Bird Brains. These large and intelligent birds of prey aren’t entirely humanoid, yet have human level intelligence and can use their talon feet to grasp at tools and other things. While they are not adept at working with metals, they are extremely nimble, athletic, and adept messengers. Many of them can easily learn to comprehend languages, and some can learn to mimic words as well. They tend to look like gigantic falcons that stand at around 7 feet tall with golden or brownish feathers or very rarely melanistic or albino. Falcori have intense yellow eyes and large craniums to house large brains. Falcori societies are traditionally led by a triumvirate of the smartest bird, strongest bird, and most compassionate bird who all lead together, forming the backbone of their laws within their territories. Falcori do not easily create nations however because they simply do not like overly large communities. Each Falcori will claim a large territory inside of their “city” and guard it with immense ferocity. The only way to come onto a Falcori’s homestead and not be maimed is to come with a gift of food- or to already be that Falcori’s friend. Masters of the Sky. Falcori are rather like Orlorians in that they hold a lot of political power in Wildor. Falcori are kings of the sky above and claim large amounts of territory that they never share with anyone but their mate and kids. Unrelated individuals are completely unwelcome in a Falcori’s territory, so the very few Falcori cities are built by tight-nit clans that only add new members by birth and by matrimony. The cities they build are basically one massive territory for the clan to hunt on with individual borders being nebulous at best. The more distant a relative the less welcome they become, and the more they wish to leave. If two Falcori get into a disagreement, they fly into the air and challenge each other to various daring displays of acrobatic prowess rather than come to blows. Falcori, despite their ill tempers, do in fact mate for life and two lovers will often be seen allopreening and being generally adorable. However, married couples will still occasionally squabble and end up challenging each other to aerial displays. While Falcori do not particularly like physically fighting each other, war is still an inevitability, and if left with no choice will fight to the death. Clumsy Talons. Falcori are generally not able to do architecture very well. Their homes mainly consist of sticks, straw, mud, and interwoven leaves. These homes are claustrophobic but are good for shelter and rearing young. Falcori design their homes intelligently and methodically to ensure no leaks occur during rainstorms, and they use mud both as a glue and flame retardant so fire is less likely to spread. Falcori who find themselves in charge of communities of other species however tend to prefer elaborate and modern tree houses fit for a lord. They may not be very capable builders, but they can appreciate a well-made building. There are however exceptions of course. Some of these birds do study architecture and can design rather elaborate and structurally sound treehouses, though they need others to do that hard work for them. Music, the Spice of Life. Falcori are extremely fond of song and dance, and those that befriend and live with one compare it to living in a musical production. A Falcori is an incredibly vocal creature whose voice cannot be contained. A Falcori seldom thinks before it speaks, and will often speak its thoughts in the form of birdsong. Their love of music makes them highly appreciate bards and many Falcori who become adventurers take up at least a little bard training. Falcori are very well attuned to the magical power of a bard's song and can attune themselves to a bard's magical song and sing along with it, amplifying the effect on themselves and others to maximum. Falcori are thusly very well suited to being the travel companion to a bard. Alternatively, they can scream so loudly that it creates a cacophony that minimizes the effect of a bard's song. Unique Mechanics. Start with one bard cantrip (If you play a bard, this gives you one extra cantrip.) Twice per day, you can maximize or minimize the damaging or healing effect of a bard's spells on yourself and any creature within 40 ft. For example, if a bard casts Mass Healing Word on your party, you can make sure you and your allies are healed the maximum amount. Another example is that if a bard casts Vicious Mockery on you or a party member, you can force the damage to be minimal (you do not negate the disadvantage effect, however.) If you choose to be a bard, you can also do this with your own spell.
Languages. Auran, Common