THE WINGED FOLK

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)