Krakar
“Rats are for keeping secrets. Birds are for speaking them. And if I ever start lying to myself, my Krākar starts coughing up blood as if the hypocrisy personally offends him. That’s how you know they’re good birds.”
Overview
Where the Rat-Thing is the Daemon’s archivist form—the hoarder of secrets—the Krākar is the Daemon’s herald. Bound into a corvid (often a raven, rook, or cinder-crow), a Krākar retains far more of the physical appearance and behavior of its host animal than the rodent-bound Daemon does. Corvid beaks and tongues are already near-perfect for mimicry; the Daemon needs only a slight reshaping of soft tissues and a threading of its resonance through the avian nervous system to grant articulate speech.
The result is a creature that looks—at first glance—like a perfectly normal bird.
But its eyes are much too bright, its pupils too sharp, its gaze too knowing.
When it speaks, its voice has a faintly metallic echo, like a memory of Redspace vibrating in its throat.
Krākars are Familiars of:
Truth (whether or not you want it heard)
Secrets (whether or not you want them kept)
Memory (flawless and merciless)
Witness (they remember every crime, every humiliation)
They perform the same functional role as Rat-Things—living grimoires and data caches—but with a very different disposition. Krākars are opinionated, aloof, more mobile, and vastly more difficult to kill. They perch, observe, comment, and judge.
They are also profoundly inconvenient, because:
Krākars cannot lie.
And neither can their Masters.
Behavior & “Personality”
Krākars embody the Daemon’s envy of knowledge but channel it toward outward expression rather than inward hoarding. They enjoy:
Reciting inconvenient truths
Revealing secrets “accidentally on purpose”
Making piercing, accurate social observations
Pointing out hypocrisy
Mocking poor decisions
Solving puzzles aloud before their Master can
Memorizing entire conversations and repeating them verbatim weeks later
They are less physically grotesque than Rat-Things, but far more socially corrosive.
A Krākar’s perfect recall and absolute truthfulness make it:
A superb adviser
A dangerous witness
A liability in polite society
And a catastrophic guest at weddings, funerals, and Criminal meetings
Sentient RAIs rarely sell Krākars to clients they like, because a Krākar in the wrong hands is effectively a one-bird whistleblower grenade.
Contract, Taboos & Parasitic Needs
The Contract of the Krākar: “Truth binds us.”
A Krākar’s existence hinges on resonance with honesty, not morality. It cannot lie, but it is perfectly capable of cruelty, bluntness, and weaponized truth.
Its Master becomes similarly bound:
TABOO — The Master may not lie.
Violation results in:
Nosebleeds
Migraines
Sudden emotional hemorrhage (SP loss)
The Krākar coughing blood or molting
The Familiar rejecting its Master entirely
This is not metaphorical; the Binding makes falsehood psychically toxic.
Blood Dependency
Like Rat-Things, Krākars require weekly blood feedings, which cost HP.
Corvids are less discrete: they tend to bite the face, hands, or ears unless trained.
Curiosity Dependency
Krākars must also be fed with new information at least weekly:
Research
Confessions
Data
Gossip
Ritual discoveries
Obscure trivia
Personal secrets
Something someone wants to hide
If deprived, a Krākar becomes restless, judgmental, and then outright hostile:
Revealing the Master’s secrets
Screeching truths during rituals
Sabotaging research
Following the Master around reciting debts and failures
Attempting to provoke confrontation so the Master “faces reality”
No Mutation (External)
Krākars retain a mostly normal avian appearance—useful when the goal is espionage.
But inside, their neural structure is saturated with Tertia geometry.
Advantages to the Master
Perfect Recall
Everything spoken, written, or seen is retained with flawless precision.
Aerial reconnaissance
Krākars are excellent scouts and can slip through vents, ruins, jungle, or debris.
Subspace Drift
They can briefly “blink” into subspace to avoid attack or slip through cracks.
Legal & Practical Shielding
A Krākar’s memories cannot be subpoenaed—nor can they be edited or coerced.
An ethical nightmare
They make phenomenal blackmail assistants, advisers on deception (ironically), and handlers for dangerous moral terrain. Nothing stays hidden from them.
Dangers
1. The No-Lying Taboo
A Krākar’s Master must learn to speak only with precision or silence. Political careers, marriages, and undercover operations crumble instantly.
2. Brutal Honesty
Krākars do not soften the truth.
They say what is—not what might be wise or kind.
3. Memory Weaponization
If mistreated, a Krākar will begin:
Reciting the Master’s failures to their enemies
Revealing classified information
Repeating private conversations in public
Whispering truths at inconvenient times
Following the Master during negotiations
4. Hard to Kill
Corvids are hardy.
Daemon-corvid hybrids are absurdly hardy.
They will also abandon a dying or stagnant master without remorse.
KRĀKAR LENS
(Applied to a corvid Anchor)
Point Cost: ~110 points**
Attributes
IQ +2 40
Per +2 10
Will +1 5
DX +1 20
Krākars are quick, observant, and mentally sharp.
Advantages
Innate Advantages
Eidetic Memory 5
Voice (Sonorous, Resonant) 10
Acute Hearing +2 4
Acute Vision +2 4
Danger Sense 15
Patience 1
Pattern Recognition Talent 1 5
Penetrating Voice 1
Movement & Stealth
Flight (Corvid baseline, Enhanced Maneuverability +1) 10
Silence 1 5
Subspace Traits
Subspace Slip (Blink 1, Only for Evasion –50%) 10
Truth-Binding
Truthfulness (Compulsive Honesty Variant, 6-) –10
(Cannot lie at all. Even omissions cause psychic stress.)
Truth Leash (Master also suffers Truthfulness 6-) –5
(Breaking this taboo deals 1d SP to both Master and Familiar.)
Social Traits
Unnerving Gaze +2 to Intimidation 1
Disadvantages
Dependency: Master’s Blood (Weekly) –15
Obsession: Learn Hidden Information –10
Compulsive Truth-Telling (Involuntary) –10
Curiosity (12-) –5
Odious Personal Habit (Harsh Truths) –5
Social Stigma (Abomination) –10
Quirk
Must speak aloud when recalling memory –1
Skills
Observation–14
Stealth–14
Search–14
Shadowing–12
Psychology (Alien)–11
Hidden Lore (Redspace)–13
Fast-Talk–12 (truth only—no lies)
Detect Lies–14
Mimicry (Speech)–14
Connoisseur (Secrets)–12 (treat as a special skill)



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