Gresth promo #1: K’tyl by Ryan Edward McCall. Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, published by Wizards of the Coast(R) 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0.  A copy of this License can be found at www.wizards.com. Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used with Permission. “Gresth”, “K’tyl”, “Kyrala”, the Gresth logo, “Semicolon Studios”, and the Semicolon Studios logo are all ©2001 Semicolon Studios and Ryan Edward McCall, and are considered Product Identity. All parts of this document which are not Product Identity or written descriptions pertaining to Product Identity are Open Game Content, as described in the Open Game License.
	
	K’tyl are a race of cat-like humanoids inhabiting the plains of northern Gresth. They are excellent runners and hunters, and are well-known for their surprising prowess in combat.

Personality: K’tyl are exceptionally sociable, enjoying nearly any company. They have no noticeable attention span, an acute lack of common sense, and the sort of curiosity that could easily be a dire fault. Though generally amiable, K’tyl can be extraordinarily quick to anger, and are vicious when angered.
Physical Description: K’tyl are tall, thin humanoids, covered in soft fur. Their legs tend to be very lean and muscular, and their facial structure is like that of a human, with the exception of the ears and eyes, which are decidedly feline. They generally have a mane of hair on their heads, which is usually kept long. K’tyl have tails, which reach an average length of two and a half feet, and sharp claws on both their hands and feet. They stand at 5 and a half to 6 and a half feet tall, and weigh about 95 to 145 pounds. A K’tyl will reach majority at about 18 years of age, and will live to be about 100 years old.
Relations: K’tyl tend to get along well with most races, but are many times considered a nuisance.
Alignment: K’tyl tend toward chaos, but are rarely drawn either toward good or evil in any significant way.
K’tyl Lands: K’tyl feel most at home on plains, where running for great distances is easier. The only nation of K’tyl is the (aptly named) K’tyl Nation, in the northwest section of the continent of Gresth. K’tyl in human lands are often seen either in positions where little hard work is required of them, such as working in taverns or inns, or as hunters.
Religion: Most K'tyl either worship the cat goddess Kyrala, or no deity at all. Kyrala's domains are animal, chaos, and travel.
Language: K'tyl have their own language, which is never spoken in the presence of any non-K'tyl. When non-K'tyl are present, they generally speak common.
Names: K'tyl have no names until they reach majority, at which point they choose their own names.
Adventurers: K'tyl become adventurers many times to satiate their curiosity about the world, or simply to amuse themselves, rarely being mindful of the inherent dangers of such a life.
K'tyl Racial Traits
•	+4 Dexterity, -2 Strength, -2 Wisdom. K'tyl are exceptionally nimble, but not very strong, and have an acute lack of common sense.
•	Medium-size.
•	K'tyl base speed is 40ft.
•	Low-light vision.
•	+2 racial bonus to climb checks, due to having claws.
•	+2 racial bonus to move silently checks.
•	Natural weapon: Claws. All K'tyl are proficient with their claws, which do 1d4 damage.
•	Automatic Languages: K'tyl and Common.
•	Favored class: Ranger.

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Gresth promo #1: K'tyl Copyright 2001, Semicolon Studios/Ryan Edward McCall