These are the races of my world that are found no place other than on the world of the Flaming Druid.
Kankx
- DESCRIPTION: These are short humanoid creatures covered with long brown hair. The only exception to this is for their huge club like thumbs and bulbous noses. The Kankx are a peaceful people that communicate by hitting each other over the head rhythmically with their thumbs. Because of this Kankx cannot be hurt through blunt damage to the head. Their thumbs can also be used as effective weapons equaling 1d6 damage to small and 1d4 to large. Kankx do have vocal cords and can talk with a heavy accent. They are not that intelligent and tend not to know any language but their own. Some of the smarter ones become clerics to the chicken god Herman. Herman's spells only work on a 50/50 level, priests are obvious for their golden chicken hats. Healing in a temple of Herman is free, but are highly risky for bringing back slain party members. Being dumbfounded most of the time a Kankx has -2 to all checks involving intelligence. Because of their constitution, however, they gain the same saving throw bonus as dwarves. Kankx usually isolate themselves from society in villages of their own but some of the smarter ones might travel or work on spreading the gospel of Herman. Kankx have a natural AC of 6.
- ALIGNMENTS ALLOWED: Lawful Good
- CLASSES: Cleric & Druid/Bard
- STAT MAXIMUM: Str.:20 Dex:16 Con:20 Int:12 Wis:18 Cha: 16
- STAT MINIMUM: Str.:12 Dex:3 Con:10 Int:3 Wis:8 Cha:3
- ADJUSTMENTS: +2 Str, -2Dex, +2 Con, -2Int, -2Cha
- THIEVING ADJUSTMENTS: Pick Pockets: -20 Detect Noise: -5 Climb Walls: -5
3rd Edition
Personality:Kankx are very open and friendly to all that they meet, willing to judge the good qualities in everyone. They don't anger easily and are known to put up with quite a bit of harassment because of their pacifistic nature.
Physical Description:A Kankx stands from about 4 to 5 feet in height. They have broad muscular bodies that are covered completely with hair. They also have huge bulbous noses, large feet and huge club-like thumbs used in communication by rhythmically pounding on another's head.
Relations:The rest of the world generally ignores Kankx. They are looked upon as amusing and a little annoying. They are not hated though and are allowed to go on there way. Kankx bear no ill will to any of the races, this includes the Grimalkin.
Alignment:There are only two alignments found Among Kankx: Lawful Good or Neutral Good. There are exceptions of course but they are not found often.
Kankx Lands:There are no Kankx lands. They do form communities on occasion. These communities usually have a simple village structure of gathering and agriculture. There is usually a chief and a high priest (Usually one in the same).
Religion:Kankx worship the god Herman, a giant yellow chicken that created the universe. They usually are quite devoted to their god and will do anything to please him.
Language:Kankx communicate by rhythmically pounding their club-like thumbs on each other's heads. They can speak but have a strong accent. When they do speak a language it is usually common.
Names:Kankx names are usually produced by chance and therefore look odd and are hard to pronounce.
Male/Female Names:Jadofn, Iadf, Palgfar and Kadfaf
Adventurers:Kankxish adventurers are motivated by either seeing new places or serving their god. Though usually pacifistic an adventuring Kankx is willing to fight when he/she has to.
Stat Adjustments: +2 Str. -2 Dex. +2 Con. -2 Int. -2 Cha
Medium Sized:Kankx are still medium in height most of the time.
Hard-Head:A Kankx will take no blunt trauma damage unless it is magical if the head is hit
Thumbs:A Kankx has two club-like thumbs that do 1d6 damage a piece. They can both be used to attack with no penalty.
Weapon Luck:Kankx have trouble using other weapons and therefore get a -7 when trying.
Poor Will: A Kankx gets -2 to his initial Will save.
Fortitude: A Kankx gets +2 to his initial Fortitude save.
Feat: A Kankx gets one extra feat at level 1
Poor Skill: A Kankx gets -4 points off initial skill points
Armor Class: A Kankx has a natural armor class of 14 because of toughness.
Favored Class: Cleric
Grimalkin
DESCRIPTION: These, in short, are little cat people. Grimalkin, are a chaotic, but mostly friendly race that is hated throughout the world. The only thing helping them is their ability with words. When someone is intent in conversation with a Grimalkin and fail a save vs. spell the Grimalkin may convince the person of his or her point. Their claws give them increased climbing ability and add to their attack by doing 1d4 damage per hand and 1d3 for large creatures. They have been scattered as of recently and are present at various places in the world.
- ALIGNMENTS ALLOWED: Any Chaotic
- CLASSES: Bard, Cleric, Fighter, Mage & and any multi-class combination.
- STAT MAXIMUM: Str.:15 Dex:19 Con:18 Int:17 Wis:18 Cha:17
- STAT MINIMUM: Str.:3 Dex:3 Con:3 Int:3 Wis:3 Cha: 3
- ADJUSTMENTS: -2 Str. +1 Dex.
- THIEVING ADJUSTMENTS: Pick Pockets: +5 Find Traps: +5 Move Silently: +15 Detect Noise: +20 Climb Walls: +20
3rd Edition
- Personality: Grimalkin are generally friendly and outgoing. They are very playful and like to play practical jokes from time to time.
- Physical Description: A Grimalkin usually stands from 3 to 3 ½ feet in height their bodies are covered in fur and have the facial features of cats. These features also include ears, tail, and claws on the hands and feet.
- Relations: Grimalkin are only on friendly terms with the Kankx. This is not because the Grimalkin hate others, it is because others hate the Grimalkin. Grimalkin are looked upon by the world as pests. They are tolerated but many are killed on the streets at night.
- Alignment: Grimalkin are usually chaotic in alignment.
- Grimalkin Lands: Grimalkin have no communities and are spread out around the world.
- Religion: Grimalkin don't worship the gods too often, but are sometimes found worshiping Malikar.
- Language: The Grimalkin Language is hard to learn because of the feline sounds involved. They do usually know Common and they are the only race that picks up Kankx with frequency.
- Names: Grimalkin Names are given by the child's grandfather, they are feline in nature.
- Male Names: Meoor, Raarf, Pruump and Mitzen.
- Female Names: Meora, Raptha, Purrophia, and Litzen.
- Adventurers: Grimalkin love to go on adventure and will do so whenever it is offered. Traveling and companionship is all a Grimalkin usually craves.
- Stat: -2 Str. +2 Dex. -2 Cha
- Small Sized: As small sized creatures, Grimalkin gain a +1 size bonus to armor, a +1 bonus on attack rolls and a +4 size bonus on hide checks but are limited to smaller weapons and lower weight allowances.
- Claws: Grimalkin may attack twice naturally without weapons for 1d3/1d3 damage.
- Climbing: Climbing skill gains a +4
- Low-Light Vision: Grimalkin can see twice as far as humans in conditions with poor illumination.
- Skill: Gains +4 to skill points first level and +2 every other level.
- Argument: Though loathsome a Grimalkin can try and persuade a creature of intelligence to do something for him/her. The Grimalkin must be in full conversation and the creature gets a will save with a DC of 10 + level + intelligence modifier. If failed the creature will be convinced that the Grimalkin is correct. This is limited to believable things, a Grimalkin can't make someone die for them or kill their best friend the amount of change is up to the DM.
- Preferred Class: Thief and Bard.
Vondolan
- DESCRIPTION: These are a war like orderly race of creatures. They are short and have long rabbit like ears and teeth. They are also coated with a light coat of white fur. Their lives revolve around the destruction of their bitter enemy the grimalkin. They are a cold and calculating race finding an affinity for logic and numbers. Those that are soldiers prefer the spear to other weapons and gain a +2 to attack rolls while using one. The Vondolan also have a +3 to their initial hp rolls because of their soldier like upbringing. Their agile bodies also gain a +2 to their armor class straight off. When facing off with a grimalkin the vondolan gains a +4 to all attack rolls. They also have a slight immunity to fire allowing them to fight in settings where most could not tread.
- ALIGNMENTS ALLOWED: Any lawful
- CLASSES: Fighter, Geometer, Mage & Combinations.
- STAT MAXIMUM:Str.:19 Dex:18 Con:19 Int:17 Wis:18 Cha: 17
- STAT MINIMUM:Str.:5 Dex:10 Con:5 Int:5 Wis:6 Cha: 8
- ADJUSTMENTS: +1 Str. +1Con. -1Int. -1Cha
- THIEVING ADJUSTMENTS: No thieving class allowed
3rd Edition
- Personality: They are rather cold and calculating in nature, but they can be made to warm up to people if a great deal of effort is used.
- Physical Description: Vondolan are usually 4 to 5 feet tall and have a light coat of white fuz that resembles fur. They have long rabbit-like ears and teeth. Their facial features for the most part are human-like.
- Relations: They relate on a somewhat peaceful basis with all races but the Grimalkin. The Grimalkin are the sworn enemy of the Vondolan. Any Grimalkin seen outside of a city or in a Vondolan land will be killed with no questions asked. It is possible for tolerance only if the Grimalkin in question is necessary to the survival of the Vondolan.
- Alignment: They are usually Lawful in nature.
- Vondolan Lands: The Rabbit island and the once Grimalkin dominated country of Grimmil belong to the Vondolan. Other races rarely approach the lands ruled by these creatures unless it is necessary. The laws in Vondolan territory are harsh and are usually punishable by death. Crime in these places is very low.
- Religion: Most do not believe in the worship of gods, preferring logic to religion.
- Language: Vondolan know both Common and Grimalkin as a rule.
- Names: Names are given by the Rulers of Vondolan Communities.
- Male Names: Mallan, Rothander, Lystan, and Bolivious
- Female Names: Runaria, Limmera, Vistagia, and Glenna
- Adventurers: When found in an adventuring party the Vondolan usually has a mission to fulfill. This isn't always the case but this is how it usually ends up.
- Stat: +1 Strength, +1 Constitution, -1 Wisdom, and -1 Charisma
- Medium Sized: Vondolan are Medium Height.
- Expertise: Vondolan are experts at one weapon taught to them from birth. This is true no matter what the class. The Vondolan gains a +1 to attack and +2 to damage for this weapon.
- Bonus Languages: Vondolan automatically gain the languages of Common and Grimalkin to help when wandering the world.
- Maneuvering: Because of intense military training the Vondolan starts with an AC of 11.
- Military Background: There are almost no Vondolan who haven't been through training. Those that have must be on good terms with their commander and given permission to leave the country. Those that don't gain this are attacked on sight by other Vondolan as well as hunted.
- Darkvision: Vondolan can see in the dark up to 30 ft. Black and White only.
- Teeth: Vondolan teeth grow like any rodent and must be worn down or death will come quickly. These teeth are extremely sharp and do 1d4 points of damage when used.
- Preferred Classes: Preferred classes are Fighter and Mage. Other classes are not as common but are around as a necessity.