Quills are the only intelligent race believed to have originated on this world; their history goes back millennium instead of centuries, and their cultural traditions have more grounding in the environment of the canyons than those of the ‘newer’ races. Recent advances in the study of evolutionary biology have also suggested that they share common ancestry with native fauna – a link not seen in the study of the other races.
Quill communities are democratically governed, and consensus is established through intense but polite debate – a skill that many quills apply to their regular social interactions. Young quills are often quite a bit more rambunctious and aggressive than their reserved and collected elders, turning their energies towards competitive sports like Skyball and glider racing.
Quills can have all manner of plumage coloration and avian features, depending on their regional ancestry. The often keep the primary feathers they molt, crafting them into valuable clothing or offering them to close friends and lovers to wear among their own feathers (or hair, scales, etc.)
All quills can glide, but only a fraction of them are capable of sustained flight without the aid of the collapsible gliders that almost all of them carefully hand craft and are never seen without. The gliders are held beneath them in flight, leaving their wings free to provide additional lift.
- Medium size.
- Quill base land speed is 30 feet.
- Wing-Aided Movement: +10 racial bonus on Jump checks.
- Gliding (Ex): A quill can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Quills glide at a speed of 40 feet (average maneuverability). Even if a quill’s maneuverability improves, she can’t hover while gliding. A quill can’t glide while carrying a medium or heavy load. If a quill becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The quill descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Flight (Ex): When a quill reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A quill can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Quills can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Quills are likewise fatigued after spending a total of more than 10 minutes per day flying. Because quills can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, quills have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A quill with flight can make a dive attack. A dive attack works like a charge, but the quill must move a minimum of 30 feet and descend at least 10 feet. A quill can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A quill with flight can use the run action while flying, provided she flies in a straight line.
- Air Affinity: Quill spellcasters cast spells with the air descriptor at +1 caster level.
- Unerring Direction: Quills have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn’t function.
- Low-Light Vision
- Weapon Familiarity: Quills treat the footbow as a martial weapon rather than as an exotic weapon.
- +2 racial bonus on Climb and Spot checks.