Corvum

The Corvum are a clever, talkative offshoot of the Ravenfolk, bearing the unmistakable features of crows—glossy black feathers with hints of violet and blue, sharp intelligent eyes, and a gait that blends mischief with grace. Where Ravenfolk are often seen as solemn and prophetic, the Corvum are lively, shrewd, and notoriously unpredictable. They thrive on conversation, schemes, riddles, and sharp observations, making them as entertaining as they are elusive.

Corvum communities tend to be small, scattered, and ever-changing. They nest in dense forests, cliffside crevices, or the ruins of old cities—places where secrets linger and stories have long echoes. They value freedom and flexibility, avoiding rigid hierarchies in favor of fluid roles, spontaneous leadership, and merit based on wit, charm, or cunning. To a Corvum, knowledge is a currency, and humor is a shield sharper than steel.

Masters of language, mimicry, and subtle magic, Corvum often work as spies, messengers, lorekeepers, or wandering traders. Their magic leans toward enchantment and illusion, often flavored by trickery or confusion rather than overt power. Some are known to speak in layered meanings, where a sentence might hold two truths and a lie—and it’s up to the listener to decipher which is which.

Though some outsiders mistake them for simple jesters or mischief-makers, Corvum have deep wells of empathy and loyalty, especially toward their kin. They remember insults for generations, but they remember kindnesses even longer. A Corvum never forgets a friend, a favor, or a betrayal. Their memories are sharp and filled with nuance, and their long lives allow them to weave personal histories with remarkable care.

Culturally, the Corvum are drawn to stories, symbols, and signs. They decorate their feathers with small talismans—beads, bits of parchment, knotted threads—each carrying a specific meaning only they and their closest companions understand. Their dwellings are cluttered with keepsakes, maps, and cryptic notes, arranged in ways that might seem chaotic to outsiders but follow an internal logic all their own.

Corvum speech is fast, expressive, and peppered with idioms, wordplay, and old sayings. They often speak in metaphors, leaving others to chase meaning through the fog of their cleverness. Among themselves, they may communicate entire concepts through glances, gestures, or birdlike clicks and caws. Some say a group of Corvum can share a conversation without speaking a single word.

Despite their elusive and often morally gray demeanor, Corvum are deeply protective of knowledge, truth, and the bonds they choose. Many act as neutral arbiters in disputes, recording events with the cold precision of a historian—or the sharp bite of a satirist. They do not seek power, but they influence it constantly, whispering in the ears of kings or slipping messages through locked doors.

Among the Ravenfolk, Corvum are both respected and approached with caution. Their mischief may veil wisdom, and their laughter may hide sorrow. But when one needs information no one else can find, or a plan no one else can imagine, the Corvum are always watching—and always listening.

Genetic Ancestor(s)

HCS

Corvum

HUMANOID

Corvum Traits

Size: Medium (4-5ft)

Speed: 30ft

As a Corvum, you have these special traits.

Glide

Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.

Talons

Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage. Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.

Learned

You gain proficiency in one of the following skills: Arcana, History, Nature, or Religion.

Appraising Eye

You have an almost supernatural ability to appraise objects. By spending an action examining any object, you can determine any magical properties the item has, how they might be used or activated, as well as a fair estimation of market price. Using this skill strains the eyes, and you must complete a long or short rest before you can use it again.

Dusk Corvum

Skulker

You have advantage on Dexterity (Stealth) checks made in dim light or darkness.

Street Smarts

You gain proficiency in the Insight skill.

Kindled Corvum

Convincing

Kindled corvums have a way with words, and are accomplished at saying what someone wants or needs to hear. You have proficiency in either the Deception or Persuasion skill. Additionally, you have advantage on all Charisma checks made to convince someone of your exceptional knowledge on any topic related to the skill you selected with your learned trait (Arcana, History, Nature, or Religion).

Sharp Mind

You learn one additional language of your choice, gain proficiency in a tool of your choice, and are able to accurately recall with perfect clarity anything you have seen or heard within the past month.