Atlantean Trilogy Archive
A golden-skinned Zephyr with vast feathered wings draws a bow high above the clouds, floating islands and cities far below.

Zephyr

Race

A rare winged people from Mu and parts of Lemuria; only a few hundred are thought to survive. Hollow-boned and light, with gold-to-copper skin, hawk-sharp eyes and wings over 20 ft across that fold nearly flat under a cloak. They are high-strung, admired for beauty and song, hate reptiles and the serpent-folk Naga, and make fine archers and javelin/sling fighters. They cannot wear armor; their priests serve the god Vania the Dove.

From the book

The Zephyr are a winged humanoid people whose homeland is Mu, the dark continent, along with a few remote corners of Lemuria. They were never many, and since the first cataclysm their numbers have fallen to what may be only a few hundred.

Everything about them is shaped for quick, nimble flight: they are slightly built, with hollow bones. Skin varies from gold to a coppery brown, and hair from yellow to bright red. Their vision is as keen as a hawk's, able to make out small details up to a mile off. An adult's wingspan exceeds 20 ft, and a Zephyr can remain airborne for as long as one hour per level of ability before needing rest. The wings are flexible enough to fold almost flat against the body, so that beneath a large cloak they are 95% undetectable, but spreading them and getting airborne takes a full round.

Most Zephyr would rather live in aeries, carefully woven nests of grass and reeds, well away from crowded human towns. Their lifespans are shockingly short, although they reach adulthood young, and a pair generally raises only one child.

Nervous and sensitive by nature, the Zephyr hold no prejudice toward other peoples, who in turn admire their grace, beauty and singing. They feel an odd revulsion for snakes and reptiles, and these, along with the serpent people known as Naga, are their bitterest foes.

Zephyr can wear no armor at all, yet they are renowned fighters, above all with sling, javelin and short bow. Their priests serve the old god Vania, the Dove, whom they hold to be their maker; beyond that they have no knowledge of magic. In game terms they fly at double SPD and get +1 to hit with all missile weapons and +1 on saves vs PER and CHA, but a Zephyr wounded beyond two-thirds of its hit points can no longer fly. They carry just 5 lb for each point of STR, halved while in flight.

Attribute maximums, against the human limit of 18 in every attribute
  • STR14
  • SPD18 (doubled while flying)
  • DEX18
  • CON14
  • INT18
  • WILL16
  • CHA19
  • PER19

At a glance

Attribute maximums
STR 14, SPD 18 (doubled while flying), DEX 18, CON 14, INT 18, WILL 16, CHA 19, PER 19
Racial abilities
Flight, for up to 1 hour per level between rests, but not when wounded beyond two-thirds of total hit points; sharp eyesight (fine detail up to 1 mile); +1 saves vs PER and CHA; +1 to hit with any missile weapon
Restrictions
Cannot wear armor of any kind; Carry only half normal encumbrance while flying; One full round to spread wings and take off; No knowledge of magic except their priests
Size
Male 5'-6', 80-120 lbs; Female 5'-6', 70-110 lbs
Age brackets (years)
young adult 10-30, mature 31-50, middle-aged 51-55, venerable 56-58
Languages
Zephyr (language of the winged men) plus one human language
Encumbrance
5 lb times STR, the most the character can carry; half that while airborne
Homeland
Mu and certain isolated areas of Lemuria
Concealed wings
Folded wings are 95% undetectable under a large cloak
Wingspan
Over 20 ft. when full-grown
Coloration
Skin gold to coppery brown; hair yellow to bright red
Population
Only a few hundred believed to survive