Approximately 2m – 2.3m tall,
@RP Impact:
The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms Setting (planet of Helca). Where the appears notes a Role-Playing challenge/opportunity.
The Grollen of the realms a fierce, prideful peoples. They are descendants of ancient Gnolls but consider themselves a separate race. At one time they ranged across the entire realms, but their numbers are diminishing due to competition. Grollen warriors are some of the few who can stand toe-to-toe against the fearsome Ork. They are desired for their fighting prowess by the other races though little else. Wherever they go, a party, mad sounds, dancing, violence, and broken crockery is sure to follow…
i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.
Starting i20 Characters have Zero Discretionary CP unless noted by the Game Master. These are all taken acquiring a Race/Species and a Pathway of Experience. A starting character is the moment of character creation (@Character Inception).
Are you using Best Practice guidelines? (ask your Game Master)
This corresponds to the GNOLL? ( Race/Species) – See more at Characters of the Steel Realms.
The following aspects deviate from or add to the base values, though may also vary by setting, back story, and/or cultural experience; ‘Baseline’ values are just average/defaults to be used * without specific reference checks. *
The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: None.
This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Profile by default (not optional). Adjustments are noted as specific Attributes or Attribute Group(s).
Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.
The following elements reference game details that are physically part of every character of this race/species:
Shrouded History: They were not as they once were. Grollen were once the mortal enemies of… all. Their origins are shrouded in mystery, but it is known that they once fought for the gods of evil and darkness and were as great a foe as the Orrish. But the Grollen walked from the dark and into the light. Their very countenance has changed from the ancient depictions of them.
Unwelcome:
Accepted
Welcomed:
Children of the Moon Mistress: They venerate Ezrilus the Moon Mistress as their patron goddess. In their past, the warlords ruled the clans and families, but since adopting (or rather being adopted) by their new patron, they have reorganized as a matriarchal society – their pack-mothers and seeress’ having control of their migrations and settlements. They channel their rage and fury into moots of howls, dance, feasting and wrestling.
Thirst for Blood: They have an uncontrollable compulsion of blood-lust. All Grollen still possess the deep spark of chaos and violence of their origins. They must make a DC 10 Sanity check when starting battle to avoid falling into a blood-lust frenzy wherein they forgo all tactical advantage in their desire for bloody hand-to-hand melee combat.
Dead on Your Feet: Grollen have a reputation as being very hard to kill. Their fierce loyalty and blood-lust allow them to hold off death to protect their tribe, kin or brethren – committing themselves to their service in afterlife in return for the moon goddess’s inspiration. Grollen choosing to employ this are bathed in soft moonlight, and must make a Constitution check each time they are hit, DC = the last damage they took; a natural 20 always succeeds. Success means they stay conscious and on their feet to the next round. There is no limit to the negatives HP from attacks, as long as the save is made. If the save is failed, or there are no more opponents, they die at the end of the round (no death saves; Spare the Dying will not work, requires Raise Dead or better to overcome). When those with Shared Litany choose this fate, for each other Grollen with Shared Litany for Ezrilus that sacrifice 1 Essence within 5m can join their essence to the effect and the fated Grollen gains 1 Resilience.
Professional scouts for the armies and forces that maneuver across the lands of Gladnor, as well as the premiere tribal warriors. They are also the ones that serve in Northgate Garrison or in bands in the south sometimes working with the High Kings rangers.
Requirements: CHA 8; -1 Essence (they “tame” themselves); CON 14
Skills: Perception
Languages: Speak Gladnorean (Understandable level)
Combat Discipline The character gains their proficiency bonus on Sanity checks to resist Bloodlust.
Fighting Spirit The Grollen on campaign are renowned for their ability to take punishment and keep going and to come back from the brink of death. On any specific death save check (the final one resulting in death) which may kill them permanently, they gain their proficiency bonus.
Shield Bite: A Grollen on Rampage wearing less than Heavy Armor that successfully bites can choose instead to bite a shield of an opponent. That shield no longer counts in AC, and the Grollen and target both lose half any Dexterity AC adjustment until the Grollen lets go or the opponent spends an action to disarm the shield.
Tribal Matriarchs: Grollen tribes are organized around a Matriarch.
Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore
The Grollen of the realms a fierce, prideful peoples. They are descendants of ancient Gnolls but consider themselves a separate race. At one time they ranged across the entire realms, but their numbers are diminishing due to competition. Grollen warriors are some of the few who can stand toe-to-toe against the fearsome Ork. They are desired for their fighting prowess by the other races though little else. Wherever they go, a party, mad sounds, dancing, violence, and broken crockery is sure to follow…
Shrouded History: They were not as they once were. Grollen were once the mortal enemies of… all. Their origins are shrouded in mystery, but it is known that they once fought for the gods of evil and darkness and were as great a foe as the Orrish. But the Grollen walked from the dark and into the light. Their very countenance has changed from the ancient depictions of them.
The Grollen correlate to the Gnoll of DnD.
Broken Origins: Grollen were not always as they are now. It is hinted that once they were servants of evil, in the far reaches of history. Before the great leader Ker-Grol arose, his peoples were vile, evil killers. Dealers of death feared by all. It is said they were once even favored by the gods of evil and great fiends. This is rumor and myth only… but for the Grollen, it is an accepted fact. They believe to have lifted themselves up from the fiendish beasts they once were and are fiercely proud of their race’s accomplishments. But the dark stain of chaos and violence is still their weakness, and without a dark patron behind them to bind them together in purpose, they have seen their numbers decrease as the lands get settled and they must compete.
Into the Light: Once servants of darkness and evil, they threw off the yolk of their masters – Ker-Grol The Fierce slew the Ork champion Brutar Bloodgut and a personal fight, and walked away with his head. He then beat Quall Tolmarein to death, the priest of Everdark who had flogged them into battle for decades, with Brutar’s dented, helmet encased head. After, he ate his heart out of his chest in front of his stunned acolytes. His people turned upon their dark masters in numbers that day and walked out of the darkness in the light of, and howling under, the full moon. They were rewarded with the patronage of the Moon Mistress Ezrilus – who protected them from the curse of the Sun Bane and it is said tempered their evil with her love.
Originally gnolls (pre-Grollen) were the chosen of Everdark in the world they left behind. They possessed a blood frenzy straight from the abyss. When they were forced to fight to near extinction in the Valley of Sighs at the Battle of Broken Fang, they sought a new path. Gradually, they would develop their own language, a new culture centered around the frenzy of the feast and not killing, and make new societies led by their devotion to their savior, Ezrilus the Moon Mistress.
Half breeds do happen, but they are the ugliest by all manner of reckoning. Aside from this the female musk is repellent to all other species though it drives male Grollen into sexual ecstasy.