Wendellians are a cat-like humanoid species native to the rolling plains of Western Inling and Eastern Lias. Thousand of years ago, they developed from their feline ancestors into a proud nomadic people with noble traditions.
Physical Description Averaging over 6 feet and sometimes reaching nearly 7 feet tall, Wendellians are lean, powerful creatures. Their bodies are covered with a soft fur that protects them from the whipping winds on the open plains and provides camouflage while hiding in the grass. The fur is very thin to nonexistant on the front of the face, but begins to thicken around the chin- sometimes producing an effect like a beard on older males.
Their eyes are bright, round and large, with a slit like iris and a wide field of view. The eyes do not blink, and have a wide variation in color.
Wendellian ears are slightly larger than human ears and come to a point, jutting out a bit farther from the head. Wendellians have significant muscular control of their ears, able to swivel them to pick up specific sounds. The ears are also the key to many wendellian emotional queues.
A wendellian nose looks similar to that of most humanoids, though it tends to be broad and flat, with large nostrils. The sinus cavity is large, and the sense of smell is much more powerful than that of other humanoid races.
Wendellians have mouths much like that of a human, though the large canine teeth sometimes protrude. Whiskers are still present on male wendellians, though at this point they are purely a cosmetic feature and protrude from the upper lip of adults.
Wendellians have thick wiry hair that continually grows from their heads. It is often braided or tied back to keep it out of the way, but it is very seldom cut short.
The clothing worn by the wendellians tends to cover very little. It usually consists of a a skirt or kilt called a “memelipatkan” made from animal hide, along with a belt or sash for decoration. The kilts are often ornately decorated with dyes, paints, studding or embroidery. The most ornate are often reserved for cheiftans and religious leaders. Necklaces containing trophies from past battles or hunts are also worn by many. While hunting, most wendellian warriors will remove kilt and necklace and wear only the “mahakiseluari”, a wrapped leather diaper-like garment.
Society The major unit of wendellian society is the ‘Ohana- the family. Each ’Ohana consists of a single male and his wives and offspring. Centuries ago, the culture was strictly patriarchal- with a single male keeping a harem of wives who did most of the clan’s hunting and labor. Males were often removed from the ’Ohana at maturity to fend for themselves or to challenge the leadership of the “Kupunakane” or great father and possibly take his place.
There has been a generational shift in the past few centuries though, with the monogamous and stable family units of the nearby human kingdoms leading to a new way of life. A kupunakane may still have more than one wife (though even this is becoming more and more rare), but the “keikikane”-the young unmarried males- will now stay with the ’Ohana and take a wife of their own, hoping to one day take the place of their elder.
Hunting is also shared with the younger males, leading to a more equitable relationship between couples. Marriage among the wendellians is for life, with divorce an unheard of concept. Young girls from an ‘Ohana will often be courted by the keikikane of a different family, though married couples usually travel with the male’s ’Ohana after the ceremony.
Wendellians are nomads, following the herds of prey animals across the plains. When more than one ’Ohana tries to share the same territory, inter family warfare is often the result. These conflicts can be bloody but are usually short. Both males and females fight in these battles.
Once a year, in the deep of the winter on the plains, a truce is called and all of the ’Ohanas meet near a massive ancient tree for a conference. All of the kupunakane will discuss matters relevant to the Wendellian people, but very little is usually decided at these meetings. This event mainly serves as an opportunity to trade, or for the unmarried to meet potential mates.
Art and music are important within wendellian culture. Singing is difficult for them due to the construction of their vocal cords, but rhythmic music and dance is a very common from of expression. Wendellian art is based mainly on personal decoration, and most wendellians go to great lengths to present a polished appearance.
Alignment and Religion Wendellians are kind hearted and loyal, though they tend to have ferocious tempers. Most are chaotic-good, though individuals may be found of any alignment. Etsijä is greatly revered, and hunts often begin and end with prayers ond offerings to the Huntress.
Adventurers Adventuring is somewhat common among the Wendellians, with their nomadic tendencies and the fact that the patriarchal society leaves little room for the young to advance. Many a young unwed male or female has set out to make a name for himself before returning to start a family.
If a PC grew up among the ’Ohana he or she is likely a Ranger, Fighter, Barbarian, or Druid. Monks and non-druidic magic users have no real place in Wendellian society, and would most likely make their home in the settlements of other humanoids.
Names Wendellian names are long, rolling, and repetitive- often new parts are added as a warrior or hunter ages. Most have a family name that they are called until their first ceremonial hunt at the age of physical maturity (normally around 13 years). After this new parts will be added to mark important achievements or events.
- Male Names- Makahamakamaemahana, Raalaniro’oleka, Na’auomea’akaimi
- Female Names- Lulua’inalanakila, Iolanaikaikakau’i, Ku’uhoaloha’oi
Standard Racial Traits
Ability Score Racial Traits: Wendellians are quick and wise, but lacking in traditional intelligence. +2 Dex, +2 Wis, -2 Int
Size: Wendellians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Wendellians are Humanoids with the Wendellian subtype.
Base Speed: Wendellians are fleet of foot, and have a base speed of 40 feet.
Languages: Wendellians begin play speaking Common and Wendellian. Wendellians with high Intelligence scores can choose from the following: Inlingian, Lian, Sylvan, Nephrian.
Feat and Skill Racial Traits
Camoflage: Wendellian fur has adapted to help them blend into certain surroundings. Whenever hiding in the matched terrain, gain a +4 to Stealtch checks. Black or melanistic Wendellians can instead receive this benefit when in dim light or darker.
Keen Senses: Because of their keen hearing and vision, Wendellians gain a +2 bonus to perception checks.
Movement Racial Traits
Jumper: Jumping is a large part of the Wendellian’s hunting method. As a result, they are always considered to have a running start when making Acrobatics checks to jump.
Senses Racial Traits
Low-Light Vision: Wendellains can see twice as far as humans in conditions of dim light.
Scent: Wendellians have the Scent special ability.
- Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Offense Racial Traits
Claws: Wendellians are born with retractable claws that grow to around two inches in length for adults. These are primary natural attacks, and do 1d4 slashing damage.