Red Hand Grippli Ethnicity in The Dycides | World Anvil
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Red Hand Grippli

All Grippli have a bit of a staring problem, their large bulging eyes seem so inhuman that most warmfolk (and this name also refers to the Dhampyr) are slightly unnerved. When contemplating an idea they do not blink or close their eyes, but occasionally a nictating membrane cleanses them, or they might use their long longue. The moment someone knows they have met a red hand is often too late because unlike the Riverfolk, the Red Hand gets quiet, and those disturbing eyes lock on their target. With much less charm than their cousins, the Red Hand wander from place to place usually without a home of their own. Sometimes shacking up with Riverfolk families, claiming to be a cousin. The Riverfolk do not mind a Red Hand staying in their home, Grippli courtesy is encompassing. The Red Hand have their work with the warmfolk, and the riverfolk have their own, and there is nothing to judge amongst each other.  

Physical Description:

Some Grippli are thick toad-like creatures, some have fangs and look more akin to boggards. Grippli come in a wide variety of colors, spots, and streaks that is a foreign language to non-grippli. Most grippli can identify one of the three clans by sight in the light but in general won’t talk to a non-grippli about it, especially as the Red Hand prefer to never be identified. The only feature to identify a Red hand is assumptions based on wear and tear. The most prone of the city dwelling Grippli to have scars of combat are often assumed Red Hands. At a stature of a dwarvish 4’5” they walk on long legs and are able to keep up with the average human.  

Society:

Most Red Hand Grippli only associate through the Red Market, and if they have branched off from it they only spend time with each other for their mating season, if they choose to attend. At a secret cloistered Red Hand event, that changes locations season to season, those who wish may take an heir can take any tadpole that they choose so the standard idea of lineage among humans is foreign; only that their child is a Red Hand is known. The traditions of each Red Hand child is given by their single adoptive parent, so philosophies and ideals range wildly.  

Relations:

Usually seeing very little difference between an Elf, Human or Halfling, Red Hands value those who work with their hands toward a skill or craft. Dwarves of note have a certain amount of Red Hand approval for their great works show finesse and skill. A well crafted song by an elven minstrel can bring appreciation, as can a well honed blade made by a half-orc. Usually the Red Market takes all jobs, but when a competitor is trying to kill a greater craftsman, that paperwork often turns up lost. Those that do understand that the Red Hand control the Red Market often treat them with high civility and kindness. The irony is if orders come in that their gracious host needs to be destroyed, they will do it without moral complication. A request is a request and with the right paperwork, anything happens in The Dycides.  

Alignment and Religion:

Secretive and Intelligent those that have a magical talent will worship Nethys for his passionless expression of power to form and destroy. Norgorber is also a favorite to those associated with the Red Market, while those beyond will often give their prayers to Shelyn, Gorum, or Irori because they see perfection in all three. Overall it is uncommon for Red Hands to become clerics, but their clergy would not have a great turn out due to their lack of tact. Their alignment is closes to true neutral, with slight pressure towards Law as the Red Market is a sanctioned killings market. After the infractions are given to the authorities of the region BEFORE the hunt begins.  

Adventurers:

A common assumption is all Red Hand are a part of the Red Market, which is not true. Some Red Hand, especially if there parent was not a member of the Red Market, prefer to venture into other fields, often adventuring. They often enjoy the violent nature of it, honing a kill to be as clean as possible. Others simply like to see the wilds and wonders of the world searching for other beautiful things made by the hands of a craftsman, whether made by Grippli, Lizardfolk, or warmfolk. Many Grippli find themselves as Monks, Unchained Rogues or Slayers, but those with magical skill become magus’ and wizards.  

Stats Block

Grippli Red Hand (11) Ability Score: (+2 Str, +2 Int, -2 Cha) Red Hand are surprisingly strong and knowledgeable, but are known for their affiliation.   Size: Red Hand are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.   Type: Red Hand are humanoids with the grippli subtype.   Base Speed: Red Hand have a base speed of 30 feet and a climb speed of 20 feet.   Languages: Red Hand begin play speaking Common and Grippli. Red Hand with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.   Weapon Familiarity: Red Hand are proficient with longbows, rapiers, kukri, and bastard swords.   Darkvision: Red Hand can see perfectly in the dark up to 60 feet.   Toxic Skin: (Ex) Once per day as a swift action, a Red Hand can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.   Jumper: Red Hand with this trait are always considered to have a running start when making Acrobatics checks to jump.   Swift as Shadows: Red Hand reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.   Agile Maneuvers: Red Hand gain Agile Maneuvers as a bonus feat at 1st level.  
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