TEXT: TM
  BY WADE ROCKETT
  avenfolk
  
  MIDGARD TALES
  22
  AdvAnced RAces RAvonfolk
  CRedits
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  ©2013 Open Design LLC. All rights reserved.
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  TM
  Design and Development: Wade Rockett
  Additional Design and Development: Wolfgang 
  Baur, James Jacobs, Ben McFarland, and 
  R. William Thompson
  Editing: Eytan Bernstein
  Cover Art: Guido Kuip
  table of Contents
  TM
  Ravenfolk  
    
   
                                3
  Ravenfolk Racial Traits  
   
                 4
  Ravenfolk of Midgard 
   
   
                 4
  Rookeries and Ghettoes   
   
                 6
  Ravenfolk Adventurers  
   
                 8
  Alternate Racial Traits  
   
                 9
  Ravenfolk Feats  
   
   
               11
  Ravenfolk Archetypes 
   
   
               11
  Ravenfolk Spells 
   
   
              13
  Ravenfolk Gear and Weapons 
   
              14
  Open Game License 
   
   
              19 
  Interior Art: Guido Kuip, Pat Loboyko, Aaron 
  Miller, Marc Radle, Maciej Zagorski
  Art Direction and Layout: Marc Radle
  Accounting: Shelly Baur
  Publisher: Wolfgang Baur
  
  33
  Sharp is the blade that’s drawn in the morning,
  Dark is the form of the watcher above.
  Bright is the blood on the swift-striking talon,
  Keen is the hearing, all-seeing the eye.
  - Song of the Ravenfolk (traditional, Ironcrags)
  Ravenfolk
  ew races in Midgard live amid so much rumor, 
  suspicion and outright falsehood as the ravenfolk. 
  Known as heruti in the South and huginn everywhere 
  else, they make their rookeries in every major city. 
  Depending on whom you ask, the ravenfolk might be 
  condemned as solitary wanderers bearing misfortune, or 
  f
  
  MIDGARD TALES
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  AdvAnced RAces RAvonfolk
  praised as messengers from the gods. They are both loyal 
  comrades and treacherous thieves, brave warriors and 
  contemptible cowards. They are despised for their strange 
  and secretive culture, and criticized for having no true 
  culture of their own.
       These truths, half-truths and lies conceal a greater 
  mystery that very few outsiders know…
  A note on terms: Throughout this book, “ravenfolk” and 
  “huginn” are used interchangeably to refer to any member 
  of the ravenfolk race. In context, “huginn” may also refer 
  specifically to ravenfolk living in the Northlands. When 
  “heru” or “heruti” is used (the terms are interchangeable), it 
  always refers to a member of the ravenfolk race living in the 
  deserts of the South.
  Ravenfolk  
   of MidgaRd
  “The ravens sit on his shoulders and say into his ear all the 
  tidings which they see or hear. They are called thus: Huginn and 
  Muninn. He sends them at day-break to fly about all the world, 
  and they come back at undern-meal; thus he is acquainted with 
  many tidings. Therefore men call him Raven-God…”
  - The Prose Edda of Snorri Sturlson,  
  translated by Arthur Gilchrist Brodeur
  The ravenfolk of Midgard are an odd, avian race of 
  scoundrels, schemers and sneaks—and they are much 
  more than that. Long ago when Wotan brokered the 
  truce that brought peace among the gods, the wily deity 
  magically created the ravenfolk from feathers plucked from 
  his ravens Huginn (Thought) and Muninn (Memory.) 
  He placed this new race into the world alongside elves, 
  dwarves, humans and others to be his spies. 
   
  To this day the ravenfolk are Wotan’s agents among the 
  races of Midgard, and embody his thought and memory. 
  They are thieves of objects, yes, but primarily they are 
  thieves of secrets. 
   
  If the ravenfolk of Midgard have a homeland, it is in 
  Beldestan to the East; or on a branch of Wotan’s tree in 
  the North; or on a high cliff of Horus’ hidden temple in 
  the South. They have settlements in Trollheim, Vidim, 
  Domovogrod, Nuria Natal, and the Dragon Empire, but 
  none of these are large.
   
  Their black feathers and long beaks are spotted on the 
  road from place to place, trading information or helping 
  to hatch plots. They are widely viewed as spies, informers, 
  thieves, and troublemakers in Midgard, but when the 
  ravenfolk swear an oath they abide by it. They avoid the 
  West and the Seven Cities most of the time, and are most 
  honored in Nuria Natal, where they serve the temples 
  of Horus as sworn guardians, assassins and seekers of 
  forgotten arcana.
   
  In the Northlands the huginn are living bridges between 
  this world and the realm of the gods. They share the 
  Northern gods’ knowledge of Yggdrasil’s paths and are secret 
  allies of the dwarven Illuminated Brotherhood (Dwarves 
  of the Ironcrags, 17.) To those who dwell in the harsh, 
  unforgiving lands of the North, the huginn starkly symbolize 
  both the will of the gods and the reality of death in battle. 
   
  Far to the South the heruti hold their heads high, as 
  they bravely serve gods who wear their faces. The falcon-
  god Horus’ most fanatical believers are heru. They are 
  wandering desert mystics, sword masters and dispensers 
  of the god’s fury and justice. The Talons of Heru are holy 
  +2 Dexterity, +2 Wisdom, –2 Constitution: Ravenfolk 
  are fast and observant, but relatively fragile and delicate. 
  Ravenfolk: Ravenfolk are humanoids with the ravenfolk 
  subtype. 
  Medium: Ravenfolk are Medium creatures and receive no 
  bonuses or penalties due to their size. 
  Normal Speed: Ravenfolk have a base speed of 30 feet. 
  Senses: Ravenfolk have low-light vision. 
  Sneaky: Ravenfolk gain a +2 racial bonus on Perception 
  and Stealth checks. 
  Gifted Linguist: Ravenfolk gain a +4 racial bonus on 
  Linguistics checks, and learn 2 languages each time they 
  gain a rank in Linguistics rather than 1 language. 
  Ravenfolk RaCial tRaits
  Swordtrained: Ravenfolk are trained from birth in 
  swordplay, and as a result are automatically proficient 
  with swordlike weapons (including bastard swords, 
  daggers, elven curve blades, falchions, greatswords, 
  kukris, longswords, punching daggers, rapiers, 
  scimitars, short swords, and two-bladed swords). 
  Natural Weapon: A ravenfolk has a bite attack that 
  deals 1d3 points of damage. 
  Languages: Ravenfolk begin play speaking Common 
  and Feather Speech. Ravenfolk with high Intelligence 
  scores can choose any languages they want (except 
  for secret languages, such as Druidic).
  
  55
  slayers of the falcon god’s foes, and the Wingless One is 
  their grandmaster.
   
  Some Southern heruti become tomb-delving 
  wizards and rogues. Their patron is Thoth-Hermes, the 
  crane-headed god of knowledge and the arcane, and 
  his ravenfolk followers preserve his ancient hermetic 
  traditions. They claim that both Horus and Thoth-
  Hermes are masks of Wotan.
  RAVENFOLK PHYSIOLOGY
  The common ravenfolk is a bipedal humanoid with avian 
  features, including a large beak, taloned hands and feet, 
  and a thick covering of feathers. A huginn’s face resembles 
  that of a great raven or crow, but it lacks wings and has a 
  much more solid frame. Most are pitch-black although 
  a smattering have been seen with white and red flecks. 
  Rumors of rare albinos appear to be just that—rumors.
   
  Ravenfolk stand roughly 5 ft. tall and, because of their 
  hollow bones, weigh just 95 – 105 lb. Though they have 
  no wings and normally cannot fly, their physiology is 
  strikingly similar to that of true avians.
   
  Ravenfolk will eat almost anything, but they prefer 
  raw meat and field grains, such as corn, soy, and alfalfa. 
  They even scavenge days-old carrion, though this practice 
  repulses most other humanoids.
  HATCHING, MATING, AND NESTING
  Ravenfolk hatch from eggs. Their inaccessible nests 
  are built by the father, preferably atop a high building, 
  abandoned structure, or tall tree. Most ravenfolk are good 
  climbers by the time they are old enough to mate.
   
  Mating happens in the spring and lasts for a season; if no 
  offspring result, the pair usually separates. After conceiving, 
  the female huginn immediately knows of her pregnancy 
  and informs her mate. The male then builds her a new 
  nest in a location of her choosing within the 7 – 9 weeks 
  between conception and egg laying. During this time, the 
  female rarely lets the male huginn rest until the nest is to 
  her liking. This can take three or four attempts if the male 
  is inexperienced in nest-building, but male huginn are 
  persistent when it comes to pleasing their mates.
   
  Once the nest is made and the female has laid her 
  1 – 5 eggs, they hatch 3 – 4 weeks later. Immediately after 
  hatching, the infant huginn can speak simple words, move 
  clumsily, and climb somewhat more smoothly due to their 
  well-developed talons. The huginn parents are especially 
  aggressive and unwelcoming to strangers while nesting. 
  They tend to drive visitors away with pelted stones or loud 
  cries until the young are fledged.
  LEAVING THE NEST
  Before a juvenile huginn can climb away from its nest at 
  around 12 or 13 years of age, it is given a shard of glass or 
  metal or a piece of mirror, and its father provokes it into a 
  rage, inciting the youth into attacking (female huginn can 
  certainly incite this rage as well, but the duty traditionally 
  falls to the males in most huginn rookeries). When a cut 
  has been made—the “first cut”—the juvenile huginn may 
  leave the roost and other adult ravenfolk teach it the skills 
  of blade-fighting.
   
  Huginn mature to adulthood within 10 years and can 
  live to be up to 110 years old.  A huginn’s life revolves 
  around several milestones: its birth, first cut, first fall, and 
  the annual celebration of its “rebirth” from its first fall. The 
  first fall is a fall that breaks a limb; somewhat similar to 
  one’s birth, it is a celebration of death and rebirth. Annual 
  rebirth ceremonies of important huginn or a flock elder 
  can mean great jubilation, festivities, amazing contests of 
  skill and combat, and performances.
   
  First cut is the first time huginn manage a cut against 
  their parents or mentors once given their first blade. They 
  often keep this small edged item throughout their lives as 
  a memento of the day they earned their freedom from the 
  roost. Some huginn discard their first blade out of either 
  spite or apathy, but all huginn keep a blade of some form 
  on their person.
   
  Huginn which have murdered another huginn; those 
  who abandon their roosting mates, those who have slain with 
  their first cut or never made a cut; could all find themselves 
  exiled or stuck on the very outskirts of huginn society. Exile 
  from a huginn flock is shameful, and these outcasts often 
  become vengeful bandits among their own kind.
  RAVENFOLK PERSONALITY
  Because personalities vary as much as in any other race, 
  huginn can have any alignment. They adapt to any local 
  urban or natural region they occupy, although their 
  presence in cities is not always welcome. They frequently 
  take on local customs, traditions, and beliefs to fit in with 
  their surrounding community.
   
  Heroic huginn favor defensive fighting styles, while evil 
  huginn often employ more vicious and deadly tactics.
   
  The huginn are masters of words, and have access to 
  ancient and supernatural languages unknown to most. 
  They can easily decipher strange texts and translate foreign 
  languages. Their ability to quickly pick up new languages 
  is unrivalled among the humanoid races, and they often 
  serve as translators. Huginn take great delight in learning 
  strange and archaic languages not in common use. 
  LANGUAGES
  The ravenfolk’s spoken language is called Huginn’s Speech 
  in the North and Ghuraab in the South. Given how far-
  flung the ravenfolk are, it is remarkably consistent across 
  regions. Its complex subtlety makes it attractive to rogues 
  as a thieves’ cant.
   
  The ravenfolk have another language which they may 
  use instead of, or in conjunction with, their spoken tongue: 
  the language of feathers, also known as feather speech or 
  “pinion.” Huginn and heruti can communicate volumes 
  without speaking a word through the dyeing, arrangement, 
  preening and rustling of their plumage. This language 
  is inherent to ravenfolk, and doesn’t require spending a 
  language slot to use.
   
  Some non-ravenfolk in the Northlands, Nuria Natal 
  and the Rothenian Plains understand at least a few phrases 
  
  MIDGARD TALES
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  AdvAnced RAces RAvonfolk
  in feather speech; a handful of people in Zobeck do 
  as well. Shamans and high-level initiates in the secret 
  societies of the dwarven cantons are fluent in it, and have 
  developed a sign language that is recognizable to ravenfolk 
  as feather speech. This lets them communicate with 
  huginn on roughly the same level.
   
  Some examples of concepts conveyed through feather 
  speech:
  I need help, but cannot speak openly of it.
  Please leave me alone for this amount of time.
  Leave me alone, period.
  I would be glad of company.
  I will pay for this.
  I do not have enough funds to pay for this.
  This item is mine, but I may be persuaded to part with it.
  This item is mine. I will defend it fiercely and avenge its 
  loss.
  I will “pick this up later.”*
  I am interested, but skeptical.
  I am skeptical, but interested.
  I have a bad feeling about this.
  That person is lying.
  That person/statement is foolish.
  This is not the whole story.
  What I am telling you now is false.
  Well done!
  Oh, that was embarrassing.
  This is the funny part of the story.**
  Hear me out!
  This conversation is over.
  Let’s resume this at a later time.
  I apologize.
  Thank you.
  You’re welcome.
  It’s nothing.
  The Norns have decreed it.
  I mark this creature’s death, and ask the gods to accord it 
  a place of honor in the realms beyond life.
  *Untranslatable. Ravenfolk draw a distinction—baffling 
  to other races—between stealing an item, and acquiring 
  through stealth and cunning an item that the huginn 
  has laid claim to in his or her mind, but which currently 
  belongs to someone else. To them, the former is a criminal 
  act; the latter is a legitimate transfer of property. The 
  ravenfolk continue to be perplexed that other races don’t 
  understand this concept.
  **Ravenfolk never have to ask another huginn if they’re 
  joking. When storytellers relate a humorous tale or 
  anecdote, they ruffle their feathers in a certain way. There 
  are subtleties within this gesture: for example, a storyteller 
  might indicate through feather speech that the events 
  being related could be taken as funny, but the tragedy of 
  the situation makes it inappropriate to laugh.
  RookeRies and ghettoes
  Ravenolk prefer to settle among or near other humanoid 
  races. Outsiders uncharitably claim that this is so huginn 
  don’t have to go far in order to steal, but in truth this is 
  part of their nature as creatures of Wotan. The All-Father 
  learns more of events in Midgard if his agents live among 
  others—particularly in large settlements—than he does if 
  they keep to themselves out in the wilderness.
   
  Rookeries are sprawling, complex structures built high 
  off the ground. They comprise individual nests, shops, 
  shrines and meeting places connected by bridges and 
  ladders made of wood and rope. If this is not possible 
  a rookery might be built on tall, strong poles, wooden 
  beams, treetops, or on high rock formations. Currently, no 
  city or town in Midgard contains more than one rookery: 
  the cities aren’t large enough, or the ravenfolk aren’t 
  numerous enough. Some ravenfolk live outside their local 
  rookeries—usually exiles, hermits and ne’er do wells.
   
  The ravenfolk design rookeries so that their full extent 
  isn’t obvious to ground-level dwellers: many humanoids 
  who ascend into rookeries are astonished to see how 
  strong a presence the huginn actually have in their city. 
  The ravenfolk’s habit of mimicking their host cultures 
  sometimes extends to planning their rookeries. Zobeck’s 
  rookery, for example, is constructed in a shape that looks 
  like a map of the city when viewed from above.
   
  Whenever possible ravenfolk use found materials 
  to build their rookeries. Anyone can buy lumber and 
  nails, but only highly intelligent and resourceful huginn 
  can build a fine home solely from things they’ve gotten 
  for free. Huginn in the midst of a building project 
  will tirelessly canvass a city looking for cast-off wood, 
  metal, and anything else they can use. They pester local 
  tradespeople daily to see if they have anything lying 
  around they’d be willing to part with, and sometimes 
  “borrow” materials that no one seems to want. 
   
  The beauty of rookeries is not immediately obvious to 
  non-ravenfolk. Huginn believe that every stick, pottery shard 
  and clump of hay has a particular place, and find it hard to 
  rest until they’ve determined exactly where that is. Working 
  on the rookery is one of a huginn’s chief pleasures; ravenfolk 
  adventurers can drive their companions to distraction by 
  constantly moving things around in a campsite.
   
  Midgard’s largest rookeries exist in Vidim, Zobeck, 
  Domovogrod, the Khanate of the Khazzaki, , Tanserhall, 
  Thunder Mountain, the Free City of Siwal and Nuria Natal.
  
  77
  HUGINN OF VIDIM
  The tsar of Vidim, a small but influential Rothenian state, 
  depends on two groups to maintain his rule: the boyars 
  and the huginn. The boyars are his nobles and vassals, the 
  knights and judges of the realm who possess land and serfs 
  given to them by the tsar. The huginn of Vidim are his 
  soldiers and spies. They inhabit the Perch of the Huginn, 
  a rookery near the tsar’s Scarlet Palace and the Temple of 
  Wotan. Their chieftain is Ukwak, a gray-feathered warrior. 
  Their most notorious spy, Viryeshka Krasny, has taken 
  a human name and she sometimes disguises herself as a 
  human, so good is her mimicry.
   
  Most boyars and huginn do not trust each other, and 
  the Perch of the Huginn is sometimes the site of duels, 
  murders, and outright assassinations. The tsar seems 
  unable to control both sides strongly enough to bring an 
  end to the heated rivalry.
  HUGINN OF ZOBECK
  Most huginn of Zobeck dwell in the Free City Rookery, 
  known as “Robber’s Roost” to those who don’t care much 
  for the ravenfolk. There is some truth to the name: many 
  of the huginn’s most accomplished spies, scoundrels and 
  smugglers are drawn to Zobeck. Opportunities are plentiful 
  for someone with a quick wit, light fingers and a swift 
  blade—qualities that describe the ravenfolk perfectly. But 
  in truth, most huginn in the rookery are decent folk who 
  honor the flock’s traditions and keep their word, using their 
  talents for legitimate ventures. The huginn who use their 
  talents for crime tend to live outside the rookery in Ashmill 
  or the Docks.
   
  Rumor has it that the huginn chieftain T’chak 
  Silverspur recently made overtures to the Mouse King, lord 
  of all rodents and a powerful figure in Zobeck’s criminal 
  underworld. T’chack supposedly suggested that their 
  
  MIDGARD TALES
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  AdvAnced RAces RAvonfolk
  two peoples could come to an arrangement. With the 
  Mouse King’s people gathering secrets at ground level and 
  below, and the ravenfolk spying from their high perches, 
  they could join forces to create an unrivaled intelligence 
  network. Whether the Mouse King will accept this 
  proposal is unknown, but his difficulties with the rival 
  Spyglass Guild surely make it an offer worth considering.
  HUGINN OF NURIA NATAL
  Like most citizens of Nuria Natal, the heruti of the River 
  Kingdom fervently pursue the arts of warfare, magic and 
  worship. The cleric Ukwa Ushteq, Beloved of Horus, and 
  the deadly warrior known only as the Wingless One, 
  Grandmaster of the Talons of Heru, lead the ravenfolk 
  population—an astounding 130,000 heru. The heruti are 
  viewed by the god-king Thutmoses as vitally important to 
  the life and defense of this ancient realm. 
   
  Nuria Natal’s rookery, known as the City in the Sky, sits 
  near the temples of Horus and Thoth-Hermes. Over the years 
  devotees of these gods have offered objects of gold, silver, 
  polished wood, glass, fine fabrics and semi-precious stones 
  to the ravenfolk for use in building their nests. As a result the 
  City in the Sky glitters in the sun during the day, and gleams 
  with the reflected lights of torches and lanterns at night.
  Ravenfolk 
  adventuReRs
  A disproportionate number of ravenfolk become 
  adventurers when compared to other races. As they enter 
  adulthood, a drive to leave the nest sends many young 
  ravenfolk on an adventure, a quest to come into their 
  own. Others take up travel to better appreciate their flock’s 
  niche, or to seek out a place to where all ravenfolk might 
  flock. Still others become adventurers out of necessity; 
  exiled or ostracized ravenfolk often have little other 
  choice.
  Alchemist: The shifting forms and quixotic bombs of the 
  alchemist appeal to huginn who embrace Wotan’s trickster 
  aspect, or heru who follow Thoth-Hermes. Those who 
  dedicate themselves to mastery of the blade may regard 
  ravenfolk alchemists as defying traditional methods of 
  training in exchange for quick mutagens and extracts.
  Barbarian: Ravenfolk barbarians are rare, and typically 
  
  99
  found in the most remote reaches of the Northlands or 
  the deep deserts of the South. Highly spiritual ravenfolk 
  barbarians claim to become one with their god, or the 
  powers of nature, while enraged.
  Bard: Ravenfolk appreciate vocal diversity in a way only 
  an avian race can. From common morning songs to 
  epic poems littered with mimicry, a ravenfolk bard can 
  deliver dazzling performances. This skill is especially 
  prized in the North where a huginn skald (Northlands 
  40) of good reputation will always find welcome in the 
  halls of the mighty.
  Cavalier: The high-minded orders and chivalric notions of 
  the cavalier are often pleasing to ravenfolk with a strong 
  devotion to the flock, but as a race accustomed to living 
  on the edges of larger civilizations, drawing that much 
  attention to oneself is sometimes problematic.
  Cleric: Their connection to the World Tree often leads 
  ravenfolk along a spiritual path, forming a close bond 
  with a like-minded deity such as Wotan, Horus or Thoth-
  Hermes. More philosophically-minded ravenfolk might 
  worship an ideal rather than a personified deity, but they 
  are no less respected.
  Druid: Like clerics, druids are respected in ravenfolk 
  society for their devotion to an idealized cause. However, 
  druids who come to see civilization as a blight to nature’s 
  advance quickly find themselves ostracized in ravenfolk 
  culture. Wotan placed the huginn in Midgard to be his 
  eyes and ears among the other races. Cities, where news 
  of other lands is eagerly traded, serve this purpose well.
  Fighter: One of the most common choices for adventurous 
  ravenfolk, the fighter epitomizes the huginn love for 
  blades and desire to wield them with consummate skill. 
  Ravenfolk fighters invariably train in swords of all types. 
  When going to war, they are fearsome sights, equipped 
  with their beak and feather razors and fighting spurs.
  Inquisitor: When the traditions of the flock are threatened 
  by encroaching outsiders or influential, change-minded 
  insiders, ravenfolk inquisitors emerge to defend them. 
  They seek out threats to their culture’s way of life, both at 
  home and abroad.
  Monk: Combining sword training with the whirling 
  strikes of martial arts, ravenfolk monks are respected and 
  revered by the huginn. They may be found meditating 
  and practicing their forms atop icy, windblown Northern 
  crags or sand-worn pillars in the Southern deserts.
  Oracle: Because Midgard’s ravenfolk represent the 
  connection between the world of mortals and the realm 
  of the gods, oracles are common among the huginn and 
  heruti. When a doom-croaking huginn arrives at one’s 
  door, it’s likely to herald momentous things.
  Paladin: Just as with the cleric, ravenfolk who devote 
  themselves to an ideal find respect amongst their kind. 
  Ravenfolk paladins seek adventure to test the conviction 
  of their devotion against temptation and corruption. Many 
  heru paladins pledge their swords to the service of Horus.
  Ranger: For flocks that roost near a hostile enemy, rangers 
  are the first line of defense against encroachment. 
  Respected tacticians, ravenfolk rangers often set out on 
  their own to deal with issues the community cannot.
  Rogue: A natural fit for ravenfolk, the path of the rogue 
  allows huginn to live amongst other races in their 
  cities, moving information and goods while remaining 
  unnoticed in shadowy nooks and alleyways. There is 
  perhaps no more respected citizen than the law- and 
  tradition-abiding ravenfolk rogue.
  Sorcerer: Every so often, the huginn’s link with the realm 
  of the gods manifests itself in the form of a sorcerer. 
  Treated no different than his rookery mates, the ravenfolk 
  sorcerer is nevertheless watched closely by the elders of 
  his flock to see what destiny has in store.
  Summoner: Ravenfolk summoners delight in their 
  eidolons and constantly seek to perfect them through 
  hundreds of minute changes over time. Eidolons that 
  take on a devilish or demonic appearance are considered 
  abominations amongst the ravenfolk.
  Witch: The mystic connection with the gods’ realm 
  sometimes leads a huginn down the path of the witch, 
  questing after the natural world’s arcane secrets. Most 
  ravenfolk regard witches in the same light as over-zealous 
  druids, whose devotion to the flock has wavered to the 
  point of exile.
  Wizard: Many ravenfolk wizards claim to tap into the 
  World Tree itself to power their spells. Whether or not 
  this is frowned upon by ravenfolk elders depends more on 
  the wizard’s actions than by any reverence or distaste for 
  arcane mysteries.
  alteRnate  
  RaCial tRaits
  Over generations, some ravenfolk flocks that live among 
  other races adopt traits similar to those races. Others revere 
  mysticism and harbor a deep connection with their race’s 
  supernatural origins. Such ravenfolk often possess different 
  racial traits than more traditional huginn and heru. 
   
  At the discretion of your GM, you can use the following 
  ravenfolk racial traits instead of existing racial traits.
  Brother/Sister to Gulls: The call of the sea drew you to a 
  life of adventure as a privateer, raider or explorer. You dart 
  through the rigging like a bird in flight, swim like a seal, 
  and have a keen eye for the value of treasure. You gain a 
  +1 to Appraise, Swim and Climb checks. This racial trait 
  replaces the sneaky racial trait.
  Edgeborn: While all huginn are comfortable with 
  swords, you have a natural talent for bladework. Pick one 
  particular type of sword (longsword, shortsword, etc.)
  You deal an extra 1 hp of damage when successfully 
  attacking with that weapon. This damage is not multiplied 
  
  MIDGARD TALES
  10
  10
  AdvAnced RAces RAvonfolk
  by critical hits or other mechanics. It is only added to the 
  total damage after all other modifiers. This racial trait 
  replaces the sneaky racial trait.
  Gifted Vocalist: Your nimble tongue and clever voice skills 
  serve you well. You gain a +1 to Bluff and Disguise checks 
  made to deceive someone while you are in costume or 
  while you are unseen, as well as when making Perform: 
  Oratory checks. Disguise is always a class skill for you. 
  This racial trait replaces the gifted linguist racial trait.
  Horus-blessed: The eye of Horus shone on you as a 
  fledgling, marking you as one destined to challenge 
  creatures that lurk in the dark. Heru with this trait gain a 
  +1 racial bonus to skill checks made in conditions of low 
  light. This racial trait replaces the sneaky racial trait.
  Ironclaw: While most ravenfolk train from an early age 
  with blades of varying lengths, you did not have access 
  to such weaponry. Nevertheless, the instinct to master 
  a martial form is deep within the ravenfolk spirit. 
  Ravenfolk with this racial trait gain a single claw attack 
  that inflicts 1d8 points of slashing damage on a hit. This 
  racial trait replaces the swordtrained racial trait.
  Northern Mystic: You possess a special link with the 
  sacred ravens of Wotan, the Hanged God of wisdom and 
  secrets. Huginn with this racial trait gain a +2 racial bonus 
  on Knowledge (planes). Huginn with a Charisma score of 
  10 or higher can cast guidance once per day as a spell-like 
  ability. Huginn with a Charisma score of 13 or higher can 
  cast speak with dead once per week as a spell-like ability. 
  The caster level for these effects is equal to the huginn’s 
  level (DC 10 + spell’s level + Charisma modifier). This 
  racial trait replaces the gifted linguist racial trait.
  Skybound: Your avian appearance is a clear sign that your 
  race was meant to soar the skies. Known for spending 
  hours or days atop trees, buildings, mountains, or any 
  other structure of any height, eyes to the sun, feeling the 
  wind play across your feathers, you long to float among 
  the clouds. Ravenfolk with this racial trait 
  gain Fly as a class skill, can 
  take ranks in Fly without having a natural fly speed, 
  and can use Fly to negate falling damage (see Fly skill) 
  without having a fly speed. This racial trait replaces low-
  light vision and sneaky.
  Southern Mystic: You possess a link with Thoth-Hermes, 
  god of knowledge and the arcane. Heru with this racial 
  trait gain a +2 racial bonus on Knowledge (arcana). 
  Huginn with a Charisma score of 10 or higher can cast 
  read magic once per day as a spell-like ability. Huginn 
  with a Charisma score of 13 or higher can cast arcane 
  sight once per week as a spell-like ability. The caster 
  level for these effects is equal to the heru’s level (DC 
  10 + spell’s level + Charisma modifier). This racial trait 
  replaces the gifted linguist racial trait.
  Strong Climber: Most ravenfolk climb well; a few are 
  especially strong climbers. Heru with this racial trait may 
  use Strength instead of Dexterity while climbing and 
  always gain Climb as a class skill. This ability racial trait 
  replaces the gifted linguist racial trait.
  Subtle: As your rookery grew, your humanoid neighbors 
  developed a mistrust of the ravenfolk. Rather than 
  remain invisible to the community at large, and in order 
  to better appease their curiously distrustful neighbors, 
  your people go to great efforts to mask their numbers 
  within the community, purposely passing as humans, 
  dwarves, elves, or whatever race they live near. Ravenfolk 
  with this trait gain a +2 racial bonus on Bluff and 
  Disguise. This racial trait replaces the sneaky racial trait.
  Trustworthy: Other humanoid races are often intolerant 
  and territorial. By managing to live peacefully alongside 
  such races, you’ve become a natural diplomat and 
  negotiator. Huginn with this racial trait gain a +2 racial 
  bonus to Diplomacy and Sense Motive. This racial trait 
  replaces the sneaky racial trait.
  Well-Traveled: Your home rookery included a huginn 
  fluent in a secret language. You may learn 
  this language at character creation or after 
  an appropriate return and visit there 
  (as well as spending the requisite skill 
  points). You gain a +1 circumstance bonus 
  to Diplomacy and Sense Motive checks made 
  with speakers of this language. This racial trait 
  expands on the existing Gifted Linguist trait but 
  requires spending 1 skill point on Linguistics.
  Wotan-blessed: You have an instinctive sense for the 
  flow of the fates. Once per day, you may choose to add +1 
  to a roll after you know the outcome of the d20 die roll. 
  One of your eyes is a disconcerting milky white, giving 
  you a -1 penalty to Diplomacy checks made to alter others’ 
  attitudes. This racial trait replaces natural weapon.
  
  11
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  Ravenfolk feats
  The ravenfolk of Midgard have access to the following feats:
  BORN OF HUGINN
  You trace your lineage back to Huginn, Wotan’s raven who 
  embodies thought. You are not easily lulled or controlled 
  by magic that affects the mind.
  Prerequisite: Ravenfolk.
  Benefit: Once per day you may re-roll a failed saving 
  throw against an enchantment spell.
  Special: You may not take this feat if you have taken Born 
  of Muninn or Scion of Horus.
  BORN OF MUNINN
  You trace your lineage back to Muninn, Wotan’s raven who 
  embodies memory. Your sense of self is unshakeable, even 
  when assailed by powerful magic.
  Prerequisite: Ravenfolk.
  Benefit: Once per day you may re-roll a failed saving 
  throw against a Transmutation spell.
  Special: You may not take this feat if you have taken Born 
  of Huginn or Scion of Horus.
  CARRION CROW
  At one time you embraced the aspect of ravens as heralds 
  of death and went to dwell among Midgard’s undead. You 
  returned with terrible knowledge.
  Prerequisite: Ravenfolk.
  Benefit: You gain a +2 competence bonus to Knowledge 
  skill checks related to undead, the Principality of Morgau 
  and Doresh, and the Ghoul Imperium. You also gain a +2 
  racial bonus to saving throws against necromantic spells.
  DWARF-FRIEND
  You have spent much time among the dwarven secret 
  societies, and learned some of their mysteries.
  Prerequisite: Ravenfolk.
  Benefit: You gain a +2 bonus to Craft skill checks, and a +2 
  circumstance bonus to Diplomacy checks when dealing 
  with dwarves.
  SCION OF HORUS
  You claim kinship with the hawk-headed god Horus, 
  princely foe of ancient abominations and their cults.
  Prerequisite: Ravenfolk.
  Benefit: You gain a +2 sacred bonus to Knowledge skill 
  checks related to aberrant creatures, and a +2 sacred 
  bonus to attacks against aberrant creatures.
  Special: You may not take this feat if you have taken Born 
  of Huginn or Born of Muninn. 
  SPY AMONG THE SCALY FOLK
  As an agent of the warm-blooded you infiltrated the lands 
  of dragons, learning their ways and collecting their secrets.
  Prerequisite: Ravenfolk.
  Benefit: You gain a +2 insight bonus to Knowledge skill 
  checks related to dragons and reptilian creatures such 
  as drakes or lizardfolk. You also gain a +2 circumstance 
  bonus to Bluff and Diplomacy skill checks when dealing 
  with draconic creatures and creatures with the dragon or 
  reptilian subtype.
  Ravenfolk 
  aRChetypes
  The ravenfolk have a few particular kinds of oracles, 
  fighters, wizards, rogues, and shaman among their ranks. 
  Full details of the shaman class can be found in New Paths 
  #2: the Expanded Shaman.
  DOOM CROAKER (ORACLE)
  These oracles of Wotan wander the Northlands and 
  Rothenian Plain. Their visions come from the World Tree, 
  and they sing the doom of gods and mortals. A doom 
  croaker has the following class features:
  Class Skills: A doom croaker adds Knowledge (arcana), 
  Knowledge (religion), Knowledge (planes), and 
  Intimidate to her list of class skills. These replace the 
  additional skills from her mystery.
  Alignment: Any neutral.
  Recommended Mysteries: ancestor, battle, bones, fire, 
  lore, metal, moon, nature, stone, time, wood.
  Bonus Spells: The following bonus spells replace the 
  oracle’s mystery bonus spells at these levels: comprehend 
  languages (2nd), crushing despair (4th), phantom steed 
  (6th), fear (8th), legend lore (12th), resonating word 
  (14th), prediction of failure (16th). 
  Raven’s Eye (Sp): Starting at 7th level a doom croaker can 
  use clairvoyance/clairaudience as a spell-like ability using 
  the doom croaker’s oracle level as the caster level. The 
  doom croaker can use this ability for a number of rounds 
  per day equal to the doom croaker’s oracle level. These 
  rounds do not need to be consecutive. The doom croaker 
  must take this revelation at 7th level.
  Wotan’s Eye (Sp): Starting at 11th level a doom croaker can 
  use contact other planes once per day as a spell-like ability 
  using the doom croaker’s oracle level as the caster level. 
  The doom croaker must take this revelation at 11th level.
  Final Revelation: Upon reaching 20th level, a doom 
  croaker becomes mystically united with Yggdrasil, the 
  World Tree. The doom croaker may cast legend lore 
  at will as a spell-like ability, without paying a material 
  component cost; can automatically stabilize if below 0 hit 
  points; and is immune to fear effects.  
  
  MIDGARD TALES
  12
  12
  AdvAnced RAces RAvonfolk
   Should the doom croaker die, her spirit hangs on 
  the World Tree for 3 days. When the 3 days are ended 
  a huginn egg appears at the site of the doom croaker’s 
  death and hatches, and the doom croaker is reborn in a 
  new fledgling body, which matures over the course of 7 
  days (treat as the reincarnate spell). This replaces the final 
  revelation of the doom croaker’s mystery.
  BLACK FEATHER (SHAMAN)
  These shamans of the wild Rothenian plains mystically 
  commune with the creatures who soar upon its fierce 
  winds. Their spirit guides are typically avian creatures, 
  most often corvids. Croaking and muttering their sacred 
  chants, black feather shamans see through the merely 
  physical things of the world into realms beyond.  A black 
  feather shaman has the following class features.
  Bonus Spells: In addition to the spells learned as they gain 
  levels, a black feather shaman learns additional bonus 
  spells. These bonus spells are added as soon as the black 
  feather is capable of casting them and cannot be exchanged 
  for different spells at higher levels. The spells are as follows: 
  ill omen (2nd), steal voice (4th), screech (6th), contact other 
  plane (10th), summon flight of eagles (12th)
  Drifting Feather (Su): At 1st level, a black feather shaman 
  can use feather fall at will.
  Animal Whisperer (Ex): At 2nd level, a black feather 
  shaman receives a +4 bonus to Handle Animals 
  (increases to +6 when the animal is a bird) checks and 
  gains Animal Affinity as a bonus feat. This ability replaces 
  woodland step.
  Summon Flock (Su): At 3rd level, a black feather shaman 
  can cast summon swarm once per day to summon a flock 
  of birds that attacks all other creatures in 
  its area. (Treat as swarm of bats, minus 
  the blindsense Racial Modifier and the 
  Wounding Special Feature.)
  Avian Shape (Su): At 4th level, a black 
  feather shaman gains the ability to use a 
  limited form of wild shape once per day 
  in order to turn into a small natural bird 
  such as eagle, raven, sparrow or owl. A 
  black feather shaman can use this ability 
  an additional time per day for every 
  6 levels thereafter. In all other ways, it 
  functions identically to the wild shape of 
  a druid of the same level as the shaman.
  Flight (Sp): At 5th level, a black feather 
  shaman with the glide alternate racial 
  trait (see the Advanced Race Guide) 
  gains Tengu Wings as a bonus feat (ARG 
  166.)
  New Spirit Guide: Corvid (Raven/
  Crow/Jackdaw)
  Small; Speed 10 ft., fly 80 ft. (average); 
  AC +1 natural armor; Attack bite (1d4); 
  Str 10, Dex 15, Con 12, Int 15, Wis 13, 
  Cha 10; SQ low-light vision.  
  Totem Spell Granted: share language
  SEA RAVEN (FIGHTER)
  Ravenfolk love swords, travel, wind and 
  treasure. It’s not surprising that those 
  who take to the sea quickly fall in love 
  with the world of salt spray, billowing 
  sails, and swashbuckling adventure.
  Fledgling Sea Raven: At 1st level, a sea 
  raven adds Acrobatics and Profession 
  (sailor) to his list of class skills and 
  removes Knowledge (dungeoneering) 
  and Knowledge (engineering) from his 
  list of class skills.
  
  13
  13
  Seasoned Sea Raven (Ex): At 3rd level, a sea raven gains 
  a +2 bonus on Appraise and Knowledge (geography) 
  checks, and a +3 bonus on initiative, Perception, Stealth, 
  and Survival skill checks when on or under a body 
  of water such as a sea, river, lake or pond. This ability 
  replaces armor training 1.
  Strike Your Colors (Ex): At 5th level, when a sea raven 
  hits an opponent, he can forgo his damage die (doing 
  only strength and other damage bonuses) to make a free 
  Intimidate check to demoralize the foe. This replaces the 
  bonus feat gained at that level.
  Weather Eye (Ex): At 6th level, a sea raven knows the stars 
  and weather patterns like the back of her hand, gaining a 
  +3 bonus to Survival checks when outdoors.
  Swift Talon (Ex): At 10th level, a sea raven gains the rapid 
  attack ability of the mobile fighter archetype (APG 105). 
  This replaces the bonus feat and +3 bravery gained at that 
  level. The sea raven gains bravery +3 at 14th level, and 
  bravery +4 at 18th level.
  TOMB RAVEN (WIZARD)
  Far to the South, myriad cults and secret societies dedicate 
  themselves to the mysteries of the dead. A tomb raven is 
  a heru cult initiate who explores Midgard’s crypts, tombs 
  and burial grounds in search of the dark knowledge of 
  Anu-Akma and Charun.
  Bonus spells: In addition to the spells learned as they 
  gain levels, a tomb raven learns additional bonus spells. 
  These bonus spells are added as soon as the tomb raven 
  is capable of casting them and cannot be exchanged for 
  different spells at higher levels. The spells are as follows: 
  hide from undead (7th), speak with dead (9th), death ward 
  (12th).
  Thou Art Dust (Ex): At 5th level, all variable, numeric 
  effects of a spell used to target undead are doubled, 
  including bonuses to those dice rolls. Saving throws and 
  opposed rolls are not affected, nor are spells without 
  random variables. This ability replaces the bonus feat 
  gained at that level.
  The Grave Shall Not Have You (Ex): At 10th level, a tomb 
  raven can make an extra attack on his or her next turn 
  after an ally is reduced to 0 hit points or fewer. This ability 
  replaces the bonus feat gained at that level.
  THIEF OF SECRETS (ROGUE)
  One of the smaller sects of ravenfolk in Nuria Natal follows 
  Thoth-Hermes, a Southern god and rune-master among 
  the magocracy. Thoth-Hermes grants these devout rogues 
  magical abilities to help them gather spells, items, and 
  lorebooks for his priests, who consider the ravenfolk a 
  blessed race. Given the reputation they have elsewhere, it’s 
  no surprise that the ravenfolk find this attitude refreshing. 
  By tradition, thieves of secrets prefer staves as weapons to 
  symbolize their connection to the arcane arts.
  Acolyte of Thoth-Hermes: At 2nd level, a thief of secrets 
  adds Knowledge (religion) and Knowledge (arcana) to his 
  list of class skills. A thief of secrets can also use read magic 
  as an at-will spell-like ability. These abilities replace the 
  rogue talent gained at that level.
  Illuminating Whispers of Thoth-Hermes (Sp): At 4th 
  level, a thief of secrets can use detect magic as an at-will 
  spell-like ability.  This ability replaces the rogue talent 
  gained at that level.
  Hermetic Mists of Thoth-Hermes (Sp): At 6th level, a 
  thief of secrets can use obscuring mist once per day as 
  a spell-like ability. This ability replaces the rogue talent 
  gained at that level.
  Kindly Instruction of Thoth-Hermes (Ex): At 8th level, 
  a thief of secrets adds an extra die of damage and +2 
  to attack rolls when using a staff in melee combat. This 
  ability replaces the rogue talent gained at that level.
  Sacred Key of Thoth-Hermes (Sp): At 10th level, a thief 
  of secrets can use passwall once per day as a spell-like 
  ability. This ability replaces the rogue talent gained at 
  that level.
  Ravenfolk spells
  Ravenfolk magic focuses on trickery and oracular 
  elements, and is often cast with sly invocation of Wotan or 
  Horus, even by wizards. The ravenfolk know who first gave 
  them magical runes memory, and are grateful for the gift.
  CORVID’S CUNNING
  School transmutation [raven]; Level bard 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (feathers or droppings from a 
  crow, raven or jackdaw)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  Foxes? Imbeciles, when compared to the crafty huginn! 
  This spell functions like fox’s cunning. In addition, once 
  while the spell is in effect, the target can roll twice on a 
  single Intelligence-based skill or ability check and use the 
  more favorable result.
  CORVID’S CUNNING, MASS
  School transmutation [raven]; Level bard 7, sorcerer/
  wizard 7
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  Mass corvid’s cunning works like corvid’s cunning, except 
  that it affects multiple creatures.
  
  MIDGARD TALES
  14
  14
  AdvAnced RAces RAvonfolk
  DRINK DEEP FROM  
  MIMIR’S WELL
  Schooldivination; Level cleric/oracle0, druid/shaman 0, 
  magus 0, sorcerer/wizard 0
  Casting Time 1standard action
  Components V, S, DF
  Range personal
  Durationinstantaneous
  Saving Throw Will(negates); Spell Resistance yes
  You call on the wisdom of the runes and sky to provide you 
  with guidance. Sometimes, a white feather of insight falls 
  into your hands; more often, the world remains mysterious.
        Roll 1d20 and add your Wisdom bonus to the roll 
  (ravenfolk gain a +1 racial bonus to this roll). On a result 
  of 20 or better, the GM provides you with some obscure 
  but useful piece of advice that will apply to your character 
  in the next 24 hrs. On a roll of less than 20, the GM 
  provides some other bit of wisdom that is largely useless 
  to adventuring (“Be kind to animals” or “The GM would 
  like a beverage”).
   
  On an unmodified roll of 1, the caster must make a Will 
  save. If it fails, you lose 1 prepared spell or spell slot for 24 
  hours. This is a spell of the highest-level slot you know. 
  MINE!
  School transmutation [raven]; Level sorcerer/wizard 4, 
  magus 4
  Casting Time 1 standard action
  Components V, S
  Range close
  Duration 1 min./level or until discharged
  Saving Throw Will negates; Spell Resistance yes
  That which you desire is yours and yours alone! This spell 
  renders an object of 15 lbs. or less insubstantial to all 
  creatures but the caster. The caster must be able to see the 
  object in order to cast this spell on it. If used offensively 
  (for example, to affect a potion on someone’s belt, a 
  sword in their hand, or their pants), the bearer of the 
  object can negate the spell’s effect with a successful Will 
  save.  If an object carried or worn by a creature becomes 
  insubstantial, it falls off the bearer’s body or out of its 
  hand.
   
  If mine! is cast on a major artifact the spell 
  automatically fails, and the caster must make a Will save 
  or be rendered insubstantial for 1 min./level. 
   
  Objects affected by mine! are insubstantial to any 
  creature but the caster who tries to to grasp, hold, move or 
  attack the object. The objects are not insubstantial in other 
  respects: for example, they do not sink through floors or 
  tables, or pass through walls. A fragile item worn on a belt 
  will still shatter if it hits the ground.
  RAVENFOLK’S REVOCATION
  School transmutation [raven]; Level druid 3, shaman 3, 
  sorcerer/wizard 3, magus 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Duration 1 min./level
  Saving Throw Fortitude (negates); Spell Resistance yes
  The casters of the ravenfolk wield a baleful power over 
  those who would soar in their domain of the air—a 
  freedom that they can revoke with a muttered phrase and 
  a small, broken feather. This spell forces a target to remain 
  in contact with the ground, so that it cannot fly, wind 
  walk, levitate, gaseous form, or use other effects that allow 
  for floating and flying-like effects. This spell cannot be 
  used against a target already flying, levitating or floating—
  the target must be in contact with the ground when it is 
  cast in order for it to be effective.
  SHRIEKING FLOCK
  School illusion [raven]; Level bard 6, druid 6, shaman 6, 
  ranger 4 sorcerer/wizard 7
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target/Effect you/an illusory flock of ravens
  Duration 1 round/level (D) and concentration + 3 rounds; 
  see text for mislead
  Saving Throw none or Will disbelief (if interacted with); 
  also see text
  Spell Resistance no
  You appear to transform into a whirling, shrieking flock of 
  ravens ready to tear your foes apart with their beaks and 
  talons. Shrieking flock functions as the mislead spell, but all 
  creatures of less than 6 HD within 100’ of the caster must 
  succeed on a Will save or become frightened.
  Ravenfolk geaR 
  and Weapons
  Ravenfolk equipment and weapons are generally light 
  and of good quality. They also produce a few items that 
  members of other races consider simply odd. A few of 
  these items are also found among the distant tengu.
  GEAR
  FALSE FLESH
  Price 25 gp Weight 1 lb.
  Only one huginn family knows the secret formula for this 
  rubbery, malleable, yet resilient putty that lets ravenfolk 
  disguise their faces and hands to resemble the featherless 
  flesh of other humanoid races. Normally pale gray in color, 
  a parcel of false flesh includes dyes and powders used to 
  produce the desired skin hue. A parcel of false flesh may 
  be used once to add a +3 to Disguise checks. If used twice, 
  that bonus drops to +2, then +1. After that it is unusable.
  
  15
  15
  FEATHER DYES AND BLEACHES
  Price 4 gp Weight ½ lb.
  As a part of feather speech, ravenfolk dye or bleach certain 
  feathers to indicate an intention, or signal others about 
  their status or condition. A single ½ lb. bottle can be used 
  10 times.
  Feather color
  Meaning
  Scarlet
  I’m looking for a fight.
  Golden yellow
  I’m looking for a mate.
  Deep blue
  I have a mate, so please don’t 
  approach me.
  Pale blue
  I have a mate, but you may flirt 
  harmlessly with me if you wish.
  Purple
  I’m in mourning.
  Pearl gray
  I’m available for work.
  Deep gray
  I’m available for dangerous work.
  Light green
  I’m new to this place, so please 
  assume that I don’t know directions 
  or local customs yet.
  GOLDENTONGUE LOZENGES
  Price 15 gp Weight ½ lb.
  Ravenfolk are skilled at disguise, but it takes an effort 
  to change their raspy, cawing voices. When placed on 
  or under the tongue these pale golden lozenges affect 
  the vocal chords, making it easier to alter one’s voice. 
  One lozenge gives disguised creatures +1 to Disguise 
  checks involving the voice for 1 hour. A ½ lb. pouch of 
  goldentongue lozenges contains 50 lozenges.
  GUIDE TO FEATHER SPEECH
  Price 40 gp Weight 4 lbs 
  The full title of this tome is A True and Reliable Dictionary 
  of the Sign Language of the Ravenfolk, Commonly Known 
  as Feather Speech or Pinion. Written in Common by an 
  unknown author who lived among the huginn of the 
  Rothenian Plain, this book allows non-ravenfolk to 
  understand the basics of feather speech. When referenced 
  for 1d4 minutes within an hour of encountering huginn, the 
  book provides a +2 bonus to any Diplomacy, Linguistics, 
  or Sense Motive check when dealing with the huginn.
  MESSAGE FEATHER
  Price 50-500 gp Weight ½ lb. 
  Ravenfolk like to issue formal declarations of war, peace, 
  love or enmity on large, decorated feathers. These feathers 
  might be from a huginn’s own plumage, or taken from 
  some other feathered avian creature. A message feather has 
  elaborate carvings on the quill, and calligraphy, artwork, 
  and sometimes gold leaf on the barbs (depending on the 
  occasion and the finances of the sender.) Knotted leather 
  cords with bright beads and bits of glass hang from the quill.  
   
  For truly momentous proclamations, a small family 
  heirloom or item of national or clan significance might 
  be tied to a cord, and the feather will come from a rare or 
  dangerous creature. A message sent using a very common 
  or poor-quality feather, when the sender could clearly do 
  better, is a sign of contempt and often leads to a duel.
  A skilled artisan can make a very good living crafting 
  message feathers for the ravenfolk. 
  WODENSCLOAK
  Price 50 gp Weight 2 lbs.
  This heavy cloak provides better-than-normal protection 
  against cold, rain, snow and sleet, giving the wearer a +3 
  to Survival checks in such conditions. It’s also cleverly 
  designed with stout cords and flexible yet strong wooden 
  
  MIDGARD TALES
  16
  16
  AdvAnced RAces RAvonfolk
  rods carried within its inner pockets, allowing the cloak to 
  be set up as a small tent. Two medium size creatures can 
  take snug-but-comfortable shelter in the tent. The Survival 
  bonus extends to all creatures inside the tent.
  WEAPONS
  BEAK RAZOR
  This metal sheath affixes to a huginn’s beak, giving it a 
  deadly pecking attack. However, using it as a weapon 
  leaves the wielder’s head vulnerable.
  Special When the wielder makes a critical hit on a called 
  head shot with the beak razor, the target is blinded for 
  1d4+Str rounds in addition to the usual effects. However, 
  when the wielder makes a melee attack with a beak razor, 
  until the start of his next turn all called shots targeting his 
  own head are an easy called shot rather than the normal 
  tricky called shot. 
  Note: See Ultimate Combat for rules regarding called 
  shots. If you are not using Called Shot rules in your game, 
  the beak razor grants a +1 to hit against a target without 
  a helmet or other type of armor (natural or otherwise) 
  protecting its head.
  FIGHTING SPUR
  This vicious weapon is a leather anklet with a curved spike 
  made of hard wood, bone, or metal. Ravenfolk may wield 
  fighting spurs at any time, but they’re most often used 
  when engaging in ritual combat, illicit fighting contests, or 
  when heading into battles where the odds are poor and the 
  cost of failure is great. 
  Special When a wielder with the Bleeding Critical feat 
  confirms a critical hit against a target using a fighting 
  spur, she adds +1 damage per level to the bleed damage. 
  However, when the wielder makes a melee attack with a 
  fighting spur, until the start of her next turn she may not 
  take an attack of opportunity against a foe who attempts to 
  trip her.
  WING RAZOR
  These thin, keen blades may be hidden among the feathers 
  on a huginn’s arm (or any feathered avian creature’s wing), 
  turning a punch or buffet into a surprise slashing attack.  
  Opponents must succeed in a DC 15 Perception check or 
  opposed Sleight of Hand to spot the weapon. 
  Special The wielder may apply his full Strength bonus to 
  off-hand attacks made with a wing razor.
  Ravenfolk  
  MagiC iteMs
  Ravenfolk magic items are sometimes stolen, forged by 
  dwarves to a huginn specification, or otherwise of strange 
  provenance. A few are said to be gifts directly from 
  Valkyries or the gods of Valhalla, but as with so much 
  the ravenfolk say, this is best viewed with at least a little 
  suspicion.
  WOTAN’S WHISPERER
  Aura moderate enchantment and transmutation; CL 6th
  Slot none; Price 3,800 gp; Weight 1 lb.
  Once per day when the bearer of this small stone raven 
  (hardness 8) whispers a message of 25 words or fewer to it 
  for a designated recipient, it animates and flies to wherever 
  that recipient is within 10-60 minutes, traveling by way of 
  the World Tree. (Determine elapsed time with a 1d6 roll.) 
  When it arrives it whispers the message to the recipient in 
  the sender’s voice and immediately flies back, returning to 
  the sender in another 10-60 minutes. 
   
  Wotan’s whisperer cannot be grabbed or shot down. No 
  one but the recipient can hear the message. If the recipient 
  dies before the item takes flight, the item will do nothing. 
  If the recipient dies while the item is in transit, it will 
  return to the sender immediately.
   
  Precise directions are not necessary: this item’s 
  connection with Wotan’s ravens enables it to find its 
  destination unerringly. The sender does not have to have 
  visited or seen the recipient’s location before, but does need 
  to precisely identify the recipient: “The current ruler of 
  the centaur tribes” could be interpreted in different ways 
  if the succession is in doubt, and it is beyond the item’s 
  power to determine who the sender means. “The man in 
  the green cloak who I met at the tavern yesterday,” would be 
  sufficient.
   
  Wotan’s whisperer cannot carry messages back, travel 
  to worlds or planes other than Midgard, or carry out any 
  other commands. 
   
  Whenever Wotan’s whisperer travels the branches of the 
  World Tree it has a 5% chance of attracting the attention 
  of a planar creature of the GM’s choice, which follows the 
  item to its destination out of curiosity.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, animal messenger; Cost 1,900 gp
  Weapon
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Weight
  Type
  Special
  Beak Razor
  5 gp
  1d3
  1d4
  19-20 x2
  1 lb.
  Exotic, Piercing
  See text
  Fighting Spur
  5 gp
  1d3
  1d4
  x3
  1 lb.
  Exotic, Piercing
  See text
  Wing Razor
  20 gp
  1d3
  1d4
  19-20 x2
  1/2 lb.
  Exotic, Slashing
  See text
  
  17
  17
  THIEF OF MANY THINGS (MINOR ARTIFACT)
  Aura strong enchantment and transmutation; CL 20th
  Slot none; Weight 1 lb.
  Once per day the bearer of this small, carved wooden 
  raven (hardness 5) can whisper a command word to 
  animate it. The Thief of Many Things will immediately fly 
  out of sight and return within 10-60 minutes carrying a 
  small to medium-sized random object it found within a 
  one-mile radius of its bearer. The Thief of Many Things 
  cannot be instructed to seek out a specific item, or search 
  within a specific place. It is not attracted to any particular 
  type of object—it might bring back something beautiful 
  or ugly, shiny or dull. 
   
  Determine the found object’s nature by a d20 roll on 
  the accompanying table:
  D20 
  Result
  1
  Item that endangers the PCs to a high 
  degree (example: the ancestral sword of the 
  supreme commander of an empire’s armies, a 
  rampaging clockwork construct, an outlawed 
  item that would the owner a prison term or 
  death sentence)
  2-3
  Item that endangers the PCs to a moderate 
  degree (example: a local official’s ceremonial 
  badge of office, an unstable alchemical 
  compound, an outlawed item that would the 
  owner a large fine or jail time)
  4-5
  Item that endangers the PCs to a small degree 
  (example: a local tough’s favorite knife, a 
  hornet’s nest, an outlawed item that would 
  earn the owner a small fine)
  6-10 
  Item not at all applicable to the PC’s current 
  situation
  11-16
  Item moderately useful to the PCs in their 
  current situation
  17-20
   Item highly useful to the PCs in their current 
  situation
  SWORD OF THE SEA RAVEN
  Aura moderate divination; CL 9th
  Slot none; Price 64,000 gp; Weight 3 lbs.
  This +2 longsword bears the seal of a legendary sea 
  raven pirate on its pommel. It is a deadly instrument 
  in anyone’s hands, but when wielded by one of the 
  ravenfolk, it tells its bearer whether a ship within 
  visible range carries a significant amount of treasure.
   
  If a huginn points the sword in the 
  direction of a single visible seagoing 
  vessel and concentrates for a full round, it will give the 
  huginn a sense of whether the vessel carries no treasure, 
  little treasure (a hoard one level lower than the PCs’ 
  average level), some treasure (matches the PCs’ average 
  level), or much treasure (one to three levels higher.) 
  Activating the sword is a standard action.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, locate object; Cost 32,000 gp
  SPEAR OF THE SUN HAWK
  Aura strong evocation; CL 10th
  Slot none; Price 60,000 gp; Weight 9 lbs.
  Cousin to the sun blade, in normal combat this 
  enchanted weapon is equal to a +2 longspear. Against 
  evil creatures, its enhancement bonus is +4. Against 
  undead creatures, the spear deals double damage.
   Once per day, the wielder can whirl the spear above his 
  head while speaking a command word. The spear of 
  the sun hawk then sheds a bright yellow radiance that 
  acts like bright light and affects creatures susceptible to 
  light as if it were natural sunlight. The radiance begins 
  shining in a 10-foot radius around the spear wielder 
  and extends outward at 5 feet per round for 10 rounds 
  thereafter, to create a globe of light with a 60-foot 
  radius. 
   When the wielder stops whirling the spear, the radiance 
  fades to a dim glow that persists for another minute 
  before disappearing entirely. All spears of the sun hawk 
  are of good alignment, and any evil creature attempting 
  to wield one gains one negative level. The negative level 
  remains as long as the spear is in hand and disappears 
  when the spear is no longer wielded. This negative 
  level cannot be overcome in any way (including by 
  restoration spells) while the spear is wielded.
  Limitless reach of Horus (usable by good-aligned 
  ravenfolk only): The wielder can transform the spear 
  of the sun hawk into a shaft of light and throw it at any 
  visible target regardless of range without penalty to the 
  attack roll. On a hit or miss the spear instantly returns 
  to the wielder’s hand and resumes its normal form. 
  When used in this manner the spear of the sun hawk 
  temporarily expends all of its magic power and becomes 
  a non-magical masterwork longspear for three days, 
  after which its powers return. If the wielder attempts 
  to use this ability again before the three days have 
  passed, it will work—but the spear will be permanently 
  destroyed, leaving nothing behind.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, daylight, creator 
  must be good; Cost 30,000 gp
         
  
  19
  19
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   Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
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   Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; 
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   Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, 
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  All Rights Reserved.
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  OPEN GAME LICENSE Version 1.0a
  
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