The Bird Men, Born of the Winds
Of all the new creatures encountered since the Turning, the avian
humanoids who Men have come to call Aracoix are the most remarkable. At
first many thought them to be nothing more than a strange, sorcerous
fusion of Man and Hawk, perhaps created by the Elves to use as slaves
and soldiers. Others thought them to be old creatures previously
undiscovered, who had lived in some isolated corner of the World but
now roamed far through the use of the Runegates. Magi and Loremasters
now believe Birdmen are creatures from another World entirely, who have
journeyed to the fragments of our World by methods unknown. Civilized
and noble, the Birdmen are a race barely understood by the other
Children of the World. When first encountered, Humans judged the
Aracoix to be primitive and savage aberrations, but time has proven
these assumptions completely incorrect. Hunted without mercy and driven
into hiding, the Aracoix are fierce warriors and brilliant hunters that
bear little love or trust for any of the peoples of the World. Rumors
tell that the Aracoix disdain all Gods and religions, and are
profoundly suspicious of all Magic.
Their People
Like the Centaurs and Minotaurs, the Aracoix combine the physical
features of Humans and animals, in their case, hawks and eagles. The
bodies of Birdmen are very similar to those of Humans, only with a
large, Avian head atop the shoulders and a pair of broad wings
sprouting from the shoulders. Instead of hair, Aracoix possess thick
coats of feathers that cover their heads and wings, forearms, upper
chest, midriff, and lower legs. Aracoix stand taller than Men, and
their body frames are so heavily muscled that it at first glance it
seems impossible that such a creature could fly. Yet fly they do.
Aracoix tend towards dark, stern plumage of scarlet, brown, or deep
black, and their faces resemble hawks, with large, keen eyes and wicked
beaks. Aracoix also have remarkably light bones, and weigh less than a
Man of comparable height. Light as Aracoix bones are, they are still
remarkably resilient, and many tribes among the Twisted Breeds cherish
Aracoix bones, using them to fashion weapons and armor.
Perhaps the greatest and most
obvious feature of the Aracoix is their ability to fly. The Birdmen's
broad wings can easily carry them into the air, even when fully armed
and equipped. Aracoix fly faster than a Human can run, and are capable
of brief bursts of speed where they can outrace a horse at full gallop.
The Aracoix are clearly, however, more Man than bird. They glide more
than they fly, and they are incapable of a hawk's dives or aerial
acrobatics. Flight is solely a means of transportation to the Aracoix,
and they must return to the ground to enter battle. Unlike many birds,
the Aracoix spend most of their time with their feet firmly on the
ground. Limited as the Aracoix's flight may be, their wings have still
freed them from any concerns about terrain, and hunting wings of
Birdmen can move faster than any grounded army, for they travel as the
crow flies.
Aracoix are the only race who can
compete with the Elves in terms of nimbleness and agility, and are also
surprisingly strong. Some Aracoix are also remarkably tough, and flight
requires that Aracoix have as much or more stamina than the average
Half Giant. Mentally, Aracoix seem at first to be little more than
savages - their beaks and throats are incapable of pronouncing any
language spoken in this World, and their skittish nature defied all
early attempts at communication. In recent years, however, the Children
of the World have discovered that the Aracoix are as strong in Mind and
Spirit as the Sons of Men, and very adept at fashioning buildings and
tools. The silence of the Aracoix has also finally been broken: recent
reports indicate that an Aracoix can, if it is willing, project its
thoughts directly into the mind of a "listener," provided that the
Aracoix can learn to fashion its thoughts into forms that beings of
this World can recognize. As more and more people have begun to
communicate and even befriend the Birdmen, the true picture of their
nature has emerged.
Their Ways
Two factors dominate the Aracoix mindset and stand as the pillars of
their culture, and are the keys to understanding the ways of the
Birdmen. First, Aracoix fear and mistrust any and all enlightened
beings different from themselves. Hints dropped by wandering outcasts
seem to indicate that the Aracoix were the only civilized race to
inhabit their homeworld, and that they therefore regard all "heavy
ones" (any beings who cannot fly under their own power) as dangerous
pests to be subjugated or destroyed. Secondly, Aracoix possess
profoundly ordered minds, and tend to be highly meticulous, fastidious,
and stubborn. The few Aracoix who have left their people behind tell
tales of the Law, a compilation of laws, rules, and customs that
dictates every aspect of an Aracoix's life. Most Aracoix are absolutely
devoted to the tenets of the Law, which fosters a sense of duty, honor,
and absolute loyalty to family, empire, and species. While some younger
Aracoix have rebelled against the Law's restrictions and turned their
backs on their people, most Birdmen are bound to it with a fanaticism
that rivals that of the Irekei.
Aracoix fear of outsiders and their
absolute devotion to the Law have combined to create an incredibly
warlike, regimented society. Birdmen live in small communities called
Aeries, each inhabited by a Kh'ree (the closest translation into any of
our World's languages would be 'squadron'), an allied group of families
related by marriage. Every Kh'ree is ruled by a commander with absolute
authority, and the roles and duties of every member of the Kh'ree are
rigidly defined by the Law. Flight is one of the central aspects of
Aracoix architecture: their Aeries consist of tall towers with
elaborate landing platforms and walled compounds without gates. In
recent years, the Aracoix have constructed even larger Aeries as their
influence has spread. Aracoix unable to fly due to injury or disease
are immediately abandoned by the Kh'ree and given a ritualized funeral.
Defense is paramount in Aracoix communities, for every Kh'ree must
function not only as a social entity but as a military unit as well.
The commanders of every Kh'ree defer to a supreme commander, a Grand
Marshal of sorts, to which of all the Aracoix in our World are held
accountable. This Marshal, it is rumored, is subordinate to some kind
of supreme council or emperor on the Aracoix homeworld, the closest
thing the Birdmen have to a god.
It may be that the first Aracoix
that entered the World came as conquerors, not explorers. Their lack of
magical ability led to the initial defeat of the Birdmen, but in years
since the Aracoix have withdrawn to their unapproachable Aeries,
gathered their strength, and recently renewed hostilities, showing a
tactical and strategic acumen worthy of the Centaurs. Slowly and
methodically, the Birdmen are extending their territories through
conquest. Aracoix are highly disciplined in battle, and perfectly
willing to go to their deaths for the success of their squadron. They
employ some means of communication that is not yet understood but seem,
in all accounts, to be fast, easy, and silent. Aracoix show an almost
uncanny organization in battle, and are able to easily coordinate even
the most complex battle Laws and assaults. Masters of hit and run
tactics, the Birdmen disdain large engagements, preferring to wear
their opponents down through lightning raids. Most Aracoix become
Warriors, and even those Birdmen who serve their Kh'ree as providers or
craftsmen must spend a portion of their time in military service.
Aracoix seem to despise organized religion and the study of magic above
all else, and single out both temples and arcane libraries in lands
that they conquer for particularly brutal treatment.
Recently, a new phenomenon has
swept through Aracoix society, a trend that has indirectly provided the
peoples of the World with all that we know about the ferocious Aracoix.
Hundreds of young Aracoix have renounced the Law, decrying its
restrictions and endless regulations. Apparently, this is the first
wave of dissent the Aracoix have encountered since the Law was
formulated untold millennia ago. Exiled from their people, these young
outcasts have wandered far, mixing with the other peoples of the World
and charting their own destinies. They have revealed much about the
culture of the Aracoix, but have also kept quite a bit hidden.
Even these rebellious Aracoix
refuse to reveal any of the secrets of their people, or talk of their
homeworld. Hints and inferences seem to indicate that their entire
world is ruled by one vast Aracoix Empire, but no more details have
been forthcoming. Even when enchanted or tortured, Aracoix reveal
nothing of their original homes. These outcasts have also proven unable
to shed any light on the Aracoix disdain for gods and religion. They
are certainly familiar with the concept of deities, but will not
comment about religion, other than dismissing all gods as dangerous.
Some comments seem to indicate that the Aracoix may practice their own
forms of the magical arts, but so far no hard evidence has been
reported. Finally, the Aracoix are absolutely silent when asked why
they have come to our World. Given the attitudes and activities of most
of the Aracoix who have come across so far, their plans for the World
are likely far from pleasant.
Their Lore
Sixty years have passed since the War of Talons ended, and now the
Aracoix are on the move. Agents of the Empire, including dreaded
Skydancer attack troops and Savant mindlords, have come in secret
through the Runegates. From the shadows, these intruders have organized
the Birdmen into new legions, the first Kh'ree to darken Aerynth's
skies in decades. A few Aracoix agents have been captured, and the
Conclave of Wizards has managed to wring from them more of the secrets
of the Runegates, expanding the Traveler's arts. The other aims of the
Aracoix Empire remain unseen, but it is clear the Birdmen are looking
for something. In the deeps of the deserts, the Aracoix have found an
ancient citadel of the Ardani, a ruined library filled with arcane
texts unread by any in thousands of years. What secrets do the Aracoix
seek there? The few ancient scrolls and tablets brought back by
plunderers and adventurers hint at magical arts and theories unseen
since the birth of the world. The Aracoix claim that their Empire shall
soon take new Glory in the conquest of Aerynth!
Many among the Wise are worried by
the new machinations of the Birdmen, but few of the Nations pay their
warnings any heed, for the face of Aerynth is aflame with new strife.
Working tirelessly, the Dwarves have managed to reopen the ancient
Mines and Lodes of old! Gold, enough to maintain empires, lays waiting
for those with the patience to exploit it. Greedy for the wealth these
new resources offer, the warlords of all lands are scrambling to claim
and hold these goldmines and every mine is now the scene of constant
raids and daring struggles. How will this new gold rush reshape the
face of Aerynth? Which Nations shall gain the most in the fight for
Glory and Gold?