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Grimalkin

The Grimalkin are a culturally advance specie of friendly catlike people. Driven by curiosity, Grimalkin are compelled to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Their innate nature pushes them to leave no secrets of the world uncovered. Some tend to have more basic feline desires like those of a regular cat, such as a fondness for yarn, catnaps, and most notably, fish.  

Cats.

Grimalkin primarily resemble very large cats that stand on two legs, however a few Grimalkin may have face shapes similar to those of other races. Grimalkin and other races having cross-bred children mainly possess traits of the other race with Grimalkin ears and tails, among other features depending on individuals. The fur of a Grimalkin have features or patterning similar to that of non sapient cats, others have unique patterns or might style their fur to their preferences, or might even be hairless! Grimalkin stand tall at six to seven feet. Their slender bodies and retractable claws makes them good climbers. Grimalkin eyes may be slit-pupiled or round-pupiled and usually green or yellow.  

Life in Ding Dong Dell.

The kingdom of Ding Dong Dell has a notable feline influence and is ruled by the royal Grimalkin, King Tom. The Grimalkin have a great love and appreciation for fish which is prominent in not just their diet but their architecture, as almost all their buildings have an image of or design of a fish somewhere on it.   Grimalkin and other races share a strong kinship within Ding Dong Dell and co-exist harmoniously. Over time they have shared and blended together traditions and mannerisms. Grimalkin also had no trouble in welcoming other folk to Ding Dong Dell after the wars from long ago. Despite their friendly nature towards other races, the Grimalkin have a long and heated history of feuding with the Mousekind. The Mousekind were driven away as the Grimalkin settled long ago. Any Mousekind still left were religated to the sewers of Ding Dong Dell. This resulted in a bitter rivalry between the leaders of both races, now King Tom XIV and King Hickory XVII.   Grimalkin enjoy the peaceful life of their kingdom but they still have an abundance of curiosity. Grimalkin in other places usually do not settle down for long. They prefer to be able to move around as they please so that they can see all the world's wonders.  

Curiosity Killed The Cat.

Driven by curiosity, Grimalkin are compelled to collect interesting artifacts, gather tales, and stories. Their innate nature pushes them to leave no secrets of the world uncovered. Grimalkin treasure knowledge and new experiences rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. Even an old artifact is only as interesting as the stories it holds. Once an item had been thoroughly examined and studied, and its secrets revealed, it would lose its allure and the Grimalkin would quickly lose interest and pass it on. In the Grimalkins' eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Grimalkin might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.   Their curiosity can take shape through adventuring or science among other things. Grimalkin minstrels gather in small troupes and make themselves at home in any settlement, earning a living through music and storytelling while they learn more. Adventuring grimalkin can be seen skulking around in taverns or open markets, listening to gossip and rumors. Many Grimalkins that have settled abroad enjoy being innkeepers or librarians.   Knowlege that Grimalkin find compelling gets documented so that they remember or so that they can trade it for new knowlege, in this way they make for good secretaries and scientists. You can be sure to find traces of Grimalkins at every archeological site and in almost any laboratory. Species like Gnomes and Dwarves are usually much more focused on using science to fuel their inventions while Grimalkins' interests lay more in understanding the world around them. They use their knowlege in search of truth and a better future. Grimalkin scientists may be the help on the inside that the Mousekind needs.  

Pietous in their own way

They revere a fickle deity called the Cat Lord, who is said to wander the world. The Cat Lord wants for all catfolk to live their cattiest lives but do no care for other species. This means for catfolk to indulge in their basic feline wants and instincts.    Grimalkin may take pleasure in hunting birds, fish and cat toys while taking catnaps and lounging in the sun. Due to their inate competence in moving about, they stalk their prey using their agility and honed senses. Even while actively in the pursuit of knowlege, their instincs may take over and their troupe may see them jumping after a bird or loaf on a rock.   

Grimalkin Names.

Grimalkin can have some seemingly strange naming conventions, in names of varied origin. They have a personal name and family name. Much like many races, their personal name is often phonetically cat like, while their family name tends to be something in common describing their fur, and a newly maried pair may both take a new one. In addition to names above, benekoer also take pride in something they refer to as a company name. Company names are separate from a family name, they can be just as important, but rarely include actual family. This could be the same thing as a group name of an adventuring party with any other race. One can expect a benekoer to give these names of current or past, which can be anything, when introducing themselves.   Female Grimalkin: Names: Myahss, Nyeukhe, Naass, Meweowkha, Prrowcr, Ngawsh, Niaakur, Meeosh, Mjaukha
Male Grimalkin: Names: Cheaun, Hsseowme, Khayamr, Kurrowmew, Shawpr, Ssiamj, Heaamy, Creowe, Kheeuni
Family Names: Snowball, Smokey, Midnight, Woods, Ambers, Clouds, Silver, Inksplotch, Rocky, Torch  

Grimalkin Traits.

  Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.   Age. Grimalkin reach adulthood in their late teens and live less than a century.   Alignment. Grimalkin tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.   Size. Grimalkin are taller on average than humans and relatively slender. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Cat's Talent. You have proficiency in the Perception and Stealth skills.   Languages. You can speak, read, and write Common and one other language of your choice.

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