
GRIMKIN
Tagline
Grimkin, in their relentless pursuit of joy, often express concern that even with their expansive time, they may not accomplish all they aspire to experience. This unwavering dedication to their individual aspirations often places Grimkin at the forefront of expertise in their chosen domains. Central to their passions is the enigmatic realm of their secretive religion, deeply rooted in fetishist traditions. This ethos weaves magic, ritual, and profound conviction into the fabric of Grimkin culture, motivating many to embrace the role of a Grim Paladin—a champion ensuring the flourishing and advancement of their faith.
Grimkin engage in conversations with a remarkable urgency, seemingly compelled to articulate their thoughts without pause. While readily contributing insights and viewpoints on diverse topics, they also adeptly absorb the perspectives of others, interjecting sincere expressions of astonishment and admiration. Beneath their penchant for humor, including a fondness for puns and pranks, lies a profound commitment to their more substantial endeavors. A significant portion of Grimkin society excels in fields such as engineering, alchemy, tinkering, and invention. Fearless in their pursuit of perfection, Grimkin are unafraid to make mistakes, finding amusement in their own errors as they refine their creations. Bold, and at times even daringly reckless, Grimkin embrace substantial risks and harbor grand dreams for the future.

Alignment
Grimkin are not of one mind, those who tend toward law are paladins, engineers, scholars, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Grimkin are good-hearted, and even the tricksters among them are more playful than vicious.
Syntax
pronunciation
noun
plural
adjective
variants
(GRIM-kin)
That Grimkin is strong.
There are many Grimkin.
That is a Grim artifact.
Grim(s), Grim-kind
Attributes
Base Speed
25 feet
Attribute Modifiers

+2 Intelligence

+1 Constitution
Unique Racial Features & Abilities
Superior Darkvision
Accustomed to life underground, you have unmatched vision in dark and dim conditions.
You can see in dim light within 120 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.
Cunning
flavor
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer’s Lore
flavor
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

History (mod.) Proficiency+
Speak with Small, Burrowing Animals
flavor
Through sound and gestures, you may communicate simple ideas with small creatures like badgers, prairie dogs, rabbits, and moles.

PHYSICALITY

Physical Traits

Grimkin are between 3 and 4 feet tall and average about 40 to 50 pounds. Most Grimkin spend a majority of their lives deep within the underground network of towns and villages that make up the lower “Grim Caves”, leading to mostly pale yellow-gray and pink skin.
They similarly have mostly colorless hair, ranging from all types of gray to the occasional pale slate blue or cloudy pink. To diversify their own identities, Grimkin create detailed and complex hair and beard styles; their style and appearance is constantly changing as they personally experience life and as Grim-kind itself is exposed to outside influences.


Eyes, noses

Stature
Size
SMALL VARIAN (Humanoid)
3′ 0″ – 4′ 0″ ( cm)
Body Types

lbs
( kg)

lbs
( kg)

lbs
( kg)

lbs
( kg)

lbs
( kg)

(unusual)

lbs
( kg)
A character’s stature is not purely for roleplaying. In many instances, your height and weight can and will have mechanical implications. The character’s body type, however, is mainly for visual storytelling and narrative purposes.

Age
Grimkin do their best to enjoy every morsel of their nearly five centuries of life. While we humans might wonder about getting bored over the course of such a life, they take every moment to savor the beauty of the world around them.
Adulthood
40 years
Lifespan
450 years

HOME LAND
The Grimlands
description
Waldovia
The Steplands
Lumina
Delveron


CULTURE GROUPS
Wonderkin
The more culturally assimilated people of The Grimlands, primarily made up of the Grimkin of Waldovia, The Steplands, and Lumina, but also includes the people in the wider world as well.
Greyrocks
The more private-living Grimkin, both near the surface and underground, who primarily live in the western Stormlands area of the Grimlands.
Deepkin
The isolated pockets of deep-cave Grimkin who rarely see the light of the sun. They have a strange and wild culture.

Wonderkin

Waldovians

Physical Distinctions:
description
Various Locations
Waldovians once referred only to the 17 Royal Houses of the Grimlands, but has grown over time to include the largest majority of Grimkin population, mostly located in Fort Justice and the surrounding region.

Clothing and Style
Description

Notable Figures
Cragthorn Stonebones

Blurb

Steplanders

Physical Distinctions:
description
Various Locations
The Steplanders generally refers to the vast swath of Grimkin of common blood who live in Buckwall and the steplands Region, a major junction on the ancient ‘Frozen Steps’ trade route from Lovalia to the Heartlands.

Clothing and Style
Description


Luminians

Physical Distinctions:
description
Various Locations
The Luminians are a people that occupy the vast swath of land between and around Lumina and Delveron, the psuedo-religion of the Grimkin is very strong and ingrained in this area of the Grimlands.

Clothing and Style
Description


Wonderkin Stats

Preferred Classes

Paladin

Bard

Wonderkin Languages
Known
You are bilingual in both Grim-Tongue and Common. You are familiar with enough Grim-Hand to effectively communicate with it, though you may not understand nuanced conversations. You are also familiar enough with both Loval and Sylvan to understand basic communication, though you can not read or write in either language.
[3] Native:
Common,
Grim-Tongue
[2] Studied:
Grim-Hand
[1] Oral:
Loval,
Sylvan
Learnable
Familiar:
Tok
Foreign:
Trader’s Cant,
Old Værian
Exclusive:
<none>

Wonderkin Unique Features

Ability
Faith and patience beget knowledge.

Religion & Culture Proficiency+
You gain proficiency in the Religion skill and may double your proficiency bonus on all Religion skill checks.

Greyrocks
The Greyrocks are the Grimkin who live predominantly in the coastal region of the Grimhook Road, amongst the stormy basalt cliffs. Untethered by royal lineages and religious influence, the area has remained less developed, families and clans will work on homes and collectives for themselves but few live in any organized town.

Physical Distinctions:
description
Various Locations
Blurb

Clothing and Style
Description


Greyrock Stats

Preferred Classes

Paladin

Rogue

Greyrock Languages
Known
You are natively fluent in Grim-Tongue and Grim-Hand, as they are your primary means of communication. You are familiar with enough Common to effectively communicate with it, though you may not understand nuanced conversations.
[3] Native:
Grim-Tongue,
Grim-Hand
[2] Studied:
Common
[1] Oral:
<none>
Learnable
Familiar:
Tok,
Loval,
Sylvan,
Old Værian
Foreign:
<none>
Exclusive:
Trader’s Cant

Greyrock Unique Features

Ability
Greyrocks are always having to stay hidden from their homeland’s natural predators and remain from detection.

Stealth Proficiency+
You gain proficiency in the Stealth skill, and may double your proficiency bonus on all Stealth skill checks.

Deepkin
Living in the deepest caves of the Grimlands, rarely if ever interacting with those from outside the Grimlands, are the Deepkin, primarily focused around the area of Delveron and the Temple of Peace. They have grown even stronger that their kin but many have never experienced the blinding light of day.

Physical Distinctions:
description
Various Locations
Blurb

Clothing and Style
Description


Deepkin Stats

Preferred Classes

Paladin

Fighter

Deepkin Languages
Known
Grim-Hand is your native dialect, and you are familiar with enough Grim-Tongue to effectively communicate with it, though you may not understand nuanced conversations.
[3] Native:
Grim-Hand
[2] Studied:
Grim-Tongue
[1] Oral:
<none>
Learnable
Familiar:
Common,
MerSylvan
Foreign:
<none>
Exclusive:
Trader’s Cant

Deepkin Unique Features

Ability
The Deepkin are conditioned to more strenuous lifestyles, and these differences show outside the Deep Caves.

+1 Dexterity

+1 Constitution
You gain +1 Dexterity and Constitution, but suffer disadvantage on all rolls requiring sight while you or your target is under daylight conditions. When viewing direct sunlight or a bright light source within 60 feet you must pass a Constitution save [DC10] or be blinded for 1d3+1 rounds.

NAMING CONVENTIONS
Grimkin names have similar origin to Hin names but usually have a slightly harsher tonality, some are fond of alliterative clan names.

Traditional Feminine Names
Althea, Bixie, Celci, Cymbeline, Dalliana, Eiliniana, Elowyn, Elrhana, Glimmera, Grennoa, Helxis, Honeysuckle, Iridessa, Jinx, Kismet, Lilou, Maelis, Minhani, Nixie, Orlaith, Pimmernel, Pryroe, Quinby, Retina, Roswyn, Sylphie, Tansy, Urikini, Vivika, Xyrossa, Ylva
Traditional Masculine Names
Alaric, Biltor, Bripos, Cedric, Corkas, Dandelion, Eldwin, Eniziver, Fizzleton, Hisxif, Horatio, Ignatius, Jasper, Kosmok, Kipp, Lonan, Lysander, Maelock, Merrick, Neswin, Oliver, Percival, Quixley, Rumblethorn, Spriggan, Thistlewick, Ulric, Valston, Vanrick, Wickham, Xander
Traditional Family Names
Billowfeast, Bonggebel, Boldfern, Brassbrand, Bronzehold, Broadbottom, Briskthread, Coppercup, Deeptop, Fizzlefeast, Glittergift, Goldhand, Grimpeaks, Hoglesogle, Needlebeetle, Podlededle, Silversigh, Stippletipple, Wonnin, Zamblegamble
















