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Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] doeit2021-09-22 04:56 pm
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non-playable characters. (light)

NON-PLAYABLE CHARACTERS
This is a populated world filled with unique individuals, both human and otherwise, and this page gives you some information on the most common type of non-playable characters you might meet along the way! While there are general descriptors, you can also read up on some specific reoccurring characters found in the setting. This page does not include unique characters introduced through events unless the character is introduced to be a permanent fixture - in which case, we will update this page with their information.
SLEEPER SQUIDS
Sleeper Squids populate the beaches at the beginning of each month and can be found throughout the ocean. This is considered the "true form" of Sleepers. While many Sleeper Squids are black, they come in several shapes and colors. You can choose a picture of a squid-like creature to represent your character's "true form". This true form can only be recognized by those who have been told about the form or who have interacted with it directly. Sleeper Squids react minimally to others until it is time for them to be born anew. They require no sleep or food in the meantime.

All of the squids in this world are Sleeper Squids but there may be beasts/Pthumerians/monsters that have squid-like appearances to deceive people into believing they have found a Sleeper Squid. This deception relies on the fact that Sleeper Squids are innately gentle and harmless as well as the fact that most people, Sleepers and Natives alike, willingly go near Sleeper Squids to help awaken them. This deception is rare and will likely only occur during events or player plots.

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NATIVES / DEERIANS / CITIZENS (TRENCHIES)
NATIVES

This world is populated with ordinary humans who have survived and created generations of lineage centuries after this world's apocalypse. Territories completely changed and terms like America, England, Japan, India, Mexico, etc are known now only by ancient historians who study pre-apocalyptic earth. The average person, however, simply knows the earth now as "The Waking World" and would be unfamiliar with our-world terminology.

All ordinary humans throughout the Waking World are known generally as Natives to differentiate themselves from Sleepers, Watchers, and all the Pthumerian-like creatures. They have only known this world and nothing else, unlike the others, and thus are native to its ways. Despite our-world countries no longer existing, you can still see clear cultural influence throughout the Waking World, and it seems to be extremely blended regardless of where you go.

DEERIANS

The humans who are native to Deer Country specifically are known as Deerians. Deerians have a culture centered around worship and respect towards deer. It is considered forbidden to kill deer for any reason, but there is a harvest of deer antlers and any ethically sourced resources from deer (ie; bones of a deer that died from natural causes). Many Deerians can be seen wearing antler accessories, decorated in antler tattoos, and many more have antler decor around their homes. Most Deerians will insist it is good luck to hang antlers outside of your home and believe it will ward away beasts and evil spirits. There does seem to be some truth to this as homes with antlers seem to avoid heavy damage during violent months.

Deerians believe a visit by a deer is a blessing and that deer will protect you. This also appears to be true as it is common for deer to lead people to safe places and bring supplies during difficult times.

CITIZENS/TRENCHIES

The people who live specifically in Trench are generally referred to as Citizens. Citizens can be Sleepers, Natives, and Watchers. Most of the time, "citizen" is used to refer to the more vulnerable population of the city that requires further protection and may be without abilities or weapons. Some citizens of Trench fondly refer to themselves as "Trenchies" as a slang term.

Since money does not necessarily exist in this world, there is no class divide, but there is what's known as a "principle divide." This refers to citizens who value Practicality and citizens who value Pleasure. Some citizens don't seem to care about either and don't fall into the principles, but the majority of the city is clearly divided between the two and this can be seen in the different aesthetics and style of dress. Some citizens take their principles very seriously and will treat those who oppose them poorly. These citizens are often usually the same citizens who treat people differently depending on their blood types. Aka they some real judgy assholes.

While both principles have different ideas about the use of clothing and aesthetics, most citizens regardless of principle wear skin-covering wardrobes with hats, gloves, and scarves being popular accessories. This is due to the desire to keep one clean of bloodshed and potential corruption - and it is the one form of practicality both principles agree on. Many citizens also cover their eyes/faces due to the superstition of accidentally making eye contact with a dangerous creature or something evil. Many also try to keep themselves difficult to identify so dangerous creatures cannot stalk them. There is no purity culture here - no one believes nudity is shameful, but people do find it reckless and dangerous to wear minimal clothing and will likely cover you up with a jacket as a gesture of goodwill. This is why nude Sleepers are so quickly given clothing. It is not out of modesty, but a desire to protect and keep safe.

While there are clear differences between the two principles, there are obviously plenty of situations where there are mixes of the principles. Player-Characters can choose to follow these principles or not. They really are just different lifestyles people can experiment with to whatever degree they want.

PRACTICAL CITIZENS

Practical citizens believe first and foremost in practicality - duh. They understand that resources are dangerous and difficult to obtain in this world. They believe it is not worth the risk and time and energy spent on crafting useless aesthetic/entertainment. Survival is their key motivation. They typically dress in dark colors - after all, it's pointless to wear light tones in a world filled with blood. Who can be bothered to wash out all of those stains? They tend to stick to sturdy and resilient materials such as leather and metals. Practical citizens want things to last. However, since they generally don't care for fancy things, they aren't opposed to finding cheap patches of cloth to put together an outfit. Their homes are usually for eating, sleeping, and shelter, and not much more. Most practical citizens barely have hobbies and stick to focusing all of their time and energy on ensuring they have safety and supplies. Many practical citizens sneer at pleasure citizens as selfish and naive. Some practical citizens do still dress in sophisticated styles, but much more reserved in terms of color and material than a pleasure citizen.
PLEASURE CITIZENS

Pleasure citizens care about enjoying life as much as they care about living it...But they tend to focus a little bit more on enjoying it. For some, life in Deer Country is guaranteed to be short, so why not have fun while you're still breathing? They believe in things like luxurious clothing, having a night out on the town, going dancing, and enjoying fine foods. They think it's well worth the risk and price of having a beautiful, pleasant life. Some will go out of their way to seek precious jewels and will spend an enormous amount of trade goods on fragile material like lacework gowns and delicate pearl necklaces. They don't eat just to survive but to thrive. They are usually the ones who bust their backs to make sure that chocolate still exists in a world determined to be miserable. Many pleasure citizens look down on practical citizens as homely and bleak. Pleasure citizens do prefer outfits with hints of color and detail, but many still wear darker colors since they are more accessible in general.


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WATCHERS
These humans used to be known as "Wastes" in Deerington (Chapter 1) and were the original townspeople of a sleepy town in Maine. These people were trapped in the horrific nightmare of Julia Sodder, not quite alive, not quite dead, kept suspended by the dream for decades. While they are genetically human, the dream made the Watchers biologically immortal - meaning that if they avoid fatalistic injury, they have the potential to live forever. Many Watchers are survivors and have been resilient through cleverness and resourcefulness. Due to the kindness of Sleepers in Chapter 1, Watchers have become a constant ally to Sleepers and believe in helping and protecting Sleepers who need it.

Some Watchers have become highly skilled in combat so they can fight against the terrors of this new world. Others have invested in finding and creating unique resources for people to rely on. Watchers woke up sporadically from the dream between its conception and its end, and many do not remember the process. Many do not refer to themselves as Wastes anymore but will acknowledge that that was what they were once called. They do not generally see it as a derogatory name, but they do believe it is a term that represents a dark time in their lives. It is believed that many Wastes were also different variations of Sleepers and Watchers can confirm as much. Wastes/Watchers represent those who get caught in the middle of a war they did not start - and Sleepers fit that to a tee.

Most Watchers still disguise their faces with masks or scarves, but some Watchers have decided to remove their masks permanently. There are three significant Watchers:

THE DOG KEEPER
The Dog Keeper has been surviving since before the Nightmare and will continue to survive long after the Waking World has vanished. It is in his nature now. The Dog Keeper keeps himself concealed with firefighter-style uniforms and masks to protect his face from potential fumes and smoke. He's known, unsurprisingly, for continually being surrounded by loyal, intelligent dogs. He refers to these dogs as the Delivery Dogs and once upon a time, he used to rely on his dogs to transport important messages and warning to Sleepers. Nowadays, he lets his dogs take it easy and mostly has them patrolling Trenchwood for lost people to bring them safely to the Wayward Station. The Dog Keeper is why people of Deer Country have a deep respect for dogs. After all, if you see a hound coming your way, chances were good that it was one of the Dog Keeper's and that it could be trusted. Of course, there have always been wild dogs to disprove that theory, but for the most part, canines are always a good sign in this world. The Dog Keeper has since begun to breed unique hounds he refers to as "hellhounds" that can withstand Deer Country and are sturdier than a typical dog. Maybe pick one up sometime?

These days the Dog Keeper mostly just tries to enjoy life while he can. He's glad to have visitors and while he doesn't talk much, he seems happy to listen to others. He'll make you some beans and seem grateful to people who stop by and say hello, especially Sleepers. Despite the world being an imperfect place, the Dog Keeper is proof that you really can make a happy, cozy life out of nothing if you care enough to try. It could always be worse, right?

THE WAYWARD WATCHER
The Wayward Watcher grew up as a young girl in Deerington when her life was snatched away by Julia's nightmare. Her house caught fire during the night Julia was put to sleep and she was, unfortunately, the sole survivor of her family. She was badly scarred in the wreckage and by the time she reoriented her world, she was in the dream and surviving day by day. She relies solely on American Sign Language and writing as a form of communication and is incapable of speaking. She was the last living being in Deerington before the dream ended and she ensured every Sleeper and Waste made it out of the dream before it completely crumbled. It is unknown how long she remained in what was left of the dream, when exactly the dream ended, and how long she spent surviving in the Waking World considering the time between dream and reality is so different.

But when she came out of the dream, she spent a long time on her own, growing into a woman, living by the land, and learning to fight every beast that came her way. She is a brutal fighter and extremely protective of living creatures. The Wayward Watcher is considered to be the unofficial leader of Hunters. Hunters do not abide by a Pthumerian but instead will look to the Wayward Watcher for advice or approval. Granted, she is a little difficult to reach, but it is known that she has trained rats to communicate with her and others. Finding her rats is easy! Just look for the rat that's not afraid of you - that's too smart for its own good. Send her a message and you might just get the Wayward Watcher's help in a fight. Alternatively, the Wayward Watcher has been known to help guide vulnerable people to safety during violent times.

PEGGY

Peggy was a woman living in Deerington when Sodder's sleep interrupted her life permanently. She was both an upcoming scientist and artist who originally planned on working at the Lab in Deerington. She was curious about Julia Sodder and wondered about what sort of accommodations could be made for her circumstances but unfortunately never got to figure them out. Instead, she was trapped in the nightmare for longer than she can remember anymore, and she spent the entire time cultivating her skills. She stuck to treating Wastes who were maimed by unexpected monsters and became a master of her own craft. Peggy once had a family, but it is unknown if she lost them because of the nightmare or prior to the nightmare. She apparently once had a son who had lost his leg and that is one of her many reasons for feeling so strongly about field of prosthetics.

These days, Peggy runs Peggy's Aid in Lumenwood. She's passionate about helping the world be more accessible to everyone - physically and mentally. She feels strongly about Sleepers and is always willing to sit down and take the time to customize prosthetics for anyone regardless of the kind of body they have. Even though she is most familiar with working on humanoid beings, she has made numerous prosthetics for animals such as horses and dogs. She has a knack for robotics and making the best out of limited/low-grade supplies. Peggy does still love art though and if people bring her the right supplies, she's glad to create lovely prosthetics and other accessible equipment. Additionally, Peggy has first aid certification and could qualify as a field medic. She is skilled at dealing with amputations, both saving limbs, reattaching limbs, and/or stopping blood loss from being life-threatening. Peggy can also help physically rehabilitate those who have undergone severe injuries.

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AMBIGIOUS NPCs
Some NPCs don't fall into neat categories and are more like residential cryptids. This list may grow as the game goes on.

KOZ
It is said that long ago Koz was once the lover of Moon Presence and the father of Julia Sodder. People believe that he was the first human to be subjected to beasthood but has since learned how to live with it rather than against it - which explains his perpetual half-monstrous, half-humanoid form. He does not respond to the "Mayor" anymore and seems to have no real memories of his old life. However, he has familiar mannerisms as he did before and those who know the Mayor would quickly recognize him. Other than that? Koz really does seem to be taking his second chance at life seriously. He feels indebted to the children he has failed and has committed his new life to help them whenever he can, if he ever can, and is dedicated to creating a sanctuary for children growing up in Trench. He runs Koz's Orphanage in Crenshaw. Even though Koz himself is rather cold and distant in personality, children seem to trust him and enjoy being around him.

DEERLONA
While many refer to Deerlona as a "Pthumerian" it is understood that she is actually the first Sleeper to have been transformed by beasthood. She was once a woman named Ramona Derwin and considered to be the First Sleeper ever and once Deerington collapsed, so did what was left of her mind. She was rapidly corrupt and became a beast overnight with no one to call her back. Deerlona can primarily be found in Sleepy Town, scaling the rooftops and hunting down whoever is foolish enough to enter her domain. Despite her aggression and instinct towards violence, Deerlona has been known to treat deer kindly. They seem to be the only creatures left she's capable of properly communicating with. Could she ever be saved from her own rampage? Only time will tell, but for now, you might just want to avoid running into her because she certainly won't hold back from attacking anyone. And buddy, she is STRONG. Thankfully you can usually hear her chilling screams long before seeing her and can avoid her if you're smart.

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HALF-PTHUMERIANS
There is little known about the Half-Pthumerian race. Julia Sodder is often considered the first true Half-Pthumerian, Half-human, but many believe other Half-Pthumerians had been born around the same time. Ancient historians theorize that the main reason Julia had dominated stories of early Half-Pthumerians was that her mother had been the Pthumerian Queen. Half-Pthumerians are generally considered dangerous since many have never been taught how to properly deal with human emotions and imagination in combination with Pthumerian ability. Pthumerians feel things on a fundamentally different level than humanity. They have a different perception of reality and time, many of them capable of controlling either, and because of that, they cannot relate to their own half-human, half-Pthumerian children.

Pthumerians instinctively understand their abilities whereas Half-Pthumerians must be taught. Unfortunately, not many have been able to learn and have been killed before they can properly be taught. Some Pthumerians had tried to kill their own children for getting out of control, but the main threat to Half-Pthumerians have been Sleepers.

Pthumerians can alter between humanoid-shaped bodies and more monstrous forms, but their children seem incapable of truly maintaining a humanoid figure and instead fluctuate heavily between monstrous forms and human-looking shapes with monstrous features. Many monsters that plague the Waking World are Half-Pthumerians. They can be violent and cruel, but many of them are terrified and have never been given a chance to control themselves or understand themselves. Some Pthumerians believe it is wrong to continue mating with Sleepers/Humans but others still believe in the Pthumerian Queen's belief that the union will ultimately lead to amazing things and continue to try and bridge the gap between human/Sleeper and Pthumerian.

Half-Pthumerians can be killed but it requires an immense amount of effort and is typically unique to each Half-Pthumerian's nature.

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PTHUMERIANS
Pthumerians are an other-worldly race that comes from an oceanic realm known as Pthumeria. Pthumerians are capable of altering reality, space, and time, and many have incredible abilities that vary in nature. Pthumerians naturally have two "true" forms: the first is their "open form" which appears as an incomprehensible monster and the second is their "contained form" which appears, most often, as an incredibly tall woman. Pthumerian culture is known for being advanced in technology and culture, having eccentric clothing, and a fondness for bonding with one another. Pthumerians deeply respect each other and believe their blood unions are of the utmost importance. It is why the loyalty to the Pthumerian Queen has lasted so long after her death. It is also why so many swear loyalty to Moon Presence as well though - since many see her as the rightful heir to the Pthumerian race.

Most Pthumerians are feminine-coded, using she/her pronouns, but there are plenty who use neutral pronouns and some who use he/him. They do not understand gender to have the same restrictions as humans and they do not understand gender roles. They can create children through their abilities and their sense of "Motherhood" is more about an emotional experience than a physical one. Pthumerians have close ties to the ocean and blood, gaining enormous power from both, and although many are kind, it is known that destruction and sacrifice is a good way to gain a Pthumerian's attention...Negatively or positively.

Pthumerians are technically immortal since they naturally are reborn after death. However, it is possible to stop their rebirth process. Their immortality is then represented by a ghost-like residue they leave behind, making their presence in the world immortal even if their physical body no longer exists. It is possible to harvest Pthumerian body parts and blood, but it takes an exceptionally skilled individual to achieve this.

Some Pthumerians are much stronger than others and have reigned supreme in the Waking World. They have a similar influence as "god-like" beings except they do not claim that they "created" anything. Instead, they feed off and encourage certain behavior/things that had already existed in our world. Most of these Pthumerians are known as Patron Pthumerians. Read more about Deer Country's Patron Pthumerians here.

There are some prominent non-Patron Pthumerians in this world as well. Some will visit only during events. Meet some of the more common Pthumerians you'll come to know:

MOON PRESENCE
Moon Presence is the most influential and powerful Pthumerian in the Waking World next to Mariana. Mariana controls the seas and Moon Presence controls the skies and space itself. She was once the mother of Julia Sodder, known by her humanized name Cynthia Sodder, but has been freed by the cage of Motherhood by Sleepers. She took to the world in her full Pthumerian form and has since dominated the moon and the powers surrounding it. She's directly responsible for blessing the Waking World with the ability to harvest Lunar Energy and use it to benefit society. The moon cycles through different phases throughout the world, changing color depending on the time of year, and with it comes the enhancement of certain blood types during certain months. Moon Presence can be dangerous, but mostly she's a benevolent force that regards most Sleepers as her own children. She's far from the world now, living within the moon, living her own life now, but she has been known to come down once and a while to help Sleepers. They say if her Lunar Flowers grow around your house, you have been personally blessed by Moon Presence and may be protected from corruption.

LADY BOP
Have you ever had a persistent earworm that just won't leave you alone? Congratulations, you've probably been blessed by Lady Bop. Okay, so she's more of a slug, but let's not get judgmental here about the schematics. Or at least that's how the saying goes in Trench. Lady Bop is a musical Pthumerian that focuses her entire ability on listening to every song in the universe at least once. She can identify any song at the drop of a note, knows every singer and creator regardless of where or when they come from. More than that, she can perfectly replicate every musician alive and it's quite the spectacle. She can sing in layered voices and the flaps on her skin vibrate and produce the instrumentals.

She lives in her underground club Earworm and always encourages Sleepers to stop by and have a good time. Yes, she absolutely takes requests. She sometimes can be seen above the surface, always humming one tune or another. It isn't just famous singers she knows either. If your mother used to sing you lullabies, Lady Bop has heard it before and would be able to replicate the noise perfectly. She exclusively communicates through a song but doesn't expect others to do the same...But they say if you do sing to talk to her, she might bless you with a little something-something.

DEATH'S FRIEND
Trench is a somber place to live for how often people lose loved ones. Death is more common than life and Death's Friend has accompanied the grieving for centuries. Death's Friend is a completely silent figure, walking throughout the streets of Trench, its face a soft, welcoming glow in the long dark. It will never save anyone from Death, but it may arrive to comfort those in their death throes. It has been known to walk with people and guide them to the bodies of those they have lost so that proper burials can be had. Death's Friend protects the Sanguine Graveyard and ensures graves will not be disturbed no matter how chaotic the world gets. You have a safe place to mourn here.

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COMPANIONABLE ANIMALS
All of the following animals regularly work with Sleepers and can function as pets/work animals/companions. You do not need mod permission for a character to own one of the following animals. None of the following are standard animals and have had their own blood enhancements one way or another. We provide basic images but your spooky animal friend can really look like whatever you like. Content Warning: There is general mention of how some of these animals can die though it is not overly descriptive.


SHIVERING HORSES

This is the only traditional breed of horse in Deer Country and they come in a variety of shapes and sizes. While things like "thoroughbreds" and "Arabians" and the like no longer really exist, you can still find Shivering Horses that generally resemble those breeds. Shivering Horses are known for...well...Shivering! They look like they are always shivering and this is due to them being terrified all the time. Shivering Horses are extremely sensitive to their surroundings and seem to be fully aware that they live in a hellscape world. Despite their anxiety, they are arguably one of the bravest and steadiest animals to have around. They're hyperaware of what it feels like to be near corruption and beasthood and other evils and are known for successfully getting people out of danger. People know to trust a Shivering Horse's instinct. Shivering Horses are extremely easy to train and typically have sweet dispositions. They can be killed in typical ways, but they are much more resistant to injuries than a typical horse. It's almost impossible for them to break bones and the fate of most Shivering Horses is being eaten by monsters.


NIGHTMARE STEEDS

Now this is a creature you don't want to accidentally run across. At a glance, this looks like some sort of unicorn because of the protruding horn from its head, but the horn is where the similarities end. Nightmare Steeds are notorious for their extreme aggression, violence, and hostility. They are carnivorous horses that are as clever as they are lethal. They have incredibly short tempers and are extremely territorial, mostly living in Trenchwood and by The Rocks, but they do venture often through the city. Most of these horses don't do traditional hunting and are known instead for being scavengers. You can often see them cleaning up streets after massacres have happened, stripping the meat off of dead bodies, both animal and people. They might even eat your corpse if you're unlucky enough.

Although they are not Hunters, they are fighters and many people have died from accidentally coming across a Nightmare Steed. These creatures will gauge out your eyes before you can even scream. There are kinder ways to go...But these aren't just mindless monsters. It is rare, but people have been able to tame Nightmare Steeds and it requires an enormous amount of respect from the Nightmare Steed. Basically, you gotta fight the horse. Alternatively, you can really firmly scream at it and show no fear. Nightmare Steed appreciates a good attitude. If a Nightmare Steed turns away and abandons your interaction, you already know you've won them over. The same Nightmare Steed will begin to show up around you, acting indifferent and cold at first, but gradually it will grow closer to you and eventually let you ride it. Having a Nightmare Steed is a huge advantage. They're even better than Shivering Horses at detecting danger and are perfect for those who need a steed to run straight at danger rather than away from it. They will fight with you in battles. They are almost impossible to kill or injure.

HELLHOUNDS

Sometimes dead is better and not in the way you'd anticipate. The Dog Keeper engineered some sort of unique blood ability that brings dogs back to life. Once they're brought back, they are known as Hellhounds. These dogs are completely resistant to beasthood and are immortal with the exception of being burned. While these pooches are a little hard to look at, they are great companions. They are completely fearless and require no food or water. They have a heightened sense of smell and hearing. They are the easiest to train among the companionable animals as they seem to automatically know what you mean by 'stay' or other such basic commands. Hellhounds seem to have heightened puzzle-solving skills. Many have been known to bust their masters out of a prison or a bad situation. If a hellhound's master is missing, hellhounds are skilled at finding other people to help and hunting down their master's exact location. Befriending hellhounds is a little tricky since they are capable of detecting intention. If you genuinely want a dog, they'll be friendly and rush to your side. If you find dogs annoying or scary, they will keep their distance.

BATCATS

You can see these creatures lurking on the edge of most roofs throughout Trench. They have a prominent silhouette and historically have been mistaken for gargoyles since most of them will sit in the exact same position for hours. Batcats function similarly to vampires in that they require a strict diet of blood, but they don't usually kill their victims. Instead, you might wake up to a batcat feeding off of you in your sleep and you won't even feel it. They numb the spot and take what they need and then leave. People and livestock rarely get infections from their needing and most people just notice a strange bruise a few days later. You can leave out bowls of blood for these kittens and they'll be thankful for the gift. This is known as the only real way to domesticate a batcat into being your pet or friend. Once they like someone, they tend to stand guard over their homes and will give horrifying yowls if strangers or dangerous creatures approach the house. While they don't usually kill, they have been known to fly through the air and claw at faces of incoming danger. These batty cats can't be killed by anything other than a stake to the heart, so meet your new mostly-immortal furry friend.

PLAGUE RATS

These rats seem to embody the most common fear surrounding rats - the fear of disease. These rats look diseased, riddled with welts and puss, they sure aren't your typical cute cuddly rat...But these little guys are miracle workers. They have been working with the Wayward Watcher for centuries now and are extremely hardened to the world around them. The Wayward Watcher has once explained that the rats are actually just coated in heavy blood magic that makes them look sick and distorted, but in actuality, they are one of the calmest animals in the world and completely resistant to beasthood. These rats can figure out any maze and will cluster around people to try and help guide them in the right direction if they are lost. They do tend to swarm, and admittedly, they smell terrible, but they are by and large a good creature to have around. They can be killed like regular rats, but most of them swarm as a form of protection. If they aren't intentionally killed, they can live indefinitely. They are terribly afraid of fire though and won't go near flames even if they do like you.

RAVENS

Okay so these are just normal ravens but honestly have you met a normal raven? These ravens are especially smart and most citizens of Deerington understand ravens to be an extension of Never Mind. These ravens are highly intelligent and wary creatures and their warning caws have been known to save countless lives. Ravens can be used to transport messages and other small items. Most ravens can learn basic languages but have limited "personalities" associated with the ability to talk. These ravens love swearwords in particular, so don't be shocked if they say some real crude things around you. These ravens are vulnerable to beasthood and can be killed like an ordinary raven. They are delicate biscuits.

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CODING