Wolfglide wrote:This is coming along at a good pace.
Hell_Born wrote:Hebi-no-Onna
(...I got nothing for a prelude. Suggestions?)
I'll take a whack at this:
"Many a treacherous person has been derided as a "snake." Predatory, perhaps even poisonous, a serpent is a creature often considered to be dangerous to have around--with good reason, for those not practiced in handling them--and if that weren't enough, serpents often hold villainous roles in legends. Some of the greatest deceptions and swindles of myth were perpetrated by ophidians. Naturally, it is regarded as foolhardy to extend a hand in friendship to a snake, for one is just inviting the beast to strike. For the unfortunate hebi-no-onna, a snake is the only hand they can extend."
Thank you; I want to try and get at least one a day, that way I can assemble it quick, get it submitted and critiqued; if it's well received, I might try my hand at adding racial feats or subclasses for next year. Just five left now I've done the Ravenkin.
Also, that is an awesome prelude; thank you so much!
Ravenkin
Barovia is generally accepted as the oldest of the dread realms. Something about its forest-clad mountains and dismal villages screams of an ancient, unspeakable history, and the brooding expanse of Castle Ravenloft casts a surprisingly wide shadow over the Core. How fitting, then, that one of the oldest umbra peoples can be found hidden in those same shadows, watching with ageless eyes and bearing antediluvian memories against the forces of darkness.
Biology:
At a casual glance, a ravenkin would be indistinguishable from a common giant raven. These sapient avians appear as massive corvids, averaging about three to four feet in height with a wingspan of at least five feet. Physically, the only major difference is in their talons, which are articulated so as to be capable of human-level acts of manual dexterity. A ravenkin is perfectly capable of clasping a dagger or short sword by the hilt in its foot and fighting with the skill of a comparably experienced human warrior. The greatest difference is in their sheer intelligence.
Like other corvids, ravenkin are omnivores, feeding on a diet made up of just about anything they can get; insects, berries and small game make up their primary foodstuffs.
Ravenkin are extremely long lived, and can live for up to three hundred years. However, they are a slowly dying race, whose fertility has been massively destabilized since their emergence into the misty realms. Only two out of every ten ravenkin eggs hatch, a state of affairs they blame on the curse of the dark powers that they believe control and shape these lands.
It is unknown if ravenkin can interbreed with dire ravens or related creatures, such as the Corvis Regis ("King's Ravens") of Darkon. They typically regard the topic with great distaste, regarding it as bestiality.
Psychology:
Ravenkin mentally resemble their corvid cousins in great detail. They are highly inquisitive and intuitive beings, with keen intellects and a sharp eye for details. They can be curious, and they have a pronounced sense of humor, with a distinct tendency towards sardonic, subtle or outright macabre humor. They enjoy word games and mental puzzles, and typically have a strong sense of irony - especially when it comes to those who test them in a battle of wits.
But there is more to them than that. Ravenkin are also devout believers in the existence of good and evil - and that it is their racial duty to battle evil. Whilst this has been tempered by the natural suspicion towards outsiders that is so ubiquitous in these dread realms, ravenkin have the temperaments of devotees of good and righteousness, striving to make the world around them at least a little better. They eagerly assist those who prove themselves similarly sworn to battle evil, and despite their rather unimposing frames, many ravenkin have taken up the mantle of champion against the dark.
Whilst the ravenkin attitude towards their battle varies from optimism to bitterness to a kind of determined defeatism, they are staunch and unyielding; once a ravenkin has made up their mind, they will give their lives to do what they feel is right.
Perhaps the greatest flaw of the ravenkin as a whole, outside of their sometimes dark sense of humor and propensity towards negativity, is their vengeful streak. Most ravenkin hold themselves above indulging such base urges, and the elders of their communities strive to keep their people from going rogue, but some ravenkin eventually become so obsessed with battling evil that they decide that the ends can justify the means.
Sociology:
The vast majority of ravenkin dwell in the lands of Barovia, but individuals or even single family groups have been sighted in forests throughout the Core; Falkovnia, Tepest and the Shadow Rift are said to be home to the largest secondary populations of ravenkin in these lands.
A ravenkin community consists of multiple family groups who live in close proximity - well, close as a flying race determines it. Each ravenkin family group stakes out an individual copse of trees as their personal territory, creating a large nest to raise chicks in until they are old enough to perch in trees as they see fit. From an outsider's perspective, a ravenkin "village" is nothing more than a collection of large raven nests scattered over an area of several miles. These communities typically consist of a hundred and fifty five to two hundred individuals, and are often attended to by vast flocks of tamed crows and ravens, who provide a certain level of camouflage to their masters.
Ravenkin communities are gerontocratic, with the eldest leading. For this reason, a ravenkin's naming convention consists of their personal name and an agename that easily summarizes how old they are (measured in "moons" and "seasons") and lets other ravenkin know readily who to defer to.
One of the most fascinating aspects of the ravenkin is not so much that they are deeply religious, but that they are the only known race in these lands to still preserve the ancient faith of Andral; the solar deity whose church once held sway over the lands of Barovia, Darkon and Dorvinia, but has since all but vanished. Many ravenkin elders are "sunspeakers", or priests of Andral, but they acknowledge that their god no longer speaks to them as he once did, and their powers have changed as a result. Some ravenkin individuals or families have abandoned Andral, instead turning to the Morninglord or the Forfarian version of Belenus, but these "heretics" often have a strained relationship with more mainstream ravenkin.
Another fascinating aspect is their long history of connection with the wereravens. In fact, there is a secret alliance of ravenkin and wereravens, known as the Keepers of the Black Feather, who have dedicated themselves to the destruction of Barovia's monsters, especially vampires, and with a particular focus on the eldest vampire in the land.
Adventurers:
Adventuring ravenkin are quite normal. Ironically, despite being so inhuman-looking, they actually can better infiltrate humanoid societies better than some actual humanoids. Even in these lands, who looks twice at somebody with a tame raven, even if it is unusually large?
Ravenkin rarely take martial classes; their distinctly avian bodily shape makes them, whilst not helpless, not exactly ideal for the role, either. They can only wield relatively small melee weapons, and whilst they can wear armor, it must be specially constructed. The only martial class "typical" of a ravenkin adventurer is the Paladin, usually of the Oath of Devotion or, for the more warlike ravenkin, the Oath of Vengeance.
Ironically, ravenkin make fairly adept rogues, especially by focusing on their natural ability to fly and their small size. Such ravenkin typically become Thieves, Arcane Tricksters, Masterminds or Inquisitives, but the rare ravenkin Assassin can be surprisingly deadly.
Mystical classes are the most commonly associated with ravenkin adventurers. "Sunspeakers" are typically either Celestial Warlocks or Divine Soul Sorcerers, though ravenkin devoted to the Morninglord or Belenus are the standard Cleric of Light (or, more rarely, Life). Wizardly ravenkin ironically tend to favor the Evocation school, often specializing in spells of fire and radiance to call down Andral's wrath upon the tainted creatures of darkness. Outside of sunspeakers, sorcerous ravenkin are rare and typically wield Storm Sorcery; Shadow Magic sorcerers are extremely rare, and often outcast, because of their association with darkness. Ravenkin warlocks are almost always sworn to Archfey patrons, though rumors speak of some outcast ravenkin becoming servitors of Erlin, a malicious god of trickery and death from Gundarak; these are Undying or Undead Warlocks.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."
"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"