Conchordians
The Conchordians are a colorful patchwork alliance of nomadic families who soar through the sky in great armadas of salvaged airships. They are savvy travelers with a communal ethos, famous for their hospitality and a reverence for nature and folktale. They work together to build humble towns upon soaring ayrlands that theytow and protect the flights of the ayrlands where they. These massive earthen arks are called Kinbarques. Kinbarques are large enough to support miles upon miles of forest, and an Arkwood tree towers over the heart of each.
Devoutly, they tend to the groves that hold their lands together, heeding the commandments of the wise Archdryads that are born to the woods. The barques are living beings and ecosystems unto themselves, and it is forbidden to tie one to an anchorspire. Instead, Conchordians wrangle the ayrlands freshly born from the mists, sculpt their reefs and mountains over generations, and upon them build settlements just big enough to facilitate trade.
The aryle stays always on the move, and its people must follow. It is a cultural necessity that every member of the clan must carry an instrument, even a small or simple one. Each is inscribed with a runic harmonigram that resonates only when played in tandem with that of another member. In turn, their venerated Galesingers inscribe the very same harmonigrams in ink around their necks, allowing them to conduct the Wispwinds and steer the kinbarque through the clouds. With an uncanny ability to read the wind and a gift for getting along, Conchordian migrants have found their way into just about every city and outpost below the Veil. They're not hard to find - just follow the sounds of drunken stomping shanties and the jangling of shimmering coin belts.
Among the band there is little patience for jealousy, possessiveness, or stubborn individualism. The kinbarque requires constant collaboration to keep aloft, and all this is managed by the Circles - councils of ring-bearing elders who determine a member’s roles and duties. This way of life does not suit everyone, as some feel their ambition and talent gets stifled by the whims of the small-minded gerontocracy. The practice, like so many others of the Conchordians, is rooted in a wisdom that comes not from books, for they are dry and immutable things. Instead, the people of the barques heed the lessons passed down through an ecumenic tapestry of deeply rooted oral and ritual traditions.
Some Conchordians tire of meddlesome families, slacker crewmates, and stubborn, everpresent neighbors. As a result, there is no shortage of exiles and runaways who set out to claim their own destiny far from home. The act of leaving is not wrong in and of itself. The sin is in becoming a stranger. In forgetting your roots. In not writing your dear old mother every once in a while. In becoming deaf to the song of the Arkwood tree, under whose generous boughs you were brought into the world.
Suggested Races
Half-Elves, Humans, Elves, Half-Folk, Dwarves, Gnomes, ShapeshiftersAncestral Features:
Conchordians begin with the Arcane Background: Gifted, and know one of the following powers: Beast Friend, Empathy, Boost/Lower Trait, or Divination. All powers have a range of touch. Conchordians also gain a +1 bonus to Common Knowledge rolls.Ancestral Hindrances
- Amorous (FAN p28)
- Big Mouth
- Curious
- Delusional
- Shamed
- Vow
Ancestral Edges
- Reliable (CORE p51)
- Common Bond (CORE p50)
- Jack-of-All-Trades (CORE p48)
- Work the Room (CORE p51)
- Connections (CORE p50)
- Explorer (FANTASY p38)
- Charismatic (CORE p38)
- Born in the Saddle (FANTASY p38)
- Bolster (CORE p50)
- Fame (Core p39)