Cathartidians
When the Dwürden first explored the northern Tor’n Evalshat, they reported that every cliff was topped by giant domed nests constructed from the trunks of small trees and animal remains. The slopes themselves appeared to be striped with giant brush strokes of white excrement, trailing below each nest. Living upon these precipitous aeries were a race of giant vultures that hungrily watched all that came into the valley. These vultures were not content to prey on the remains of the dead, but instead swooped from their high retreats with razor-sharp beaks and terrible talons.
The bird monsters were left alone for a number of years until a Glor Dün prospector discovered rich mineral deposits in the Iron Coast. Expeditions were sent into the hills and armored shelters were hastily constructed to protect against the giant vultures. When the prospector’s findings were verified, the Dwürden sent more help to establish working mines. The vultures were vigilant however, and every time a Dwürden would venture out from the armored shelters, they would be snatched-up in a rush of feathers and claws. It was decided that the mines would have to wait until the vulture problem was solved. Patrols were sent to reach the nests, but found them to be built upon precarious ledges of splintered rock faces that could not safely be mined.
Eventually, the Dwürden retreated back into the mountains and tunneled their way toward the deposits. The Iron Coast remained uninhabited for many centuries until the Yrūn arrived in the early Fourth Age. Looking for somewhere to expand from the Dwürden Kingdom of Numurwar Gurm, Dwürden guides offered to lead the Yrūn to the uninhabited Iron Coast. After some months of travel, the migration party arrived in the unspoiled land, unclaimed by Dwürden and Eylfāe alike. The Yrūn did not find the monster-vultures they had been warned about however, but instead were greeted by large vulture-bodied creatures with anthropoid faces. After settlements were established around the Nyr Platan, reports started trickling in of large burrows throughout the surrounding hills. The burrows were home to giant vulture-like anthropoids that abhorred the daylight. Something had changed in the Iron Coast.
The Dwürden attribute the rise of the Craw to a rogue magician named Ergur of Muründor. He disappeared from the Kingdom of Glor Dün circa 3/4100 ER with a circle of followers, and was never seen again. His vulgar Mūátra magics were frowned upon by his Dwürden peers, so he sought a place where he and his assistants could pursue their studies away from prying eyes. There were rumors that he had ventured into the North, but most assumed he sought Eylfāe lands.
The early Yrūn inhabitants hunted and killed many of the Craw, but there always seemed to be more hidden in the crags of the surrounding hills (e.g., Morén Burdrul, Morén Nōdrul). As the centuries passed, the nocturnal Craw ventured further from their dens, eventually settling among the towns themselves, and the City of Oð. There are three variants of the Craw, though only two may be sub-races.
- Craw Fetur (fledgling Craw)
- Craw Nur (black Craw)
- Craw Blūdur (red Craw)
Physiology
Physically, the Craw are very imposing. They have coats of glossy bristling feathers, long powerful beaks, and scaled legs ending in savage talons. The heads of the Craw are wrinkled, bare, and hideous like their vulture forebears. Their eyes are black and peer menacingly from the sides of their heads. Heavy for their size, the Craw are very strong. Both the Craw Nur and Craw Blūdur have feathered arms instead of functional wings, though their feathers allow them to glide for short distances.
Psychology
The Craw, on average, are almost as intelligent as Uren. Exceptional individuals have been known to exist whose intelligence rival that of the most gifted Uren.
The Craw seem to share many of the same emotions as other Awakened Races. The only response that seems lacking is a sense of humor. Civilized Craw are very dutiful, no-nonsense, and dedicated to whatever task they are engaged. Not only do the Craw have no discernible sense of humor, but they are confused by efforts toward levity and response to the same. Perceptive Craw that are familiar with other races learn to recognize the signs that humor is being used, but are unable to engage in it.
Members of the race are carnivorous. While the Craw are happy to prey on cattle, sheep, and pigs, they prefer Awakened prey due to their preference for brain-meat. In the region of Oð, the Craw have learned to be careful with their meal selections, choosing only those individuals (who at a glance) might not be missed. For this reason, the South Wall of the City of Oð is a prime hunting ground for the Craw Blūdur. Anyone unfortunate enough to find themselves walking the Southswall Margin will likely never be missed. Even the most civilized and intelligent Craw engage in this feasting.
The eating of brain-meat has strange effects on the Craw. After feasting on the head of a victim, the Craw are temporarily infused with an intoxicating flood of emotions. This sensation is like a drug to the otherwise dispassionate creatures. In addition, any Talents that the victim may have had are absorbed by the Craw for 1d days. The downside to this feasting for the Craw, is the tendency to absorb any madness the victim might have suffered from while alive. This does not happen all the time, but when it does the contracted insanity is permanent. For this reason, there is a high prevalence of mental illness among the Craw.
Culture
Craw have never been observed outside the Old Empire region of Oð. While the largest concentrations of Craw can be encountered within the first layer of Lower Streets, rural members of the race still live in the abandoned mines and caves of the Tor’n Evalshat foothills.
Language
The Craw speak an awkward language called Crawwok. The language is very guttural, partially due to their lack of lips. Those few scholars that have studied the language claim that pronunciation aside, Crawwok is not dissimilar from Murdwürmor, an old Dwürden tongue.
Religion
Many Created Races have a different perspective on religion and what constitutes a deity. The Craw are no different. To the Craw, they were raised from bestiality by an enigmatic character called the Deliverer. No Craw remembers what the Deliverer looked like or when it was that he walked among them. They have heard the Dwürden tales of the renegade magician Ergur but do not accept the stories as fact. On the tunnel walls of Uçor loom an imposing figure with bristling feathers and a long powerful beak. To the Craw, this silhouette is the image of the Deliverer.
Magic
Magic does not flow naturally through the hulking Craw. In fact, if not for the ambient magics of the Lower Streets, the Craw Blūdur would have no magic to draw upon at all.