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Ekwara

Overview

The Ekwara are a race of humanoids that resemble nothing so much as walking, talking crows and ravens. They are not originally native to Mondlokk, though how they came to be there is lost to the depths of time. They have made their home in Vòh, the Vòhai Delta, and along the Corsair’s Reach and in the forests of the Lost Coast. On the whole they are gregarious, a little chaotic, and share a love of shiny things with their mundane avian kin. By nature clannish, they love nothing more than to be underestimated. There are three distinct cultures of the Ekwara, roughly corresponding to where they live. However they all share a language, and on the whole hold each other in high regard. The Ekwara who have settled in Vòh – or who may be dwelling in any other city – are referred to as the City Ekwara. Those who live in the Delta, or anywhere in the forested wilds, are referred to as the Country Ekwara. Finally those Ekwara who live on the islands and along the coastline of the Corsair’s Reach – or those who ply the seas on the ships of men – are referred to as Island Ekwara. For people accustomed to other settings: The Ekwara are not quite the same as the Kenku. They may be related, but millennia of live on Mondlokk have given the Ekwara their own identity. Unlike the Kenku, the Ekwara are quite able to express themselves very eloquently indeed; and they resent their flightlessness a whole lot less than the Kenku. The Ekwara were not cursed by the Wind Dukes of Aaqa – or if they were, they have forgotten, and do not care – the Ekwara have their own set of concerns and ancestral burdens. The Ekwara have something of a dark history, closely intertwined with Vicia’s reign of terror along the Vòhai: the Ekwara speak of the Time of Bondage. The precise time frame is uncertain, but the Ekwara know that they were, with few exceptions, enslaved by Vicia, who used his slaves to do his nefarious bidding. The Ekwaras’ natural talent for stealth and trickery were used to perform assassinations, audacious heists, and other vile crimes too many to count. It is this history of skullduggery that has saddled the Ekwara with a dubious reputation among most other races.

The City Ekwara

The City Ekwara are those Ekwara that have settled in cities; predominantly in Vòh, where there are sizeable enclaves, but also in larger Mondlokki cities like Gingbatsching, Gispary, Poràn, and even far, deeply strange Sarimovad. They are accustomed to being taken not entirely seriously, and have grown to exploit it. There are Ekwara in positions of substantial influence in the underworld of most of these cities, simply because few would suspect a small, slightly ridiculous-looking flightless talking bird to be a ruthless crimelord. They regard themselves as businessbirds. Respectable. Rising above pettiness (even when they themselves are being deeply petty). They pay their debts and they pay their dues. They are upstanding, they pay their taxes* and they are better than. They appear at their appointments on time, every time. City Ekwara place high value on their personal appearance; they are fond of fine custom-tailored clothes and accessories, quality equipment and luxurious diversions. If there is an individual wearing a well-fitting bespoke suit of bespoke worsted wool, a most excellent hat worn at an angle just so, checking the time with a timepiece of ingenious design and smoking a cigar imported from the finest plantation on Lanyryck, then that individual is an Ekwara with a fastidiously cultivated refined accent negotiating a subtly-nuanced business deal for a consignment of only the very best smuggled rum from the Corsair’s Reach. City Ekwara are accustomed to being unfailingly polite to one another and to those of other races who have earned their respect. This extends even to arguments, threats, and outright fights. Above all, appearances must be kept. Even ruffled feathers must shine, and gentlebirdliness is imperative. They are somewhat secretive; non-Ekwara are outsiders who are not trustworthy, until they are found to be trustworthy. Ekwara business is never non-Ekwara business. Outsiders will politely – but very firmly indeed – be excluded.

The Country Ekwara

The country Ekwara are far less hierarchical than their urban kin. They tend to gather in small communities in those areas of wilderness that humans don’t tend to have use for. There are thriving Ekwara villages – almost towns – scattered around the Vòhai Delta, for instance. Like their city kin, they are gregarious, a little chaotic, and to humans deeply strange, but they are also much less secretive and a lot more hospitable, provided that their guests have earned their trust. Country Ekwara tend to engage in a number of trades, including fishing the delta, as well as working on the ferries and rafts that move goods and cargo around the delta. A few become mercenaries, bounty hunters, even highway robbers, especially in the forests surrounding the Vòhene Fields. Country Ekwara are often very musically inclined; many of the highly talented Ekwara bards and minstrels that entertain both birds and men hail from “down country.” Like the Islanders, Country Ekwara settlements tend to be matriarchal, with a Druid or Warlock Aunty serving as spiritual leader to the village. There is something of a perception that the Country Ekwara are less sophisticated than their city brethren; that they are proverbial 'country bumpkins' – but perceptions are deceiving, and the City Ekwara do not look down on their country kin. Country Ekwara tend to maintain cordial relations with the Riverfolk of any given region, exchanging news, stories, rumours and other information. If something is amiss in the forest, on the delta, or on the river, the Ekwara will know. And their propensity for stealth, as well as knowledge of their land, means that interlopers will frequently find that the Ekwara are more capable and dangerous than they bargained for.

The Island Ekwara

The Island Ekwara generally live in scattered settlements all along the Corsair’s Reach, both on the islands themselves and on the mainland. These settlements are mostly or completely Ekwara, while others are mixed, with humans and a few half-elves. Island Ekwara engage in all manner of trades that suits their lightly-built physiques. Many are sailors – often with a decided lean towards piracy – while others ply the coastal waters for the plentiful fish. While they are not suited to the physical rigours of serpenteering, they can often be found operating the harpoon ballistae. Their keen eyes make them highly-prized lookouts both on watchtowers and in the crows nests of seafaring vessels. Those on land engage in various trades ranging from pottery, basketweaving, boatbuilding, all the way to alchemy and working in cannon and shot foundries. Like their City brethren, they do place a value on their appearance, and often favour flamboyant dress, wide- brimmed hats of nautical theme, colourful feathers an the like. They share with their city and country cousins the general drive to civility, though culturally they are a lot more aloof, and much more distrusting of authority figures. A highly placed Uncle or Aunty from the Vòhene Flock would be treated no differently than a roaming Ekwara sailor. Island Ekwara settlements are often matriarchal, with an aunty-priestess (sometimes a druid, often a Warlock) serving the group as a spiritual and secular leader. She will be surrounded by a coven of her daughters and nieces who lead the village per se. Defence is a collective effort, with both male and female Ekwara shouldering an equal burden. The one exception is that the females will defend the hatcheries personally, while the males will deal with interlopers more proactively.

Major organizations

The Flock

Ekwara D&D 5e stat blocks

 

City Ekwara

those Ekwara who have settled in enclaves in Human-dominated cities   Ability Score Increase: Dex +2; Cha +1 Age: Maturity at 12, live to 60 Alignment: The City Ekwara tend towards chaotic alignments. Size: Ekwara are 4-5’ tall and between 60 and 100 pounds. Size is Medium. Speed: 30’ Ekwara Proficiencies: You are proficient in two of the following skills: Acrobatics, Deception, Sleight of Hand, Stealth 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. Natural Attack: You may make an unarmed Claw attack (+dex modifier to hit; 1d4 +strength modifier damage). Languages: Ekwaran, Vòhene Common, one other    

Country Ekwara

native to the Bayou and the Delta of the Lower Vòhai River and the forests along the Lost Coast   Ability Score Increase: Wis+2, Dex +1 Age: Maturity at 12, live to 60 Alignment: Country Ekwara tend towards neutral alignments. Size: Ekwara are 4-5’ tall and between 60 and 100 pounds. Size is Medium. Speed: 30’ Ekwara Proficiencies: You are proficient in two of the following skills: Acrobatics, Religion, Stealth, Survival. Expert Boatbird: You have proficiency in Vehicles (water), and ability checks related to this proficiency are made with advantage when using rowed or paddled vessels in forest, jungle, or swamp environments. Natural Attack: You may make an unarmed Claw attack (+dex modifier to hit; 1d4 +strength modifier damage). Languages: Ekwaran, Vòhene Common, one other  

Island Ekwara

native to the islands of the Corsair’s Reach and the Straits of Råld   Ability Score Increase: Dex+2, Wis +1 Age: Maturity at 12, live to 60 Alignment: Island Ekwara tend towards chaotic alignments. Size: Ekwara are 4-5’ tall and between 60 and 100 pounds. Size is Medium. Speed: 30’ Ekwara Proficiencies: You are proficient in two of the following skills: Acrobatics, Athletics, Religion, Survival. Expert Boatbird: You have proficiency in Vehicles (water), and ability checks related to this proficiency are made with advantage when using rowed or sailed small vessels in coast or ocean environments. Natural Attack: You may make an unarmed Claw attack (+dex modifier to hit; 1d4 +strength modifier damage). Languages: Ekwaran, Vòhene Common, one other  

Optional Racial Trait:

Glider (replaces Expert Forgery or Expert Boatbird): Your arms are capable of gliding. A successful Acrobatics check results in not taking any damage from falling, and you are able to move 30’ horizontally for every 10’ of vertical descent.
Mister Gatwing, entrepreneur and adventurer, does not let his nerves show as his hand hovers near the pommel of his pistols. “You mean to say... that weʼre not friends anymore? Because I believe I would be just heartbroken to find that we are not friends anymore... There is simply no telling what I might do if I find that we are not friends anymore.”
Related Organizations
Languages spoken

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