Corvans in Realm of the Blind God | World Anvil
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Corvans

Inhabitating the far-off lands of Ilunabaren, interactions between Isanian races and Ilunabaren races were minimal. United more than a millennia ago under the Raven Empire, the Corvans were first created in the 5th century 2E by the God of War, Omarin. Omarin created the first Corvans in reaction to the beginning of the War of Devouring. Despite being made to fight in the War of Devouring, the Corvans did very little during that period, although they briefly skirmished with Humans migrating through Ilunabaren to Isan. During the War of the Shadow, however, the Tower of the Moon was corrupted and began spewing out endless hordes of Shadowspawn. If not for the Corvans, the Shadowspawn would have burned Ilunabaren to the ground and then sailed to drown Isan in wave after wave of Shadowspawn attacks. Despite the valiant defence against the Tower of the Moon, now called the Tower of Midnight, the corruption remains on it still.
In modern times, very few Shadowspawn come out of the Tower, which has allowed the Raven Empire to turn their eye to Isan. In 6098 2E, they invaded eastern Chevel and northern Kanwinnic in an event known to Isanians as "the Gray War." Ultimately, the invasion was halted, although the Corvans now hold the island of Attar in northern Kanwinnic. The Corvans who were not killed in the retreat to Attar now have no way back to their native Ilunabaren, although many of them wish to establish a new state on Attar or to seek their fortune as pirates in Isan.
 

Kemunoi (Goblin)

The Kemunoi are one of various sentient species that live within the Raven Shogunate in Ilunabaren. They were created alongside the Lurrashen as able skirmishers, scouts, and infiltrators by the god of war: Omarin during the War of Devouring. The average Kemunoi is very self-reliant, and can survive on their own for years even in a hostile environment. Within the Raven Shogunate, they often take the roles of artisans, engineers, thieves, and miners. Their small stature allows them many advantages that their larger cousins, the Lurrashen, do not possess. Namely, the Kemunoi make some of the most renowned marksmen due to their ability to fire crossbows from otherwise unreachable vantage points. The Kemunoi also possess an innate understanding of complex machinery such as firearms and crossbows, and prefer to use these tools due to the fact that they do not require physical strength to operate.
Race Lore: Goblin
Race Perk Page: Goblin Perks
Inherent Racial Ability:
  • You may use crossbows with the Heavy property as if you were medium-sized.
  • You have a darkvision radius of 60ft
  • You do not take any damage from falling.
  • Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  • You have advantage on checks to determine how a nonmagical item functions.
Point Balance: 20
Size: Small
Speed: 25ft
Language: You speak International, Goblin, and Orcish
Age: Kemunoi are considered mature around 15 years old and live around 70 years
Physical Description: The Kemunoi are a species of small humanoids standing anywhere between three and four feet in height. They have a greenish or grayish pigmentation to their skin, and very little hair except for on their head. Their heads are often flat along the top, and their ears stick out almost parallel along the side of their head. The typical Kemunoi has a supernaturally well-developed lower body, which allows them to make jumps a creature double their size would be completely unable to.
Social Difficulty: 2. After the failure of the Evervictorious Army in the Gray War against Chevel, many of the survivors have spread across Isan. Some Corvans, known as the "Orcsairs" have taken to a life of piratical raiding all across Isan and are based primarily on the island of Attar in Kanwinnic. Because of this, they might be viewed with some distrust until proving they are not an Orcsair. Among Chevelians, however, their Social Difficulty increases to a 3-4.

Kurentik (Hobgoblin)

Physically, Hobgoblins are unremarkable. They do not have the strength of Orcs, the stealthiness of Bugbears, or the maneuverability and cunning of Goblins. What Hobgoblins excel at, however, is inspiring themselves and their allies to do the seemingly impossible and a nearly-unbeatable courage. Hobgoblins hold no specialization within the Raven Empire, as their inherent ability makes them able to excel at anything they work at. Many specialize or take up leadership positions, but many more also become jacks of all trades. Hobgoblin culture holds meritocracy in high regard, and often falls into Social Darwinism.
Race Lore: Hobgoblin
Race Perk Page: Hobgoblin Perks
Inherent Racial Ability:
  • You have advantage on saving throws against being Frightened
  • You may use your bonus action to give a creature within 60ft of you one Bardic Inspiration Die. Your Inspiration Die scales with your player level. It is 1d6 at 1st, 1d8 at 5th, 1d10 at 10th, and 1d12 at 15th. You may use this ability once before having to complete a long or short rest.
  • You have a darkvision radius of 15ft.
Point Balance: 20
Size: Medium
Speed: 30ft
Language: You know International, Goblin, and Orcish
Age: Hobgoblins mature around age 15 and live to around 70.
Physical Description: Hobgoblins are similar in terms of build and height to the average human. They stand, on average, at about 5’7”. While they appear similar, Hobgoblins have features that are more reminiscent of other Corvans. They all have pointed ears and larger-than-average canines. The color of a Hobgoblin’s skin can range from bright red to a dull grayish red, with most individuals falling in the latter. Most Hobgoblins also have black, brown, or reddish hair.
Social Difficulty: 2. After the failure of the Evervictorious Army in the Gray War against Chevel, many of the survivors have spread across Isan. Some Corvans, known as the "Orcsairs" have taken to a life of piratical raiding all across Isan and are based primarily on the island of Attar in Kanwinnic. Because of this, they might be viewed with some distrust until proving they are not an Orcsair. Among Chevelians, however, their Social Difficulty increases to a 3-4.

Iñakal (Oni)

While the red-tinged skin of the Oni might make one believe they are related to Hobgoblins, Oni are actually a magically gifted lineage of Orcs that diverged during the Age of Shadow. Their aptitude for magic, however, has only brought them suffering. The Orcish people are believed to be cursed, due a flaw in their creation process, with madness should they expose themselves to magic repeatedly. While normal Orcs with the ability to use magic can choose whether or not they will use it, the Oni will always begin to use magic. During adolescence, Oni develop an "itch," where using not using magic for long periods of time is as unbearable as holding your breath for long periods of time. Only by wearing a Correa, a type of magic leash, can this itch be stopped for long periods of time. The Correa also needs a wielder called a "Correut" to allow Oni to use magic while wearing this leash.

Within the Raven Empire, they are usually enslaved and forced to do the work of dozens of mundane laborers with their magical abilities. In war, they burn entire fleets, incinerate armies, and allow Corvan armies to maneuver at lightning speeds. This is all done through means of the Correut, who force the Oni to do their bidding. Within the Raven Empire, a Correut is the social and political equivalent of a low nobleman, even if they are of common birth, due to the importance and inherent danger of their station.
Race Lore: WIP
Race Perk Page: Oni Perks  
  • You learn one Cantrip of your choice from any spell list.
  • You learn and may cast one First-Level spell from any spell list, however, it must be from the same Magic School as the Cantrip you learned when picking this race. Once you cast this spell using this ability, you may not cast it again until after you have completed a long rest.
  • You have advantage on saving throws on spells from the same Magic School as the Cantrip you learned when selecting this race.
  • You cannot be put to sleep using magic.
Point Balance: 19
Size: Medium
Speed: 30ft
Language: You speak International, Goblin, and Orcish
Age: Oni are considered mature around 15 years old, and live around 70 years, although few live past 40 before going mad and being put down.
Physical Description: All Oni possess red-colored skin as a side effect of their constant contact with magic and low genetic diversity in the Raven Empire. They also have a set of small horns on their foreheads. Oni more often than not also have small tusks on their lower jaw. They otherwise appear similar to their Orcish relatives.
Social Difficulty: 4-5. Oni inherit all of the negative stereotypes of their Orcish cousins compounded with the fear that they might go mad at any moment, killing everyone around them.  

Makutur (Bugbear)

Makutur, meaning “Pariah Folk” in Goblin, or Bugbears are another Grayskin race that can be encountered in the Raven Empire. The Makutur once had their own Kingdom, Ilgaran, which was located to the east of Hatorand. After the corruption of the Tower of the Moon (now the Tower of Midnight), Ilgaran withered until it became uninhabitable. Now the Makutur live semi-nomadically across the Raven Empire, unwelcome in many cities due to their reputation for laziness and thievery. The large size of a bugbear belies their aptitude for stealth. In times of war, squads of Makutur were able to sneak past enemy patrols less than ten feet away from them. Due to their natural stealthiness, Makutur in the Evervictorious Army were often trained to slay mages and important individuals. They were also used as commando units who would raid surrounding farms and travelers after the main army had withdrawn.
Race Lore: Bugbear
Race Perk Page: Bugbear Perks
Inherent Abilities:
  • You may attempt to Hide even when only lightly obscured.
  • You have proficiency in the Stealth skill. This does not count towards your maximum amount of proficiencies from Perks.
  • You have a darkvision radius of 30ft.
  • The amount of food you have to eat every day to avoid gaining exhaustion levels is doubled.
Point Balance: 19
Size: Medium
Speed: 30ft
Language: You know International, Goblin, and Orcish.
Age: Makutur mature around age 15 and live to around 60.
Physical Description: Bugbears almost exclusively have gray skin, although very rarely an individual can have an earthy brown skin tone. Bugbears are much hairier than their Goblin and Hobgoblin relatives, with their upper chest, ears, arms, and legs being almost completely covered in hair. This hair has the ability to change color, if they stay in the same environment for a long time. It can also change color depending on the mood or will of the Bugbear. Bugbears also have the same pointed ears as their Goblin and Hobgoblin relatives.
Social Difficulty: 3. Corvans have historically had very little interaction with Isan until recently. After the failure of the Evervictorious Army in the Gray War against Chevel, many of the survivors have spread across Isan. Some Corvans, known as the "Orcsairs" have taken to a life of piratical raiding all across Isan and are based primarily on the island of Attar in Kanwinnic. Because of this, they might be viewed with some distrust until proving they are not an Orcsair. Makutur are even more distrusted, as their capability at stealth has allowed them to excel at thievery or banditry. Makutur are distrusted even among their fellow Corvans for this. Among Chevelians, however, their Social Difficulty increases to a 4-5.  

Lurrashen (Orc)

Orcs make up the ruling race of Ilunabaren, with the Raven Empress directly ruling the central realm of Hatorand and delegating the governance of other races to her vassals. Orcs were originally created by their god, Omarin, as a front-line force. Because of this, Orc lineages specialize in using melee weapons and are extraordinarily strong of body. Unlike any other Corvans, Orcs were created with a fatal flaw: they couldn't use magic without going insane. Instead of culling their magical lineages, Orcs instead keep magic users, known as Iñakal or "Tainted," as livestock or slaves. Iñakal are vital to the functioning of Orcish society, serving as weapons of war or doing the work of dozens of Orcs to keep the Orcish economy prosperous. When Iñakal begin to show too many signs of insanity, they are culled by their masters.
Race Lore: Orc
Race Perk Page: Orc Perks
Inherent Racial Ability:
  • With a 6 hour long ritual, which you must perform when sleeping, you change between the forms listed in the Orc Forms page.
Point Balance: 18
Size: Medium
Language: You know International, Orcish, and Goblin.
Age: Lurrashen are considered mature around 15 years old and live around 70 years.
Physical Description: The Lurrashen have a similar build to Humans, although they are naturally far more muscular and about a foot taller on average. Their skin color ranges are light gray, light green, and dark green. Lurrashen typically have a far denser musculature when compared to other Humanoids, meaning that even an average Lurrashen can perform feats of strength that would require years of training in other species. Some Lurrashen also have tusks along their lower jaw, although they are an entirely vestigial holdover from more primitive times.
Social Difficulty: 2. Goblins and Orcs have had little contact with Isan until very recently. After the failure of the Evervictorious Army in the Gray War against Chevel, many of the survivors have spread across Isan. Some Corvans, known as the "Orcsairs" have taken to a life of piratical raiding all across Isan and are based primarily on the island of Attar in Kanwinnic. Because of this, they might be viewed with some distrust until proving they are not an Orcsair. Among Chevelians, however, their Social Difficulty increases to a 3-4.

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