Doklian (3.5e Race)
[Note: What follows is the guide for a Doklian (race) as a Player Character or NPC. DM's will need to modify this for Monster versions.] [Doklians may be of any Class type except the Druid Class.]
Doklians
Personality
Doklians (Doh-klee-unz) are a bit chaotic in nature [most Doklians would have a Chaotic Alignment, but they can be any alignment, see Alignment below.] Although they are quite tiny (average of 2 inches in height), they have a fierce war-like mentality (they even fashion their own weapons out of wood, leaves, stones, etc.), but their favorite past-time is getting drunk and playing a game called "sleeb." No one really knows how to play "sleeb" right, and the rules always change from one Doklian tribe to the next, which causes disruption between the differing factions of Doklian tribes. It is rumored that Imps created the game and taught the ancestrial Doklians how to play on the "old world." The only thing that ever remains the same about this game is that five small twigs (which are like logs to Doklians) are always shaped into a semi-circle, and that the object of the game is to knock at least one of your opponants over the "log" until they fall down. In Doklian folklore it is even said that a Doklian named Walnacre once knocked over a Halfling and then won all of the Halfling's clothes as a result, which Walnacre supposedly used to build sails for a small raft to take him to an unkown land (which is quite unusual for a Doklian, since Doklians are generally anti-adventurous.) There were many tales of Walnacre from then on, all different, some as heroic, and some as foolhardy. No one really knows which Walnacre tales are the closest to the truth. All Doklian's typically try to avoid large cities whenever possible, and prefer to remain in small holes in the ground, in hills, or in wooded areas. They never build houses, but rather convert their surroundings into a well hidden home. They always stay in temperate climates, and most of them rarely leave their area. In some ways, they resemble Halfling's personas, except that Doklians have a much higher adaptability to them, but even so, they rarely want to adapt to any changing circumstances. Doklians always speak in a "hush" whispered tone (even when yelling!) When Doklians have the opportunity, they would typically prefer to blend in to their surroundings rather than remaining out in the open.
[NOTE: Doklians may be of any Class type except the Druid Class.]
Doklians typically abhor adventure, but there are a few reasons why a Doklian might change his or her ways. A Doklian may leave their community to find out for themselves whether or not a tale or story they have been told is actually true. A Doklian may prefer the company of Dwarves, or Elves, and thus journey with them, begging their larger companions incessently to tell them marvelous tales. A Doklian may adventure out of their land if it had been ransacked or demolished by larger prey, in which case they would seek out a new concealed area for a replacement. An orphaned Doklian may out of a need to survive leave to seek out a new home.
Physical Description
Doklian's are a humanoid race with barbed tails. They grow no larger than 3 inches tall, though it is rumored among the Doklian community, that there are "Giant" Doklian's that are 5 to 6 inches tall!, but the average Doklian has never seen one. It is also rumored among the Doklian communities that their ancestors came from a world a long time ago that was destroyed by a very powerful female Djinn demi-god named Dishametria, where (in said world) they were like the humans of "this" world, except with tails, of course. The average height for a Doklian is 2 inches tall. Their skin color is usually Mossy Green, Red Clay, Pine-Wood brown, Sunflower Yellow, Limestone, Granite, Quartz, or Dark Mud. They can stand right next to a tree (or lay on [or more accurately "in"] a moss patch) and go unnoticed by most creatures, except for those who know what to look for. Their eyes are the same as human eyes, and their eye color can be blue, brown, green, yellow, red, purple, pink, orange, burgandy, beige, white, black, purple or hazel in color. Their hair color always matches their skin color, but at a darker tone. The average Doklian weighs approximately 9 ounces. The males grow beards, which are the same color as their hair. All Doklians including men prefer to have long hair, because it helps them blend in well to their environments from larger predators. Although there are muscular Doklians, this is rare, and muscles are viewed as sacriligious in their tribal communities.
Relations
Doklians can mate with other Doklians, or Brownies or Fairies or other Humanoid creatures of the Tiny size category. Doklians cannot mate with any of the larger races, such as Dwarves, Halflings, Elves, or Humans. Doklians also cannot mate with any creature of the Fine or Diminutive size categories. [In other words Doklians cannot mate outside of their size category.]
Doklians are considered recluses or hermetic tribes. They prefer to remain in their small communities, rather than adventuring out to foreign lands. A few Doklians have associated with Humans, but the Doklian community is split on how to percieve them. Some Doklians say that Humans are allies, while others say that Humans are not to be trusted. Doklians enjoy the company of any of the races with fey origin, because they like to hear stories of other worlds from them (in fact Doklians like stories of any kind; legends, myths, rumors etc.) Doklians veiw Dwarves with a bit of disdain, because they see them as a gruff, non-virtuous race, but they like the fact that many Dwarves make good fighters, warriors, brewers, and storytellers. Also, Doklians prefer Dwarven ale over any other brew or alcohol; Dwarven ale has more taste! Doklians are quite fascinated by the Dwarven tales of noble quests and vigorous battles. Doklians consider Gnomes as good friends, but in Doklian folklore Gnomes are cursed Doklians, because according to legend when the ancestors came to this world some were cursed with a disease that made them mutate to a larger size. Even though Doklians act in similar manners as Halflings, the major population of Doklians absolutely hate Haflings, and consider them the most annoying race to have ever been created! Doklian Folklore has it that the Halflings were purposefully placed on the "new world" for a punnishment against those Doklians that have a direct bloodline to the ancestors that "won" sleeb against the Imps. Most Doklians are racists against Halflings (although Lawful Good aligned players may choose whether or not their PC is racist against Halflings). Though most Doklians have never met Brownies, they long to do so. In Doklian Folklore, Brownies are not cousins to Halflings, but rather come from the same world that the supposed "ancestrial" Doklians have come from. To all Doklians, save perchance one "Walnacre" (see Personality above), Orcs are considered vulgar and savage brutes. And Half-orcs are seen as quite similar to full-blood Orcs. Many other races remain unknown to Doklians.
Alignment
Doklians are typically chaotic by nature, but they can be any other alignment such as Good, Evil, or Neutral. Even still, most Doklians have Chaotic alignments.
Lands
Doklians reside in temperate zones and climates such as jungles, forests, near rivers, swamps, and any other areas with high humidity. They avoid regions with frequent snowfall as well as glacial regions (too much ice). They also avoid Desert regions, though it is said by the Jungle dwelling tribe Crowcaw that there are Doklians who live in oases.
Religion
All Doklian ceremonies are conducted by the tribal elders. The "specific" form of Doklian religion varies from tribe to tribe, but the common factor is that they see the Sun (or depending on which world, "suns") as a powerful deity (or "powerful dieties"), manifested in many ways dependent upon the tribe. The deity(or deities) of the sun(s) is(are) called by many names (e.g. Furgon, Smoss, Beedle, Paniel, Limelord, Heatel, and Quaw etc.) and can be viewed as either male or female or neither. A few Doklian (predominantly neutral or good aligned) tribes may consider Pelor as their Patron Deity *(either equal to, or greater in power than their tribal god.) Other Doklian (predominantly neutral) tribes may consider Obad-Hai as their Patron deity *(either equal to or greater in power than their tribal god.)
- There are; however, a few exceptions to this: in these rare cases, the gods Obad-Hai and Pelor are the only gods worshipped by a particular tribe or an individual Doklian and the Sun gods are not worshipped.
Language
After more contact with humans many Doklians now speak Common, but the Doklian Lingua Franca is still Sylvan. (PCs must choose either Sylvan or Common as their main language, but can add Dwarven, Gnome, or Elven to their repertoire [choose only one of the three as an initial Bonus language.]
Names
Male names: Brightpalm, Browncheek, Walnacre (taken from Walnut Acre), Vinetree, Orchard, Melon (Mel, for short), Brownweed, Chipchirp (Chip, for short), Hedgetalon, Herbgrove, Hollythicket, Palmbeard, Mossbeard, Shrubbeard, Sprigheel, Twiggle, Windmarrow, Windbranch, Dewfront, Dewvalley, Waterthorn, Forest-thicket (Forest, for short), Thorn, Sourberry.
Female names: Brightcheek, Blueberry, Brownbraids, Hollyweave, Willowstrand, Waterberry, Dewdrop, Dewina, Strawberry, Rasberry, Sweetberry, Bluecheeck, Palmbraid, Walberry, Chirpina, Softmoss, Marshina, Leaflet, Rainpetal, Rainina, Windlet, Windina, Rose, Pinktulip, Melona, Yellowrose, Whitelily, May, Mayina, Vineta.
Racial Traits
- +1 Intelligence, +2 Charisma, +1 Dexterity, -2 Constitution: Doklians are extremely adaptive to changing conditions within their environments, love storytelling and can get along well with other races that tell fascinating and glorious tales of battle and adventure. Doklians have also practically mastered the art of stealth (especially against larger creatures) and camoflauge, since their body colorings allow them to blend into their environments without much difficulty. Doklians are warlike by a tenacious nature, but they do not have much in the way of their stamina, and may tire out more easily than other creature-types of their same size when in combat situations. NOTE: The Racial Penalty to a Doklian's Constitution does not apply for Dwarven alcohol or Dwarven made spirits.]
- Humanoid Fey: They are similar in size to "Brownies" and, according to legend, fey blood runs through their genes.
- Tiny: (Various Miscellaneous Bonuses throughout their skills--not added yet)
- Doklians' base movement speed is 1 foot per round (12 inches per 6 seconds): Mount speed when on "riding snail"= 15 feet speed or equals the speed of a companion when riding on their shoulder or by some other means.
- Innate spell ability: At Lvl 5 gain commune with animals and can choose one more Lvl 1 spell but then choose one additional spell at each level (i.e., Lvl 2 {Druid Spell} @ Lv 6, Lvl 3 {Druid Spell} @ Lvl 7, Lvl 4 {Druid Spell} & Lvl 8 etc.) from the Druid class. Level 1-5, commune with insects. (See chart below.)
- Natural Camouflage: Can easily hide without being detected by most larger creatures.
- Automatic Languages: Common or Sylvan, but not both. Bonus Languages: Choose one: Dwarven, Elven, or Gnome.
- Favored Class: Rogue or Ranger. [Doklians may be any Class type except the Druid Class.]
- Level Adjustment: +1
- special note: Doklians don't lose their agile nature in old age, neither their stamina, but they do lose ability in Strength. As they get older, they become wiser; and thus many of the elder Doklians tell the most marvelous tales of times past. [A Doklian PC of level 10 or higher may choose to add +10 to their bluff skill when story telling. This only applies to stories and not normal bluff scenarios.] A creative player, however, may utilize this special knowledge by converting a normal bluff scenario into a story {Wis check to apply this knowledge DC 15 first use, DC 10 second use, no more checks after the second use... the character can continue this ability indefinately thereafter.}
Vital Statistics
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
18 years | +1 | +7 | +22 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
45 years | 65 years | 80-90 years | +10-15 max age years | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 2" | +0 | 9 oz. | × (1) oz. |
Female | 1&3/4" to 2" | -1 | 7-9 oz. | × (1) oz. |
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