Medium or Small. You choose the size when you select this species.
Common
Humanoid
HumanoidยทMedium or Small. You choose the size when you select this species.
Veyr
Veyr peregrinus
Speed
30 ft.
Lifespan
Veyr mature at about 20 years and commonly live 80 to 100 years. Exceptional elders may reach 120.
Darkvision
The Veyr have no darkvision, but their eyes are exceptionally adapted to glare, distance, and shifting horizons.
Habitat
Open plains, high steppes, dry savannas, salt grasslands, and the margins of seasonal floodplains
plains
nomadic
feathered
weatherwise
communal
humanoid
standard PC ancestry
SizeMedium or Small. You choose the size when you select this species.
Speed30 ft.
LifespanVeyr mature at about 20 years and commonly live 80 to 100 years. Exceptional elders may reach 120.
Creature TypeHumanoid
DarkvisionThe Veyr have no darkvision, but their eyes are exceptionally adapted to glare, distance, and shifting horizons.
The Veyr are horizon-born wanderers who read weather like scripture, remember roads as other people remember faces, and believe every life is part of a longer migration. Their feathered forms are built for distance and endurance, but their greatest strength is communal: a Veyr knows that a single traveler can cross a plain, while a people can make the plain remember them.
Physical Description
Veyr are tall, lean humanoids with a graceful, avian cast to their features. Fine feathers grow along the forearms, shoulders, spine, and calves, while their faces are mostly smooth and expressive, with broad noses, sharp cheekbones, and large eyes protected by translucent inner lids. Their feather colors range from tawny gold and russet to slate, cream, charcoal, and storm-blue. A Veyr's plumage often darkens during stress or excitement. Their hands and feet are fully suited for grasping, running, and tool use, though the nails are hard and slightly curved. Their voices carry unusually well across open country.
Society & Culture
Veyr society is built from interlocking households, traveling clans, and seasonal alliances. A clan may include blood relatives, adopted outsiders, sworn companions, and even honored animals. Leadership is usually shared between a pathkeeper who manages practical decisions and a memory-keeper who preserves law, genealogy, and ritual. Disputes are commonly settled through public storytelling, endurance contests, or negotiated exchanges of service. Veyr children are raised by the whole caravan, and every adult is expected to teach at least one useful skill. Their greatest festivals occur when multiple clans meet at ancient watering places to trade, arrange marriages, renew alliances, and exchange newly composed songs.
Religion & Alignment
Veyr spirituality centers on the Three Vastnesses: Sky, Grass, and Memory. Some personify these forces as wandering divinities, while others treat them as sacred patterns woven through ordinary life. Ancestors are honored through spoken names, preserved routes, and songs performed at seasonal gatherings. Veyr culture favors compassion, responsibility, and freedom, so many are good or neutral, but a harsh life and strong clan obligations can produce stern lawful characters as readily as independent wanderers.
Homelands & Architecture
Veyr homelands are organized around migration rather than permanent borders. Their traveling camps use collapsible ribbed shelters, painted hide screens, and tall marker poles that double as wind instruments. Permanent settlements are built low against the horizon, often around communal wells, sunken courtyards, and broad meeting grounds. Important roads are marked with standing stones, woven banners, and carved wind-posts rather than walls.
Relationships With Other Peoples
Veyr often regard settled peoples with a mixture of admiration and unease. They value farmers, builders, and scholars who make lasting things, yet fear that permanent borders encourage possessiveness and forgetfulness. They are quick to form friendships with other wanderers, scouts, sailors, and displaced communities. Among the Veyr, hospitality is sacred, but trust is earned through consistency rather than grand declarations. Their old stories describe many historic conflicts with goblin-kin, horse-lords, and subterranean peoples, though modern Veyr generally judge individuals by their conduct.
Visual sheet
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