Homebrew Corvian Species Details
CORVIAN
Lurking in the shadows and listening to the enigmatic
"Dread Wind" that only they can hear, the corvians are a
race of avian humanoids with nearly perfect memories
and a penchant for paranoia and grudge-keeping. Trust
is not seen as a virtue to corvians, but a weakness.
Corvians prefer to keep secrets, especially their true
names, and their society itself values the keeping of
history and historical secrets, whether they be artifacts
of power or long-lost arcane rituals. Though most of
them appear fraiL brittle, and elderly, they are surpris-
ingly durable, and they are rarely actually as elderly as
they appear to be to outsiders.
Although most corvians are wary of other races and
cultures, finding the idea of setting out in an unfamiliar
world to be panic-inducing, a variety of reasons can still
drive some to adventure. Some are compelled to seek
out the target of a potent grudge and avenge the offense
once and for alL and start forming new grudges as they
adventure that must also be avenged Others are pushed
from their safe hiding places by debt, danger, or sheer
curiosity out into the world
ORIGINS: BETRAYALS AND CURSES
In some worlds, the race of corvians were once a faction
of kenku who were against the betrayal of their master.
Fearful of their master's wrath, they sought protection
by betraying their fellow kenku and warning their
master of the plot, helping to seal the fate of the kenku
race. Their vengeful master was partially mollified by
their loyalty, but in wrath still saw them as kenku and
cursed them with a lesser curse. The corvians kept their
voice and their wings, but both their minds and bodies
became twisted and warped They too were cast out by
the master not long after the kenku, and they have never
forgotten how little "trust" is worth.
In other worlds, each corvian was born an aarakocra,
and through fate or circumstance became corrupted by
dark magic, twisting their wings and arms together,
among other bodily changes. These corvians band
together in dark spires of their own construction that
lurk in the shadows beneath the cloud-cities of their
former cousins, growing bitter and paranoid, plotting
among themselves ways to retake what they believe they
are rightfully owed - what was taken from them by
those who still fly in the sunlight.
And there are also worlds where corvians were a race
of divine servants for the Raven Queen long ago, flying
from her domain to the planes beyond on the Dread
CHAPTER ONE I CHARACTER OPTIONS
Wind to deliver the messages of death herself. But the
Raven Queen's enemies arranged to frame her loyal
messengers as traitors. When the ruse was successfuL
the goddess of death, in her rage, banished the corvians
to the Material Plane, twisting their bodies and casting
them down from the sky to walk upon the ground These
corvians have never forgotten their betrayaL and believe
that the Lady Death is ready to finish her judgment and
strike them dead at any moment.
DECREPIT AVIANS
At first glance, a corvian appears to be a warped combi-
nation of a kenku and an aarakocra. The ta!L lanky bird-
people most closely resemble crows and ravens, but
they often have crooked spines, cracked beaks, missing
feathers, and other signs of age. Adult corvians have
only a few years before these signs of apparent age take
hold, meaning that even corvians in the prime of their
life often look ancient and elderly to other races.
Corvians can usually distinguish true elders of their
own race from the younger members with ease, but
other races often struggle to do so.
Corvians do not have separate wings like aarakocra
do. Instead, their wings have fused with their long arms,
hanging off the upper limbs like a short cloak. Their
hands and feet are tipped with razor-sharp talons, and
their beaks are long and hooked slightly downward like
a vulture's beak. Corvians have black feathers with a
blue or purple sheen, and their eyes are blue, yellow,
red, or sometimes entirely black. Their skin, which can
often be seen under the patches of missing feathers, is
usually a pale pink or purple.
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
THE DREAD WIND
If you see a corvian crane their head to one side and
listen at nothing in particular, then bristle with a new
emotion such as fear or confidence, that corvian was
likely listening to a force they call the Dread Wind It is a
spectral wind that blows not through air, but through
the dreams and fears of living things - that is at least
according to the corvian philosophers, who are divided
upon its true origin or purpose in the world None can
actually do any more than speculate, however.
The corvians claim that - for whatever reason - only
corvians (and their ancient enemies) can hear the Dread
Wind, and that it carries not dust, clouds, or seeds, but
intangible things, such as fears, memories, whispers,
names, secrets, and other knowledge. Many corvians
even believe the Wind can carry dark curses, arcane
mysteries, or visions of the future to those who listen
carefully and closely.
Corvians listen to the Dread Wind largely to stay
aware of possible threats to themselves and the things
they care about, hoping to hear whispers within the
Wind of their adversaries' movements before they are
undone. Corvians also fear their own secrets being
released upon the Wind for others to hear, and will take
great pains to prevent careless exposure. The Wind
does not blow within the home of a living creature, so
corvians have some safe places to whisper their secrets
to only the most trusted of friends.
While other races may speculate as to whether the
Dread Wind actually exists, and whether these sounds
are hallucinations or not, the corvians are certain of the
Dread Wind's existence and terrifying importance, and
most will stop to listen to it if they can before making
any weighty decisions.
KEEPERS OF HISTORIES AND GRUDGES
Corvians have an impeccable memory. They easily
remember details even from decades prior, and they
remember images and sounds in perfect clarity,
enabling them to quickly memorize entire pages of
information with only a few glances.
Because of this, corvian society highly values the
retention of knowledge, especially of history. Wide areas
are dedicated to libraries and museums, and scribes,
scholars, and archaeologists are revered as the noblest
of vocations. Corvians are fascinated by histories of all
kinds, not just of their own race, and so their scholars
often seek out knowledge from the great libraries and
academies of other societies - yet their paranoia and
general wariness of outsiders usually compel them to
keep these pilgrimages clandestine.
But the keen corvian memory has a darker side. Most
corvians are quick to form grudges against those they
believe to have slighted them, and commonly take pride
in never forgetting these grudges. Even the smallest of
offenses can be cataloged in a corvian's memory for
decades, ready and waiting for the proper moment to
take recompense.
Corvians attempt to pay each grudge back in equal
measure to the weight of the offense, but corvian
morality doesn't always align with that of the other
races, especially in regard to the keeping of secrets.
Breaking a corvian's trust and sharing even the smallest
of a corvian's secrets is one of the worst things you can
do to most corvians - even worse than attacking them.
Most will never forget or forgive it. Their culture teaches
that there is no worse crime.
CORVIAN NAMES
Corvian names are usually based on the Aarakocra
language, with variations emerging from the corvian
histories, and they go by nicknames around other races
much like aarakocra do. Unlike aarakocra, however,
corvians have a powerful cultural superstition about
their true names, fearing that the Dread Wind listens
for their names whenever they are not safely within a
home, carrying the true names of hapless or reckless
corvians to the ears of their ancient enemies to be used
against them in foul curses.
Because the corvians are so concerned with keeping
their true names a secret, they usually go by a nickname
that is unrelated to their true name. Of course their true
name is often so riddled with bird sounds like shrieks,
trills, and clicking that it is unpronounceable by most of
the other races anyways.
For a corvian, the act of sharing their true name with
another person is not only intended as an act of honor
and respect, but also an expression of intense trust and
friendship. Corvians generally prefer if this act of name
disclosure is mutuaL but it is considered extremely
uncouth (not to mention unwise) to give one's true name
with the expectation of reciprocation. In corvian society,
giving away your true name is a gift, not a transaction,
and must be done humbly.
Corvian Nicknames: Aeraka, AiaL Anzu, Ayuk,
Brenn, Errk, Heehk, Hikka, Ikkiri, Ikis, Kirrik, Krorbin,
Makli, Nabaza, Oorieak, Quaf, Quierk, Raban, Salleek,
Shod, Tek, Terok, Vasko, Zeed, Zok
Corvian Traits
CORVIAN TRAITS: As a corvian, you have the following racial traits:Ability Score Increase
Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma score or Dexterity
score increases by 1 (your choice}
Darkvision
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Clumsy Flight
Clumsy Flight. You have a flying speed of 15 feet, but
at the end of your turn you fall if you are still aloft,
unless you can stop the fall To use this speed, you can't
be wearing medium or heavy armor.
Memory for Lore
Memory for Lore. You have proficiency in the
History skill
Never Forget, Never Forgive
Never Forget, Never Forgive. You have a photogra-
phic memory, and have no chance of forgetting anything
for at least 1 year. You are always able to recognize a
face that you have seen before or a voice that you have
heard in the past year unless it is disguised, and you
have advantage on any saving throws or ability checks
made to uncover such disguises. If you saw or heard a
creature deal you damage, the memory of their face or
their voice lasts forever and can't be erased by magic.
Paranoia
Paranoia. You can't be surprised while you are
conscious.
One Eye Open
One Eye Open. You are still entirely aware of your
surroundings while you are unconscious and asleep,
even when you are put to sleep by magic, and you have
advantage on saving throws to resist magical sleep.
Talons
Talons. You are proficient with your unarmed strikes,
which deal ld4 slashing damage on a hit.
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