing certain species inferior, he redirected the empire's trajectory. Rather than offering Mystic knowledge widely, it became a privilege restricted to a select few. Instead of being non-discriminate, slaves were created, and betrayers to the Empire were either executed or cast out. By the time Balrin took over, the Ludrake Empire had already expanded, consuming both Ularia and the Snowrest. The last conquest awaited in Dravandalay, the home of the Fuvvekians and the Draemons. Balrin, underestimating the opposition, assumed victory would come easily due to the Empire's vast military. However, the Draemons fiercely resisted Ludrake's rule, proving to be formidable adversaries. This defiance sparked the Empyrean War, a conflict enduring around 200 years until Divine Intervention brought it to an end. Subsequent to the war, Sarkenza was fragmented into 4 distinct countries, each governed independently. The Snow Rest is controlled by the Medagriths, known for their icy fortresses and fierce warriors. Ularia, a land of rolling hills and lush jungles, is under the rule of the Humans. Dravandalay, a region of volcanic activity and shadowy woodlands, is home to the enigmatic Draemons. In the heart of the continent lies the Hinterstead, ruled by the Aviatrines, proud and noble beings who once sought to dominate all of Sarkenza. Though their conquests were thwarted, the Aviatrines maintain a regal air, especially in the great city of Luvia, where Nerion Ludrake, Balrin's youngest son, sits upon the Throne. From this central point, Nerion exerts his influence over the Hinterstead and shares control of Western Ularia with the leader of Avella. Luvia itself rises majestically from the dense forests, its glittering towers a testament to Aviatrine power and resilience. While they may not have subjugated the entire continent, the Aviatrines have carved out a significant domain, even claiming a desolate, undead-infested desert as their own.