July 1981
by William Lenox
The Winged Folk (Al Karak Elam) | History | Physical Description | - | - |
- | - | Dragon 51 | Best of Dragon, vol. III. | Dragon |
One race of demi-humans that has been neglected
in most
works studying the relatives of mankind
is the Winged Folk,
known as Al Karak Elam in their language.
Perhaps this lack of
attention is derived from the fact that
the winged folk are even
more reclusive than elves
and often conceal their presence
behind powerful illusions.
However, this reclusiveness seems to be
coming to an end.
After centuries of indifference to human
concerns, the winged
folk are said to be returning in numbers
to the mainstream of
human and demi-human affairs. Because
of this, a study of the
characteristics of this race, which may
soon be taking a more
active part in the world, is well advised.
The following study will briefly detail
the history, physical
description, dwelling places, social,
political and economic
characteristics, military organization,
and special attributes of
the race of winged folk.
The Winged
Folk (Al Karak Elam)
FREQUENCY: Uncommon
NO. APPEARING: 10-100 (100-1000)*
ARMOR CLASS: 7 (or better)
MOVE: 12”/18”
HIT DICE: 1 + 1
% IN LAIR: 10%
TREASURE TYPE: N (G, S, T in lair)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon type
SPECIAL ATTACKS: +1 to hit with bow or
javelin
SPECIAL DEFENSES: Surprised only on a
1
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very to Genius
ALIGNMENT: Neutral to Chaotic Good
SIZE: M (5’-6’ tall, 10’-12’ wingspan)
PSIONIC ABILITY: Nil**
Attack/Defense Modes: Nil**
** — Possible in exceptional characters.
* — 5% chance of 100-1,000 appearing if
encountered “in lair.”
This represents a tribal holding
(large village or small town).
For every 20 winged folk encountered,
there will be one of
above-average fighting ability (2nd or
3rd level), For every 30
encountered, there will be one with Magic-User
or Illusionist
ability and one with clerical or druidic
ability (2nd or 3rd level in
all cases). If 50 or more are encountered,
there will be the
following additional figures: a 4th-level
Fighter/4th-level Magic-
User or Illusionist and a 4th-level Fighter/4th-level
Cleric or
Druid.
If the winged folk are encountered in their
lair, there will be a
leader of 9th-level fighting ability and
two lieutenants of 5th to
7th-level fighting ability. There will
also be a Magic-User of 7th
to 9th level, an Illusionist of 7th to
15th level, and a Druid or
Cleric of 9th level. All will have assistants
of similar ability to the
l e a d e r ’ s a s s i s t a n t s .
T h e r e w i l l a l s o b e 3 - 3 6
eagles, hawks, falcons, or owls
as watchbirds, who will scout
and spy on non-winged folk in the area.
Treasured carvings
In addition to the treasure types given
above, for each adult
female in a village there is a 50% chance
of her possessing from
2-5 carvings (roll d4+1 for number, then
consult the following
chart for types):
Dice roll | Base value | Type |
01-70 | 10 | Common wood |
71-85 | 50 | Rare or precious wood or ivory |
86-92 | 100 | Semi-precious stones |
93-97 | 500 | Fancy stones |
98-99 | 1,000 | Gemstones |
00 | 5,000 | Gemstones |
The value of carvings should be checked
individually according
to the procedure described on pages 25-26
of the AD&D™
DMG. The stone should not increase or
decrease
in value by more than one level.
History
Once the winged folk were found almost
everywhere as mercs,
adventurers, and scholars. Men greatly
desired to
have them as scouts and messengers (not
to mention as regulars)
in their armies. The winged folk even
organized bands of 50
to 100 mercenaries to hire out to more
mundane races, The
winged folk fit in well with humans and
demi-humans, and for
hundreds of years there was much interaction
between the
races.
Some 2,000 years ago, King lmruk of the
city state of Erlacor
(now in ruins)
sought to overthrow the High King of all the land.
The High King had turned to demon worship.
lmruk intended to
put a halt to this exercise of evil power,
and the movement to
oust the High King became nigh unstoppable
when Hawkwing,
king of the winged folk, proclaimed that
because the High King
had sacrificed several winged folk to
the demons, the winged
folk warriors would gather into an army
and aid Imruk’s effort,
With command of the air provided by the
winged folk, lmruk
was able to crush the High King’s armies.
The last battle of the uprising was fought
on the plain to the
north of the High King’s capital. The
winged folk Clerics called
upon their gods for aid, and their prayers
were rewarded when
the High King’s demons were destroyed
by the gods’ wrath.
Seeing his demons and his army being destroyed,
the High
King called down a curse upon the winged
folk and upon Imruk,
proclaiming that lmruk would become as
he, but less than he,
and would die for treachery. Seconds after
proclaiming that
curse, the High King fell dead with scores
of arrows in his body
as Imruk’s warriors burst through the
High King’s last defenses.
lmruk was awed by, and apprehensive of,
the power the
winged folk had shown. He feared that
unless he acted quickly,
he would rule only by their sufferance.
Therefore, lmruk invited
Hawkwing to bring the winged folk army
to Imruk’s encampment
the following day so he could give the
winged warriors
great rewards for their part in winning
the battle.
The following day the winged folk army
landed in the designated
area in the center of Imruk’s camp. As
soon as the air was
no longer stirred by the beating of wings,
Imruk’s archers fired
upon the winged folk, and only a few of
them again reached the
safety of the sky.
Hawkwing was one who escaped. Three days
later he killed
lmruk in a raid upon the camp, but was
himself mortally
wounded. Thus did lmruk die for his treachery,
and was ruin
wrought upon the winged folk, just as
the High King’s curse had
prophesied.
The winged folk lost 80 percent of their
male population and
many of their female Clerics and Magic-Users
in the ambush,
even though many of Imruk’s men were also
slain. The best
estimates of the winged folk population
at the time of the ambush
placed their numbers at around 50,000,
including 40 percent
males, 40 percent females and 20 percent
children. Most of
the females and all of the children did
not go to Imruk’s camp
and thus were spared.
Before he died, Hawkwing charged his successor
with the
responsibility of removing the winged
folk from their relationships
with other human and demi-human beings.
Hawkwing’s
successor followed this order, secreted
the remaining winged
folk from the society of men, and thus
the winged folk began
their long and slow recovery from the
disaster into which
Hawkwing had unwittingly led his people.
During their self-imposed exile, the only
outside contact the
winged folk had was through their friends,
the elves and halfelves,
who served as their intermediaries in
trading and
commerce.
In the last few years, winged folk have
begun to move back
into the mainstream of human affairs,
establishing trade, hiring
out as mercenaries, and traveling throughout
the world in
search for adventure. But the leaders
say they will never again
involve great numbers of their people
in the battles of humans.
Physical description
Winged folk closely resemble half-elves
in appearance, except
that their body structure includes a pair
of large, whitefeathered
wings. They are above average in all abilities
(see
table below) and can possess extremely
high Charisma. (For
height, weight and aging, use the half-elf
tables, since the two
races are similar in these respects.)
The tales of angels told by some legends
may have arisen
from the widespread use of winged folk
as messengers and
ambassadors (dressed in the white robes
of peace) in the glorious
days of the High Kings of old when winged
folk were more
commonly seen among men.
Ability Score Minimums and Maximums
- | Males | Females |
STR | 15/18(00) | 14/18(50) |
INT | 12/18 | 12/18 |
WIS | 12/18 | 12/18 |
DEX | 15/18 | 15/18 |
CON | 12/18 | 12/18 |
CHA | 13/19 | 13/19 |
Winged folk typically dress in simple tunics
or robes when
near their homes. When they hunt, war,
or make journeys they
will wear leather armor and carry shields.
The weapons winged
folk normally use are bows, javelins,
daggers, spears, swords,
axes, bolas, nets, and ropes.
Winged folk may carry up to half their
maximum encumbrance
in flight with a corresponding slowing
of movement (as if
fully encumbered) and may carry maximum
encumbrance airborne
in an emergency for one or two rounds.
They fly as
effortlessly as humans walk, needing only
occasional rests to
keep flying all day.
Winged folk speak with eagles, hawks,
falcons, owls, hippo-
griffs, griffins, and pegasi. They also
speak their own language,
the common tongue, and the language of
elves. When aloft, they
can see for great distances like an eagle,
and they have night
vision equal to an owl’s.
Winged folk may be Clerics, Druids, Fighters,
Magic-Users, or
Illusionists, or certain combinations
of two of those classes.
They are unlimited in their ability to
advance in the Illusionist
class (for individuals with sufficiently
high abilities), but in other
classes may never attain a level higher
than 9th. Clerics and
high-level Fighters may use maces or other
miscellaneous weapons,
and all higher-level types have normal
chances to have
psionics and magic items.
Class level limitations
Class | Maximum levels |
Fighter | 9th if Strength 18; 8th if Strength 17; 7th if Strength 16 or less. |
Cleric | 9th if Wisdom 18; 8th if Wisdom 17; 7th if Wisdom 16 or less. |
Druid | 9th if Wisdom 18; 8th if Wisdom 17; 7th if Wisdom 16 or less. |
Magic-User | 9th if Intelligence 18; 8th if Intelligence 17; 7th if Intelligence 16 or less. |
Illusionist | Unlimited if Intelligence and Dexterity are both 18; otherwise, maximum of 11th. |
Multiclass restrictions: Winged
folk may operate in two
classes simultaneously as long as the
multiclassed character
fits one of the following descriptions.
No three-way combinations
are possible.
Possible double-class combinations include
Fighter/Magic-
User,
Fighter/Illusionist, Fighter/Cleric, Magic-User/Cleric,
Magic-User/Druid, Illusionist/Cleric,
and Illusionist/Druid.
Racial preferences: Winged folk
are very friendly toward elves
and half-elves, tolerant of halflings,
gnomes, and dwarves
(whom they call “diggers”) and are usually
on good terms with
any humans they come in contact with.
They detest orcs, goblins,
and all their kin, but their greatest
hatred is reserved for
gargoyles. These fierce predators are
one of the few types of
creatures which can seriously threaten
a winged folk village.
Winged folk do not like the underground
or the sea, and it is
extremely unlikely that any will be encountered
in such places.
Winged folk who are forced to stay in
these environments or are
imprisoned must save vs. magic once a
day or go insane. Mania,
manic-depressive,
homicidal mania, suicidal mania, hebephrenia,
and catatonia are the forms of insanity
(as defined in the
DMG) to which the winged folk are
susceptible.
Dwelling places: Though found nearly
anywhere as adventurers,
mercenaries, hunting parties, or engaged
in other such
activities, winged folk make their homes
only in forests &&
mountains. They build tree houses in the
tallest trees in forests;
in the mountains they live in cliff dwellings.
Due to the power of
the winged folk Illusionists, their homes
are
often disguised with
permanent illusions. Their homes are always
open and airy
affairs; in many cases only the floors
and roofs are permanent
with the walls all being simply tent cloth
which is used only in
inclement weather.
Social and political aspects: Winged
folk have a loose-knit
social and political structure which stresses
individual freedom.
The family is the basic social unit, and
groups of families are
gathered in clans which owe allegiance
to a tribe. Tribal holdings
may be extensive, but most tribe members
will choose to
live in the tribal village itself, which
offers the protection of
numbers.
All of the tribes form the winged folk
nation, which is ruled by
a king. The king is chosen by the tribal
chieftains from one of
their number, and rules for life. Tribal
chieftains are, in turn,
chosen by the clan leaders of each tribe.
Female winged folk have a great voice
in their clans and often
hold the office of clan matriarch because
they excel in cleric’s
abilities. There are many male Clerics,
but the majority are
females, and the males do not ignore their
WIS.
Males and females are generally considered
equals, with each
responsible for performing important tasks
for the community.
In general, males are typically Fighters
and hunters; the females
Clerics and crafters. Both sexes deal
in the Magic-User class
equally well. Females who wish to fight
and males who wish to
be Clerics, though they are the exceptions,
are not scorned.
Few laws exist among winged folk, and
the few laws there are
can be boiled down to one principle: Do
not bring harm upon
other winged folk or their communities.
There are few winged
folk who would intentionally harm another
of their kind, and
those few are exiled from their clan as
soon as they are found
out. Word is spread among the rest of
the tribes, and there is
usually no chance of return for such an
outcast. Should one of
these outlaws attempt to cause further
trouble, he is hunted
down and killed by members of his former
clan.
Economy: Winged folk have a simple
economy. They tend to
be hunters
&& gatherers, as they do not care to till or dig the
earth. Many times they will locate their
homes near groves of
fruit-bearing trees to make the gathering
easier. Females are the
main crafters, and their carvings of wood,
ivory, and gemstones
provide the bulk of the community’s wealth.
Elves act as intermediaries
between winged folk and men in matters
of trade,
bartering finished carvings and furs for
weapons, tools, utensils,
and anything else the winged folk do not
care to make.
The winged folk appreciate other types
of wealth as well as
their carvings. Mercenaries and adventurers
are often motivated
by the promise of gold and other riches
with which to fill the
communal coffers.
When acting as mercenaries, winged folk
will not fight other
winged folk serving for an opponent, nor
will they put each other
in any danger by any of their actions.
This is expressly stated in
any agreement between an employer and
mercenary winged
folk. At such times, both bands of winged
folk would simply be
sent to other areas, or both would terminate
their service and
leave. If only one of the employers is
foolish enough to force the
winged folk to fight each other, or even
insist on it, the band
hired by that employer will join the other
side.
In battles against men, winged folk generally
are employed as
scouts to observe and report on enemy
maneuvers and as messengers.
If from 50-100 winged folk are present,
they are usually
employed as high-altitude missile troops
who can decimate
enemy ranks with little fear of retaliation.
In sieges, they can
scatter the defenders on the inside of
a wall in this manner to
enable other attackers to storm the walls
with minimal resistance.
Winged folk mercenaries are as highly
regarded as any
troops, and rightly so, for they bring
aerial power to any battle,
and can turn the tide for even a comparatively
weak force.
Military organization and tendencies:
Winged folk prefer to
fight from
the air using bows || javelins, but are not averse to
closing with a foe and meleeing on the
ground or in the air if the
situation so dictates. They can hover
for up to one round in
mid-air (long enough to discharge missiles
without penalty)
once every five rounds. If a hostile party
is outnumbered by four
to one or more, winged folk may attempt
to capture them with
nets, bolas, and ropes instead of killing
them.
When found in groups of 20 or more, winged
folk troops will
be armed as follows: 50% of the group
will have longbows, and
within this group 40% will also be armed
with a sword, dagger,
and bolas; 30% with spear, dagger and
bolas, and 30% with axe,
dagger and bolas. The remaining 50% of
the group will be armed
with 3 javelins, and within this group
40% will also be armed with
sword, dagger, net, and rope; 30% with
spear, dagger, net, and
rope, and 30% with axe, dagger, net, and
rope.
The winged folk bola does damage of 1-3/1-3/1-3
(roll separately
for 3 attacks vs. normal AC of opponent)
and an entanglement
(roll vs AC 6). An entanglement will bind
both legs together
(35% of the time), one arm to the body
(30%), both arms to the
body (30%), or will cause the weapon to
wrap around the throat
(5%). Entanglement prevents an opponent
from attacking for
one round, and he defends at -4 for that
round while getting
disentangled. If both hands are caught,
someone else must cut
that victim loose. Otherwise, a victim
can cut himself free from
the entanglement of a bola attack.
The net and rope are used in conjunction
with each other. The
net is thrown (roll for an entanglement
vs. AC 6, as with the bola)
to entangle the opponent. If a victim
is entangled in the net, the
warrior who dropped the net will attempt
to lasso the opponent
and bind him during the round while he
is struggling with the net
(roll vs. AC 6 to see if the roping attempt
succeeds).
Winged folk conform in all ways to the
rules on aerial combat
in the DMG for determination of
damage
causing loss of flight ability. They are
class C in maneuverability.
The winged folk will be a power to be
reckoned with more and
more often as they continue to emerge
from their retreats and
conduct their affairs openly once more.
The areas in which they
choose to operate will certainly feel
a great impact; the contributions
of winged folk to a society will almost
certainly result in
advantages for all who show good will
and willingness to cooperate
with them.
OUT ON A LIMB
‘A bit peeved’
Dear Editor:
I am a bit peeved about the article that
appeared
in DRAGON issue
#51 on the Winged
Folk. Until this article appeared I was
confident
that I had two completely original characters.
My first character (Baern Hawkfeather)
was a chaotic good, grey elf, fighter/illusionist.
He acquired wings after a tryst with a
powerful human cleric/magic-user named
Calla. She thanked him with a potion that
she
had concocted. She hadn’t wanted to try
it
because she wasn’t sure of its effects.
Baern
progressed to third level in each class
until a
sadistic DM killed him off. My second
character
(Toct Hawkfeather) is a fourth-level halfelven
druid, from the union between Baern
and Calla.
The similarities between the two of them
and the Winged Folk is incredible. The
Winged
Folk are neutral to chaotic good. Baern
was
chaotic good and Toct is neutral. The
Winged
Folk have both fighter/illusionists and
druids.
The Winged Folk closely resemble half-elves
with large white wings. That description
fits
Toct exactly. The Winged Folk are Maneuverability
Class C, and so are both Toct and
Baern. Now with these similariites, whenever
I
mention either of my characters I will
be accused
of copying your article. I wonder how
many other players find themselves in
similar
predicaments?
Brett Sandercock
Vancouver, B.C., Canada
(Dragon #57)
Your letter deserves an answer, Brett, but
I’m not sure what I can say to make you fee/
any better, because I don’t really think you
have a problem in the 1st place. It should be
easy to demonstrate to any "accuser" that you
did not copy the details of the Winged Folk
article when you drew up your characters;
sure, there are similarities, but there must also
be a lot of differences. The biggest single difference
is that the Winged Folk were presented
in the article as a new race of NPCs,
and Baern and Toct are obviously
PCs. You could not have literally
copied the material from the article, or you
wouldn't be able to actually play those characters
like you have done. If anybody calls
you on it, that's your best defense.
Going beyond that point, why do you need
a defense at all? “Copying” material from articles
is something that readers have done ever
since DRAGON magazine came into existence
— it is one of the main reasons why the
magazine exists in the first place. Anybody
who puts you down for “copying,” whether
the accusation is fair or not, is either very
narrow-minded or very jealous. And you can
tell‘em I said so.
— KM
(Dragon #57)