Tengu: The Gregarious Nomads of Starfall


The Tengu are a gregarious and incredibly resourceful species of avian humanoids, embodying adaptability, curiosity, and a knack for collecting everything from knowledge to odd treasures. Their faces are tipped with sharp beaks, their scaled forearms and lower legs end in talons, and many possess vestigial wings or hollow bones optimized for low-gravity environments. Ascending from worlds with chaotic atmospheric phenomena and intense stellar winds in the Outer Sphere, the Aether-Flocks developed a culture that thrives on movement, information exchange, and carving out niches wherever they land. They are equally at home living off the wilds of an unexplored planet or finding a place in dense Inner Sphere megacities, voraciously absorbing new practices and integrating them into their vast, eclectic collection of knowledge and traditions.

Core Identity: Adaptation, Collection, and Fluid Identity Aether-Flocks are fundamentally driven by an insatiable curiosity and a pragmatic need to accumulate anything that proves useful, whether it's a piece of forgotten tech, a new language, a unique skill, or a loyal companion. They believe that knowledge and adaptability are the ultimate tools for survival in a chaotic galaxy. Every Yom is a new lesson to be learned, every Dei a new trinket or piece of data to add to their growing collection. Their willingness to associate with various groups, even those involved in lawbreaking, often leads to suspicion; yet, their nonjudgmental nature and genuine sociability often disarm others. For an Aether-Flock, the galaxy is a vast, ever-changing landscape of experiences, and they intend to collect as many as possible.

Physical Description

Aether-Flocks have many avian characteristics, including sharp beaks, scaled forearms, and talons. They are rarely more than 5 feet tall and are lighter than their frame suggests due to hollow bones, which also aid them in low-gravity environments or where personal flight is possible. Their skin and feather colors vary widely, often reflecting their environment or the chaotic energies they've been exposed to. They tend to be nonjudgmental and eager to find their "flock" or crew, voraciously absorbing new practices. Their willingness to take on new practices, sometimes even forgetting their origin, makes them highly adaptable. Their voices are a mix of chirps, squawks, and melodic tones, capable of mimicking other sounds with surprising accuracy.

Society

Aether-Flock society is fluid and adaptable, often distinguishing between those who remain in established, more traditional communities ("roosted") and those who disperse across the galaxy ("migrating"). Both groups, however, share a core value of acquiring knowledge and practical skills.

Outer Sphere (Nomadic Caravans & Resource Harvesters): This is the heartland of the Aether-Flocks. Their vast, often scavenged, Nomad Fleets traverse the Outer Sphere, seeking out new systems, derelict starships, and battlefields ripe for salvage. They work as skilled scouts, resource harvesters, and data miners for various factions in the Resource Wars, their expertise in navigating dangerous regions and identifying valuable assets making them highly sought-after. Their "jinx-eater" tradition might be reinterpreted as a unique resilience to localized Rift-Taint or the ability to nullify minor energy fluctuations, making them invaluable for working near volatile Mana sources.

Inner Sphere (Urban Niche-Finders & Information Brokers): In the dense, hyper-ordered ecumenopolises of the Inner Sphere, Aether-Flocks excel at finding niches and integrating into diverse societies. They are often found working as expert technicians, skilled blacksmiths specializing in exotic alloys, or "data-eaters" – individuals believed to absorb misfortune from complex network errors or system glitches. They voraciously absorb the culture, technology, and information of the Commission, Asenobi Dynasty, and powerful corporations, often acting as invaluable, if somewhat eccentric, information brokers or problem-solvers in the urban sprawl.

Frontier (Rift-Explorers & Anomaly Collectors): The most daring Aether-Flocks venture into the uncharted Frontier, drawn by the raw, untamed energies of the Rift. They are fascinated by Rift-Burgs, temporal distortions, and the bizarre flora and fauna born of the Maelstrom. They might seek to collect unique Rift-affected artifacts or absorb the chaotic lessons of the deep void. They often form unlikely alliances with Khashadab or even some Anomalous Cults, valuing the sheer novelty and knowledge gained from such perilous experiences.

Connection to the Rift and Fluid Adaptation

The Aether-Flocks possess an innate connection to the fluid and ever-changing energies of the Rift, particularly those associated with air, electricity, and the underlying flow of Mana. Their hollow bones and occasional vestigial wings are thought to be a remnant of an ancient adaptation to traversing chaotic atmospheric layers or high-energy stellar phenomena. Their folklore speaks of descending from the "night sky on shooting stars" to rest upon the "highest peaks," which in Starfall, could refer to their arrival on distant worlds via asteroid impact, early stellar travel, or emergence from a significant Rift-Storm Cataclysm.

The Rift-Storm Cataclysm was a period of immense energy surges and unpredictable phenomena, which for the Aether-Flocks, represented a vast, chaotic "collection" of new experiences. Their inherent adaptability and resilience allowed many to navigate the devastation, finding new opportunities in the ensuing chaos. They view Rift-Taint not just as a corruption, but as a fascinating deviation, often studying its effects and sometimes developing unique resistances to it. Their "jinx-eating" ability can be seen as a metaphorical (or literal) absorption of chaotic Rift-energy or misfortune, making them remarkably resilient to unpredictable events.

Beliefs

Aether-Flocks are fundamentally driven by an insatiable curiosity and a pragmatic need to accumulate anything that proves useful. They believe that knowledge and adaptability are the ultimate tools for survival in a chaotic galaxy. They typically do not adhere to rigid theological doctrines, but rather embody a philosophy of continuous learning, fluid identity, and the pragmatic collection of experiences. They might revere concepts like "The Great Collection" or "The Ever-Shifting Sky."

They believe that every Yom is a new lesson to be learned, every Dei a new trinket or piece of data to add to their growing collection. The Rift-Storm Cataclysm represented a vast, chaotic "collection" of new experiences, reinforcing their core philosophy.

Popular Edicts: Seek knowledge, embrace adaptability, collect useful things, explore new experiences, find your flock. 

Popular Anathema: Stagnate, reject new ideas, waste resources, cling to rigid traditions, isolate yourself.

Tengu Mechanics

Aether-Flocks are a Humanoid, Aether-Flock ancestry.

  • Hit Points: 6

  • Size: Medium

  • Speed: 25 feet

  • Ability Boosts: Dexterity, Intelligence, and one Free Ability Boost.

  • Languages: Common, Aether-Flock. You can learn additional languages equal to your Intelligence modifier (if it's positive). Choose from Dwarven, Elven, Halfling, Gnomish (Vividi), Goblin (Grakken), and any other languages to which you have access (such as the languages prevalent in your region).

  • Senses: Low-Light Vision (You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.)

  • Traits: Humanoid, Aether-Flock

  • Sharp Beak: With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.

Tengu Heritages

At 1st level, choose one of the following Aether-Flock heritages.

  • Void-Beak Aether-Flock: In addition to a beak, your mouth also features a number of vicious, pointed teeth, or perhaps your beak is uniquely hardened. Some legends claim your powerful jaws can even bite through light alloys. While you aren't that strong yet, your fangs can still leave terrible wounds. Your beak unarmed attack gains the deadly d8 trait.

  • Rift-Resilient Aether-Flock: Your lineage has been exposed to chaotic energies and unpredictable misfortune from the Rift, and now they slide off your feathers like rain. If you succeed at a saving throw against a curse or misfortune effect (including those caused by Rift-Taint), you get a critical success instead. When you would gain the doomed condition, attempt a DC 17 flat check. On a success, reduce the value of the doomed condition you would gain by 1.

  • Cosmic Channeler Aether-Flock: You come from a line of Aether-Flock mystics, leaving you with a link to the spirits of the void and the Rift. You can cast the spark (from Player Core, or similar energy cantrip, GM's discretion) cantrip as a primal or occult innate spell at will (your choice when you gain this heritage). A cantrip is heightened to a spell rank equal to half your level rounded up. Each time you cast a spell from an Aether-Flock heritage or ancestry feat, you can decide whether it's a divine, primal, or occult spell.

  • Skyborn Aether-Flock: Your bones may be especially light, you may be a rare Aether-Flock with vestigial wings, or your connection to the spirits of wind and cosmic currents might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.

  • Storm-Wing Aether-Flock: Whether due to a blessing from a powerful cosmic storm entity or hatching from your egg during a severe Rift-Storm, you are resistant to such phenomena. You gain electricity resistance equal to half your level (minimum 1). You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by electrical interference, cosmic dust, or atmospheric turbulence.

  • Razor-Talon Aether-Flock: Your talons are every bit as sharp and strong as your beak. You gain a talons unarmed attack that deals 1d4 slashing damage. Your talons are in the brawling group and have the agile, finesse, unarmed, and versatile P traits.

  • Void-Diver Aether-Flock: You're one of the rare Aether-Flocks who can cut through water or dense atmospheres like a bird through air, and you often lurk in liquid-filled habitats or nebula where few expect you. You gain a swim Speed of 15 feet or a Fly (atmospheric or fluidic only) Speed of 15 feet (your choice).

Tengu Ancestry Feats

You can select Aether-Flock ancestry feats from the following options.

  • 1st Level Feats

    • Mariner's Spark (Common, Aether-Flock) Feat 1: You conjure uncanny orbs of spiritual flame that float above or below the water's surface or in the void. You gain the dancing lights cantrip as an innate primal or occult spell (your choice when you gain this feat) at will.

    • One-Toed Hop (Common, Aether-Flock) Feat 1: Assuming a peculiar stance, you make a short hop on each toe. You gain a +1 circumstance bonus to Acrobatics checks to Balance on narrow surfaces or in low/zero gravity.

    • Scavenger's Search (Common, Aether-Flock) Feat 1: You're always on the lookout for supplies and valuables in discarded wrecks or chaotic environments. You gain a +1 circumstance bonus to Perception checks to Seek for discarded items or salvage.

    • Squawk! (Common, Aether-Flock) Feat 1: You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. Once per day, as a reaction when you fail a Diplomacy or Intimidation check, you can reroll it and use the second result. This is a fortune effect.

    • Storm's Lash (Common, Aether-Flock) Feat 1: Wind and lightning have always been friends to you. You gain a +1 circumstance bonus to attack rolls with ranged energy weapons that deal electricity or sonic damage.

    • Tengu Lore (Common, Aether-Flock) Feat 1: You learned skills for surviving in the diverse places where your people were dispersed. You gain training in Aether-Flock Lore. If you were already trained in Aether-Flock Lore, you instead become an expert.

    • Tengu Weapon Familiarity (Common, Aether-Flock) Feat 1: You gain access to all uncommon weapons with the aether-flock trait (e.g., energy katanas, plasma sabers, modular shotguns) plus the katana, khakkara, temple sword, and wakizashi (or their sci-fi equivalents).

    • Uncanny Agility (Common, Aether-Flock) Feat 1: You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces, like grav-plates or debris fields. You ignore difficult terrain caused by uneven surfaces or unstable footing.

    • Void-Waxed Feathers (Common, Aether-Flock) Feat 1: Prerequisites Void-Diver Aether-Flock heritage. Your feathers are coated in a waxy substance or a subtle energy field that repels water and other fluids. You gain a +1 circumstance bonus to Fortitude saves against effects caused by environmental liquids or gases.

  • 5th Level Feats

    • Razor-Beak Strike (Common, Aether-Flock) Feat 5: Prerequisites Void-Beak Aether-Flock heritage. You can swing your beak to slash your foes when piercing attacks won't do. Your beak unarmed attack gains the versatile S trait.

    • Consume Misfortune (Common, Concentrate, Divine, Aether-Flock) Feat 5: As someone tries to twist fate or unleash chaos, you consume the interference. Once per day, as a reaction, when a creature within 30 feet attempts a spell or ability check that would cause a misfortune or chaotic effect (GM's discretion), you can attempt a Will save against their DC. On a success, the effect's outcome is one degree of success worse for them.

    • Humanoid Form (Common, Concentrate, Polymorph, Primal, Aether-Flock) Feat 5: You transform into a specific, curious-looking humanoid form. You can use a 1-action activity to assume the form of a specific Medium humanoid (typically human) of your general age and body type. This is a magical polymorph effect that lasts indefinitely. You gain a +2 circumstance bonus to Impersonate checks when using this form.

    • Magpie Snatch (Common, Aether-Flock) Feat 5: You move quickly, snatching a shiny item that catches your eye. You gain a +2 circumstance bonus to Thievery checks to Steal or to Perception checks to Seek for valuable items in a cluttered area.

    • Zero-G Flight (Common, Aether-Flock) Feat 5: Prerequisites Skyborn Aether-Flock heritage. You are exceptionally adept at navigating in zero gravity. You gain a Fly Speed equal to your normal Speed while in a zero-gravity environment.

    • Aether-Feather Fan (Common, Aether-Flock) Feat 5: You've learned to bind some of your feathers together into a fan to focus your ancestral magic or ambient Mana. You can use this fan as a focus for your primal or occult spells, and it grants a +1 circumstance bonus to Performance checks when used in a ceremonial dance.

  • 9th Level Feats

    • Soaring Flight (Common, Aether-Flock) Feat 9: Prerequisites Zero-G Flight. You have a Fly Speed of 20 feet at all times.

    • Wind God's Fan (Common, Aether-Flock) Feat 9: Prerequisites Aether-Feather Fan. Your fan can stir up even more powerful winds. Once per day, as a single action, you can use your fan to cast gust of wind as a 3rd-rank innate primal or occult spell.

    • Eclectic Blade Mastery (Common, Concentrate, Aether-Flock) Feat 9: You instinctively learn how to use a blade with just a few practice swings. Once per day, you can spend 1 minute practicing with any new melee weapon you find. For the next hour, you gain proficiency with that specific weapon at your highest proficiency rank.

    • Harbinger's Scream (Common, Auditory, Divine, Misfortune, Aether-Flock) Feat 9: You caw ominously, cursing the creature with misfortune. As a 2-action activity, you can target one creature within 60 feet. That creature must succeed at a Will save against your class DC or spell DC (whichever is higher) or take a –1 status penalty to its next attack roll or saving throw.

    • Chaos Glutton (Common, Aether-Flock) Feat 9: Prerequisites Consume Misfortune. You can Consume Misfortune once per hour, rather than once per day.

    • Thunder God's Fan (Common, Aether-Flock) Feat 9: Prerequisites Aether-Feather Fan. Your fan unleashes the fury of the storm. Once per day, as a single action, you can use your fan to cast lightning bolt (or a similar energy blast, GM's discretion) as a 3rd-rank innate primal or occult spell.

  • 13th Level Feats

    • Aether-Kin Form (Common, Aether-Flock) Feat 13: Prerequisites Humanoid Form. You take on the imposing form of a large, winged spirit, or a powerful avian humanoid with enhanced abilities. As a 2-action activity, you can transform into a specific Large avian humanoid form. While in this form, you gain a Fly Speed of 30 feet, and your beak unarmed attack gains the reach trait. This is a polymorph effect and lasts for 1 minute.

    • Tempest Swing (Common, Aether-Flock) Feat 13: Prerequisites Storm's Lash. Your connection to elemental storms allows you to infuse your weapon with crackling energy. When you hit with a melee Strike, you can choose to deal an additional 1d6 electricity damage. This can be used once per round.

    • Master Trickster (Common, Aether-Flock) Feat 13: You can transform yourself or the bodies of others to express your displeasure. Once per day, as a 2-action activity, you can cast disguise self (as a 4th-rank innate occult spell) on yourself or a willing adjacent creature.

  • 17th Level Feats

    • Cosmic Favor (Common, Aether-Flock) Feat 17: You're one of the favored people of a powerful cosmic storm entity or a wise Mana spirit, and have the authority of the very aether on your side. Once per day, as a single action, you can gain a +2 status bonus to all skill checks for 1 minute.

    • Galactic Flight (Common, Aether-Flock) Feat 17: Prerequisites Soaring Flight. You gain a Fly Speed equal to your Speed at all times. This is fully integrated flight.

    • Reality Weaver (Common, Aether-Flock) Feat 17: You can warp localized reality or perception with your illusions. Once per day, as a 3-action activity, you can cast illusory scene as a 7th-rank innate occult spell.

Here are a few adventure hooks designed to appeal to a Tengu (Aether-Flock) Player Character, leveraging their unique traits, love for collection, and adaptability within the Starfall Galaxy:

Adventure Hooks for Tengu (Aether-Flock) Player Characters

  1. The Lost Cosmic Symphony:

    • Hook: A legendary "Cosmic Symphony," an ancient Vaelen or Shisk musical composition rumored to be infused with raw Mana and capable of subtly altering reality, has been scattered across several Rift-affected sectors in the Frontier. Each fragment is a unique "note" or "movement" of the symphony, often found near temporal distortions or within Rift-Burgs. A dedicated Mnemosyn scholar, seeking to reconstruct this lost masterpiece, or a Pahtra musician, drawn by its unique resonance, seeks the Aether-Flock PC. They believe the Tengu's insatiable curiosity, adaptability to chaos, and knack for collecting unique items makes them uniquely suited to gather these elusive fragments.

    • Tengu Appeal: This hook directly appeals to the Aether-Flock's core drive for collection and their fascination with anomalies. The PC would be motivated by the sheer novelty and the promise of adding a truly unique "data" fragment to their collection. Their Rift-Resilient Aether-Flock heritage and Chaos Glutton feat would be invaluable for navigating the dangerous Rift-affected areas, while Scavenger's Search and Magpie Snatch would aid in locating the hidden fragments.

  2. The Corporate Data-Glitch Heist:

    • Hook: A powerful Mega-Corporation in the Inner Sphere is experiencing a series of baffling "data glitches" – subtle corruptions and misdirections within their highly secure networks that defy conventional hacking. These glitches are causing minor but growing chaos and suspicion. An independent Android (who senses a strange, almost organic, intelligence behind the glitches) or a Ysoki tinkerer (fascinated by the unusual nature of the system errors) approaches the Aether-Flock PC. They believe the Tengu's "jinx-eating" ability and their knack for absorbing misfortune from network errors make them the perfect "cleaners" to infiltrate the system, identify the source of the glitches, and perhaps even absorb or redirect the chaotic data for their own benefit.

    • Tengu Appeal: This hook plays into the Aether-Flock's role as "data-eaters" and problem-solvers in urban environments. The PC would be drawn by the intellectual challenge and the opportunity to "collect" a unique form of technological anomaly. Their Humanoid Form and Master Trickster could aid in infiltration, while Consume Misfortune and Chaos Glutton would be central to dealing with the system's erratic behavior.

  3. The Storm-Chaser's Reckoning:

    • Hook: An unprecedented series of Rift-Storms is brewing in a vital Outer Sphere trade lane, threatening to cut off critical supply lines for a Geodan Industrial Guild outpost. These storms are not merely atmospheric; they are infused with raw Rift-energy, causing localized gravity fluctuations and bursts of chaotic lightning. A desperate Klaris commander, valuing efficiency above all else, or a Chassos nomad, seeking to prove their might against the elements, seeks an Aether-Flock PC. They need the Tengu's unique resilience to chaotic phenomena and their ability to navigate extreme weather to chart a safe passage, perhaps even to "eat" the jinx of the storms themselves.

    • Tengu Appeal: This hook allows the Aether-Flock to leverage their connection to elemental storms and their resilience to chaotic energies. The PC would be motivated by the challenge and the opportunity to prove their unique abilities. Their Storm-Wing Aether-Flock heritage and Tempest Swing would be invaluable in the storm-ridden environment, while Uncanny Agility and Zero-G Flight (if applicable) would aid in navigating the unpredictable conditions.

  4. The Shimmering's Plea:

    • Hook: A small cluster of Shimmerings, tiny creatures of pure Mana and consciousness, have appeared in an unexpected location – perhaps a derelict Kasatha worldship or a forgotten Serpent-Kin bio-dome. They are distressed, their vibrant colors fading, as they are slowly being drained of their Mana by a subtle, parasitic Rift-Taint or a reclusive, manipulative entity (e.g., a Shadar seeking to harvest their essence, or a rogue Automaton attempting to siphon their energy). The Shimmerings, unable to communicate effectively with most species, instinctively seek out the Aether-Flock PC, drawn by their innate connection to Mana and their nonjudgmental nature.

    • Tengu Appeal: This hook appeals to the Aether-Flock's gregariousness and their connection to Mana. The PC would be motivated to help these whimsical creatures, seeing them as a unique "collection" of life. Their Cosmic Channeler Aether-Flock heritage could help them understand the Shimmerings' plight, and their Mariner's Spark might be useful in a confined or fluidic environment. The challenge lies in understanding the subtle nature of the Mana drain and finding a way to protect or relocate the Shimmerings.

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