Kenku

## On Kenku

*"Clapper was one of the Five Companions of Latrell and he was kenku. They can't be all bad folk I suppose."-Hubimm Rhanna, human merchant, after dealing with a kenku.*

*"I had a kenku assassin come after me once. Little bugger stabbed me in the neck with his beak, never underestimated one of them again."-Lasdera Keeneye, minotaur adventurer, on how she got the strange scar on her neck.*

*"They mimic voices perfectly. I don't like that. Seems suspicious."- Beldor Clanginghammer, dwarf priest of Moradin, repeating a common dwarf idea.*

*"And people call me a sneaky devil."-Zehala, tiefling thief, on her kenku partner Splasher.*

The kenku are a mysterious race of ravenfolk who originated near what is the modern day Dragon Empire but have since spread throughout the known world. Kenku legend teaches that they once flew like birds and as a result most kenku are obsessed with the idea of regaining this fabled ability, by whatever means necessary. In the day to day most do whatever they have to do to survive while pocketing as many shiny things as they can along the way. Their naturally cunning and ability to perfectly mimic sounds and voices make them excellent rogues or spies

## Physical Description:

Kenku are halfling-sized and resemble humanoid ravens. Instead of wings they have arms, which ending in bird-like talons on both hands and feet. They retained bird-like features, with black, beady eyes and a long dark beak. Their head and torso are covered with soft feathers of a dark russet-brown color, while their scrawny limbs are bare and scaled like a bird's. Kenku color patterns for feathers don't deviate much and, as a result, most non-kenku have trouble telling individuals apart. Occasionally one is born albino, with pure white feathers and red eyes. Albinos are believed to be sacred, or cursed, depending on the particular family, and often rise to places of prominence within kenku society. While a few rebels dye their feathers bright colors, most eschew body modification of any form. Kenku are made for stealth and they don't intend to give up that advantage. Most kenku typically wear nondescript brown robes, under which they hides tools, weaponry and coins.

## History:

Being a naturally secretive race, the kenku like to keep their past hiden. Yet their love of gossip, conversation, and greed means that the tale gets out more than they care to admit. According to the kenku themselves they were once a race of proud ravenfolk who soared through the skies of a young Apia on massive wings. None could challenge their dominion of the skies, neither harpies, aarakocra, not even dragons. (It is worth remembering that kenku are braggarts and liars first and foremost. )These ancient kenku were ultimately led astray not by mind flayers or beholders but their own incurable greed. In their arrogance they sought to possess all the world's wealth, an impossible task. The kenku abandoned their own gods and instead prayed to any being that could fullfill this desire.

Pazuzu, the demon lord of air, answered their call and demanded their most ancient secrets in exchange for this wealth. Ever crafty, the kenku tried to outwit Pazuzu and lied to him, spinning tall tales and falsehoods instead of their promised secrets. Despite their cleverness, they couldn't outwit Pazuzu and he saw through their deception. In his rage Pazuzu cursed the kenku to do nothing but spin lies as long as they lived. Forever they would tell tales with stolen words, incapable of using their own. As a final punitive measure, he stripped them of their wings swearing that, if they swore loyalty to him and served him faithfully, they would fly again. Some kenku swore loyalty to Pazuzu that day but the rest rejected the demon.

Most kenku moved among human tribes, taking advantage of what skills remained them, never forgetting the glories they used to possess. It was there that they were enslaved, along with the humans, by the mind flayer and subsuqent beholder empires, sharing in the toils and liberation that would follow.

True or not, this story drives the kenku as a people. The fact that Clacker, one of Latrell's five legendary companions, was granted wings by his insane beholder master proves that flight is again possible, even without Pazuzu. Today, kenku control a small province within the Dragon Empire but have cities of their own in many lands. Kenku flocks can be found in major cities in almost every land and some go so far as to dwell within the Shadowfell.

## Geography:

While the majority of kenku still live within the Dragon Empire, there isn't a civilized land free of them. Large kenku populations are found in Latrellus, Taskanda, Vitteodel and the Coastal Kingdoms. In addition to these places, flocks of kenku can be found on the major islands and as a servile race in the Goblin Dominion. The Shadowfell holds small towns of kenku as well, being one of the few truly hospitable races within that dark land.

## Personality:

Kenku are defined by two things; their obsession over flight and their lack of a free voice. A kenku cannot speak any of his own words, he can only parrot what he's heard. To form new sentences he must piece together the voices of a hundred conversations, like a magical recorder, thus making new meanings out of old. Words and stories are overwhelmingly important to the kenku because they, quite literally, expand their ability to speak to others. They are a secretive, greedy race that covets wealth, comfort and shiny objects. They play their cards close to their chests and aren't afraid of breaking the law to get their way. Many are swindlers, thieves and assassins, using their natural skills to acquire those precious things they desire.

Even good kenku are capable of tremendous selfishness, putting their own needs and desires ahead of others, particularly around the dream of flight. A kenku would sacrifice almost anything or pay almost any price to fly, even the whisper of a possibility is enough to get their obsession rearing its head. While robbery, mugging, assassination and blackmail are standard fare for many kenku flocks. Good aligned kenku are more likely to become merchants, traders, guides or guards but even they will pinch pennies, gouge prices, and pull "harmless" scams. The constant competition for survival makes trustworthy allies integral, so kenku are quite loyal to their flock and friends, cooperating quite well in and out of combat. As urban creatures, most are uncomfortable out in the wilderness, longing for the slums and cramped alleyways they call home. Truly social beings, kenku are rarely found without friends or flock.

## Society:

Within the human cities the kenku call home, they live in giant family groups called flocks. A flock will typically establish a hidden nest somewhere in the heart of the city, usually in slums or abandoned back-alleys. They guard this territory fiercely as, aside from the fact they'll be hiding plenty of ill-gotten treasure in it, it is also where their eggs are kept. Kenku hatch from eggs and both parents are quite protective of their young. Young kenku are raised by the community until the age of maturity (typically 12) after which they set out with other young kenku, to a new city or town and set up a flock of their own. Flocks are led by an alpha, or "boss", who operates halfway between the head of a criminal gang and a proud patriarch. He ensures the schemes and plots are reasonable and that the flock doesn't move too far out of line. He also takes a hefty cut of the shinies which leads to resentment among the young cutthroats. Upon his death a new alpha, chosen from among the flock, ascends to leadership. Get rich quick schemes, confidence man plots, scams and swindling are the common exports of a kenku flock, though they would never do so to family. Kenku from outside however, are fair game. Their services were quickly hired out to whoever was willing to pay and many nobles make use of kenku wizards, spies, thieves and assassins, though forgers, information brokers and fences receive almost equal employment.

## Religion:

Because their own gods are lost, the kenku have turned to others in more recent days. Most kenku worship Atix Crowfeather as their patron due to her longstanding association with ravens and sometimes portray her as a raven or kenku. Thydita is also a much beloved goddess among them, though she is always depicted as a beautiful kenku in their art, rather than the traditional human. (This contrasts with Atix who is often still potrayed as human even among kenku worshipers.) Some follow the mysterious Raven Queen, indeed, aside from shadar-kai, kenku are the only people to worship her in numbers. Evil kenku favor Oztoz, Nesin or Vecna (mostly as a lord of dark and forbidden lore rather than undeath) and remain devoted worshipers of Pazuzu.

## Alignment:

Many kenku are neutral evil, true neutral or neutral good. Kenku are very rarely lawful, is it flies in the face of their nature. While many are chaotic, most are too grounded within their flock to have no structure whatsoever and do understand the value of cooperation.

## Relations:

Kenku are beings with few allies. The shadar-kai, due to mutual devotion to the Raven Queen, share kinship with them. Some aarakocra actually get along well, sharing a few common similarities. Goblins and kenku find they have much in common and are quick to bond over their love of shiny coins. Dwarves hold a notable dislike of kenku, believing them to be sneaking, conniving and morally reprehensible and will not allow them in most cities they control. Pipers seem to universally adore kenku though why is unknown.

## Language:

Kenku speak whatever patchwork of words they can piece together from overheard conversation. Most understand common and kenku.

## Names:

Kenku names are drawn from descriptive sounds that the kenku can make. Typically this is his or her first sound after exiting the egg. These names are purely unisex. Kenku do not have surnames.

**Example Kenku Names:** Clicker, Rustler, Sweeper, Mewer, Owler, Crocodile Hiss, Goater, Rope Whip, Book drop, Mallet Slam, Coin Jingle

## Adventurers:

Kenku are natural adventurers. Their stealthy skills, combined with wanderlust, a deep set greed and the dream of flight encourages many to scourer the world seeking magical treasure and knowledge. They love secrets, riddles and word games, locking them away in their minds even as they seal coins in their purse. Kenku rogues are a common sight among adventuring bands, even if they are not fully trusted by their fellows.

## Traits:

Kenku traits are taken from the Monster Manual 3. They are reprinted below for convenience...

+2 Dexterity, -2 Strength

Base speed 30 feet

Small size (+1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Carrying capacity is three-quarters of that of a Medium character.)

Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).

Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specific individual’s voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine. Additionally, kenku may only speak by piecing together sounds and phrases they have already heard use.

Natural Weapons: 2 claws (1d3).

+2 racial bonus on Hide checks and Move Silently checks.

Low-light vision.

Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.

Favored Class: Rogue.