Kenku (Wildemount)
KENKU
In ancient times, kenku were black-winged angels-ambassadors
who served the Raven Queen as her emissaries
of death. Their voices were once heard across entire
planes, calling the dead to the Raven Queen's embrace.
The kenku likewise served as her loyal warriors in the
Calamity, and even saved her from a near-fatal encounter
with the Betrayer God known as Tharizdun.
Though the kenku saved the Raven Queen from oblivion,
all of her black-winged emissaries were consumed
by Tharizdun's infinite void. For long years, the kenku
were thought to have been annihilated, and it was only
when Tharizdun was defeated and chained by the god
Ioun near the Calamity's end that they were freed.
When the gods sealed themselves behind the Divine
Gate, the Raven Queen realized what her emissaries
had sacrificed to save her. Though the kenku survived
oblivion, they returned as mortals, stripped of all the divine
gifts their god had bestowed on them: their voices,
their wings, and all memories of their past existence.
Bearing Tharizdun's curse of oblivion, the kenku were
reduced to squat beings that could speak only by mimicking
the words of others.
Kenku exist across Wildemount in small numbers.
Considered by most to be monsters, they keep to themselves
as a result, always longing for something they
can neither ask for nor explain. Something in a kenku's
mind stirs when it looks to the sky and see birds flying
freely-an ancient longing, and a memory trapped
within oblivion.
KENKU NAMES
Kenku names are drawn from a staggering variety of
noises and phrases. Kenku names tend to break down
into three categories that make no distinction between
male and female names.
Kenku thugs, warriors, and toughs adopt noises made
by weapons, such as the clang of a mace against armor
or the sound made by a breaking bone. Non-kenku refer
to the kenku by describing this noise. Sample names
include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal
noises, typically those common in urban settings. In this
manner, kenku can call out to each other while those
who overhear them mistake them for common animals.
Non-kenku use names that refer to the sound made or
the animal a kenku mimics, such as Rat Scratch, Whistler,
Mouser, and Growler.
Some kenku are law-abiding and pursue legitimate
trades. These kenku adopt noises made as part of their
craft. A sailor duplicates the sound of a fluttering sail,
while a smith mimics the clanging of a hammer on
metal. Non-kenku describe these folk by their trade
sounds, such as Sail Snap, Hammerer, and Cutter.
KENKU TRAITS
A kenku character has the following racial traits.
Ability Score Increase. Your Dexterity score increases
by 2, and your Wisdom score increases by 1 .
Age. Kenku have shorter lifespans than humans. They
reach maturity at about 12 years old and can live to 60.
Alignment. Kenku are chaotic creatures, rarely making
enduring commitments, and they care mostly for
preserving their own hides. They are generally chaotic
neutral in outlook.
Size. Kenku are around 5 feet tall and weigh between
90 and 120 pounds. Your size is Medium. Here's how
to determine your height and weight randomly, starting
with rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 4 inches + your size modifier in inches
Weight in pounds = 50 + ( 1d6 x your size modifier)
Speed. Your base walking speed is 30 feet.
Expert Forgery. You can duplicate other creatures'
handwriting and craftwork. You have advantage on all
checks made to produce forgeries or duplicates of existing
objects.
Kenku Training. You are proficient in your choice
of two of the following skills: Acrobatics, Deception,
Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the sounds you
make can tell they are imitations with a successful Wisdom
(Insight) check contested by your Charisma (Deception)
check.
Languages. You can read and write Auran and Common,
but you can speak only by using your Mimicry trait.
ROLEPLAYING A KENKU
If you're playing a kenku, constant attempts to mimic
voices can come across as confusing or irritating rather
than entertaining. You can just as easily describe the
sounds your character makes and what they mean. Be
clear about your character's intentions unless you're deliberately
aiming for inscrutable or mysterious.
You might say, "Snapper makes the noise of a hammer
slowly and rhythmically tapping a stone to show
how bored he is. He plays with his dagger and studies
the Cobalt Soul agent sitting at the bar." Creating a vocabulary
of noises for the other players to decode might
sound like fun , but it can prove distracting and could slow
down the game.
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