Brinemarch Sun Crows, The Bright Heralds of Terror
Appearance: Corvids, black with bright yellow markings beneath the wings. Difficult to spot unless in flight or dancing.
Behavior: Mimic other animal calls, camp noises, and voices. Highly intelligent. Monitor fire outside of a boat. Absolute scavengers. Can be bribed.
If crows dancea predator approaches
- then prepare to flee, fight, or present tribute.
Language Growth
The Sun Crow is not a true talking-beast until becoming a doppleganger. Only one (per player) may acquire language through observation and imitation.
- Each Day: Add one mimic per day until every character has a mimic. Each crow echoes words from one character.
- After every character has a mimic Each mimic settles on one or two words to express itself at all times.
- Next Day +: The flock mimics shouts, cries for help, or lures in a regional threat (Terror Bird, Red-Raptor, patrol, etc.).
- The Queen's Rite: If a talking beast or human dies alone (unwitnessed by humans or true speakers), one sun crow may ascend to Doppelgänger. They are stuck in the form of the victim for one full lunar cycle. They take the form, voice, gear, and recent memories. They default to three-word phrases and always smile a little too long. Blood runs like quicksilver.
Doppelgänger Rite
Returning to their true form requires attending a solitary death with no true talking beasts as witnesses. A group (1d6) will quietly observe a wounded or isolated target.
Treasure:
Crows keep ground caches of buttons, stolen keys, and rune stones at the nearest stable landmark.
Also, flocks that have performed the Queen's Rite will try to dispose of the body in the nearest river.