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Aarakocra

Native to the Malatran Plateau, Aarakocra literally means "one who has the freedom of the skies." Most other races call them ‘Birdmen’.

Physical Description: Aarakocra stand 5' tall with an average weight of 90 lbs and a wing-span of 20'. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. The ‘pinky’ actually extends out some 10' to complete the wing. The Aarakocra have natural attacks and are generally skilled at swooping attacks with javelins. They are terrified of enclosed spaces.

Lands: Aarakocra thrive in the Forbidden Mountains? beyond the Yaku Plains?. This area is among the most dangerous in all Malatra, populated by, among other horrors, Man Scorpions?, Spider Demons?, and ash spirits. The placement of their warrens (communal nests) ensure the Aarakocra survival among the craggy and sometimes cold peaks of their homes, though violent wind storms and invisible wind shear claim aarakocra young every season.

Occupations:Any (Warrior preferred)
Species_Abilities:Wings 17, Fly 17, Acute Vision 17, Talons 15
Native Abilities:Speak Malatran, Speak Aarakocra, Spot things on the Ground, Claw things, Throw Javelin, Aarakocran Customs, Malatran Geography.
Native Flaws:Claustrophobic 17
Personality:Dislikes even semi-enclosed spaces, Superior
Relationships:To Aarakocra flock, to flying lacerials
Magic:TBD.
Common Names:TBD.

Origin

TBD.

Common Religions

Aarakocra worship wind and sky spirits almost exclusively. There is some ancestor worship.


Specialized Religion

Each homeland usually has a dominant religion, and a hero from that homeland is a member of that religion unless the player specifically states that he is not. Each specialized religion has a Religion Keyword, whose abilities are added to those of the hero's Homeland Keyword. The religion keyword uses the following format:

Abilities:Typical things that a member of this religion learns or does.
Virtues:Desired personality traits of the religion. A hero may take any, all, or none of these as abilities.
Relationships:Mundane relationships that a member of the religion normally has. A hero may have any, all, or none of these as abilities, although failure to take the basic relationships that express membership in the religion itself is obviously counter-productive, and may affect the magic available to the hero.
Magic:The specific magical abilities available to basic members (communal worshippers, spiritists, or lay members) of the religion. Generally, a hero will get all of these as part of the keyword.
Other Side:The Otherworld home of the religion. Worshippers usually travel there during holy day ceremonies.

Sample Religious Organizations

A listing of common theist cults, animist practices, or saintly orders and wizardry schools that are part of the dominant religion. Generally, one cult, practice, order, or school is included for each occupation listed in the homeland keyword. Heroes are not generally required to be a member of this occupation to join that religious organization, nor are they limited to this list.

Reasons to Have Left Home

Gives reasons why the hero may have left home.

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Page last modified on August 02, 2005, at 01:25 PM by DoyceTesterman

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This work is licensed under a Creative Commons License.