When the Shattered Isles appeared in the world of the gremlins, these bat-like creatures were in the middle of a war that prevented them from forming an effective defense against the saurian raiders. Many gremlins were taken as slaves, and others made their way to the Isles on their own, seeking to rescue or avenge their own.
Centuries later, there are almost as many gremlins living deep in the jungle in their tree-towns, as there are enslaved in the saurian cities. Skilled trades are considered to be as honorable as the arts of trickery in their culture, and these towns often include blacksmiths, alchemists, and other specialists.
Gremlins favor a weapon called a hook-chain, consisting of a miner’s pick attached by a 15’ chain to a heavy steel claw that doubles as a grappling hook (yeah I know but I don't think it counts as a kusari gama unless it has a solid weight at the end where the claw is on these). Sometimes, when stealth is required, the chain links are individually wrapped in leather; an industrious gremlin can accomplish this task in a single night. These elaborate weapons are justifiably prized by gremlin heroes and adventurers.
Gremlins are some of the most individualistic people on the Isles, possibly resulting from their relatively short lifespans. They feel that life is literally a test, and those who find a way to prosper are said to be One With the Shadow. Throughout their history, gremlin cultures have worshipped the Shadow in the same way that human cultures have worshipped the Sun. It’s the Shadow that protects them and keeps them hidden from predator and prey alike, and judges the lives of gremlins upon their deaths. Those who are found worthy, are permitted to spend eternity in the shadow’s embrace.
They make daily devotions to their shadow deity at sunset, which usually begins the day for those free gremlins who aren’t making accommodations for vision-dependent companions. Slaves, of course, are forced to keep the same sleep cycle as their saurian masters.
It’s much less common for enslaved gremlins to legally earn their freedom than their goliath peers, but those who do often find themselves too enamored with the luxuries of the big city (as well as disconnected from their people’s traditions) to join their jungle-dwelling kin. Others choose to operate out of the cities when working to liberate their brethren. These freedom fighters must maintain absolute secrecy or face public execution by torture, which has been known to last for days.
>average height/weight: 4’6”, 80 lbs
>adventuring age: 8-45
>4d6 AWR, 4d6 AGI, 2d6 END, 2d6 STR
>echolocation & supersonic speech
>sound-based attacks do double damage to gremlins
>extremely loud noises (explosions and whatnot) can cause paralyzing pain
>+1 bonus with chain weapons
>backstab as thief
>HP, combat, and skills advance as thief