Okay. After reading from all the sources I could get my hands on, I've come up with these revisions and additions. In a nutshell, the clans mentioned in the Never-Implemented-Helpfiles have been demoted in my system to more like genealogical background information, leaving the players free to define griffon clan structure as you see fit - as it has been in their absence. At least that's my goal here.
I'll post these now, before implementing them, so anyone with objections or suggested changes has a chance to speak up.
revised 'help griffon' wrote:
Griffons
"Griffons are a noble race whose roots are deeply imbedded in the arcane.
The first griffons are thought to be the mistaken product of a powerful
wizard's magic. As one might describe a centaur as having a man-like head and
torso on horse's legs, so griffons resemble eagles in the front-quarters, with
leonine bodies behind - though the average griffon is easily larger than any
lion, and a typical horse stands only as tall as a griffon's shoulders.
Their feline traits include a thick pelt - most commonly sandy brown, though
many variations in color do exist. Generally this coat extends just past the
shoulderblades, where the griffon's wings protrude, though finer hairs sprout
higher still, amidst the feathers of the lower neck. As for those wings
themselves - they are a majestic sight, with a span easily greater than the
griffon's body length. The head is rather like an eagle's, save for the horse-
like ears that stand on many griffons' heads in place of ear-tufts. Some
griffons' facial features even vary enough to suggest those of other birds of
prey, though this seems quite uncommon.
Griffon cubs mature quickly, becoming full-grown only 3 years after hatching.
The average griffon can thus be painfully-naive, despite its innate intelligence -
equal to or slightly greater than a human's, on the average. Adults generally mate for
life; and though some pairs will seperate after their own cubs leave the nest,
these seem to do so amicably without exception.
By nature, griffons are relatively unselfish, having strong desires to help others.
However, exactly who they help and how varies greatly. While griffons are inherently
good creatures, they need not be principled, and they certainly are not faultless.
Griffons have a strong taboo against attacking others of their race, although their
sports can get quite rough, especially in Clans of Razorbeak descent.
The fact that these creatures posess beaks and no lips makes it rather difficult
to read their odd expressions. Obviously their unique build makes it impossible to
wear most armors, and their talons make armed combat exceedingly awkward, lest it
be with weapons specifically designed for griffon use."
--Excerpt from Encyclopedia Pyrathia, Volume 4
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Griffons have almost no weaknesses as they possess great strength, a sturdy
build and a keen mind. They learn to fight with their powerful claws from
birth and infravision allows them to spot prey even at night. Their fur hide
makes them resistant to minor wounds and they shake off both cold and acid
with ease. The nature of their creation provides them with almost innate
immunity to poison and disease, strong resistance to charm effects and an
unflagging endurance, which they can use to carry a rider while in flight.
See also: griffon-culture