Helhrafn Species in Útgarðar | World Anvil
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Helhrafn

Found throughout the lands of Útgarðar are the Helhrafn (Hel Crows), humanoid crow like people with an affinity towards death and ruined places. They are said to be the souls of people who have lived in Helheim -a domain in Hades, although it is generally nicer than the rest of that plane- so long that they would turn into larvae. But the magic of Hel, the goddess and the realm, keeps them from fully transforming only becoming crow like beings striped of their memories. From this point on they are no longer bound to Hades or Hel and can come and go as they please, most however stay in Hel as they lack a reason to leave instead continuing on living their lives in the realm.

Sometimes a murder, or flock if you want to be pedantic, of Helhrafn decide to migrate out of the plane for whatever reason. The entire flock will circle in a great sphere of birds with their leader, the Mikillhrafn a greater form of their kind, in the center. The entire flock then lets out a deafening caw and travels to another plane. Where they go can be any plane but they prefer inner planes rather than outer ones. The Feywild and Shadowfell are popular locations due to the fact that Helhrafn are naturally resistant to their ambient planar effects, especially those of the Shadowfell. When roosting they preferer high up areas or tall ruins with many nooks and crannies as well as lots of flying space.

A flock consists of twenty to well over two hundred members in rare cases. They have a communal living structure with each member helping each other and forming no attachments other than to the entire flock. This is due to the fact that as Outsiders and natives of the outer planes Helhrafn do not reproduce naturally, instead a group of them will come together to preform a ritual to summon more of their kind from Hel to sustain their numbers. At the center of the community is the Mikillhrafn a greater form of their kind transformed via a ritual. The Mikillhrafn acts as the communal leader directing efforts and taking command in dire situations, as well as guiding and advising other flockmates. In addition they act as the spiritual head of the flock conducting rituals and rites.

The Helhrafn worship Sendi-hrafn, the messenger of Hel who speaks with the Valkyries on which souls should go to Valhöll and Fólkvangr and which to Hel. They are said to be a great crow with dark holes for eyes where rings of glowing white light shine from. The Helhrafn worship them as the epitome of their kind with them being said to be the first soul to die and be taken to Hel who became the first Helhrafn, then Mikillhrafn, and later attained godhood. The Helhrafn worship them by holding services when a new member joins the flock, when one dies, and when other important events occur.

Helhrafn themselves are theoretically immoral with no upper limit on age having been found. They do still need to eat, drink, and sleep like any other mortal though. When a Helhrafn dies they are judged just like any other soul with the potential to go to any afterlife. If, however, they return to Hel they will awaken with only vestiges of their former lives' memories remaining. Their are methods to return memoires, even their past mortal lives, but most do not want this as they have become new people and do not want to return to who they used to be.
Race Statistics

Helhrafn

Humanoid crow people Hel. See Article.
ability score increase: +1 Dex or Cha; +2 Wis
age: Semi-Immortal
alignment: Helhrafn tend towards neutral with an inclination towards lawful behavior
Size: Medium
speed: 30 ft, fly 50 ft
Languages: You can speak, read, and write Common and Helhrafn. A squawking language that sounds like crow cawing.
race features:
Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.

Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Natural Magic. You can cast the dancing lights cantrip innately. When you reach 3rd level, you can cast the feather fall spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the gentle repose spell once per day; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.

Caw of Death. Once per long rest you can let out a eerie cry of dread. Each creature within 10 ft of you must make a wisdom save, the DC is equal to 8 + your Wisdom modifier + your proficiency bonus. On a failure that creature is afraid of you for one round. At lv3 the creatures also take 1d6 Necrotic damage on a failed save, this damage increses to 2d6 at lv7, 3d6 at lv11, and 4d6 at lv15.
Notable Roosts
  • Old-Roost: the first recorded roost in recent memory. It is found in one of the peaks of Villt Svæði.
  • Sea-Cliffs: An island in the Sea of Winters that occasionally acts as a port hosting traveling ships caught in bad weather.
  • Cold-Roost: Located in the Orv Urngorr mountain range this roost is allies with Hammerdeep

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