Sphenoi

 

Species Name: Sphenoi, Penguin man

A proud, adorable people known for their brave warriors, deadly assassins, and amazing dancers.

Type: Humanoid Penguin

Physical Traits: At first glance one may not realize the difference between penguins and Sphenoi, save one sometimes wears clothing. They are similar in appearance and are only slightly larger than your average penguin. However the Sphenoi has small but strong claws and thumb upon their flippers, allowing them to use and operate humanoid items. They also have a fluffier body, further giving the appearance of largeness as well as insulating them from the freezing cold. Their beak functions as a honed weapon, sharp as a sword, it is their pride and joy. Their attack does D4 + Dexterity or Strength modifier as piercing damage.

A Sphenoi gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). In addition they never needs to make balance checks due to ice or snow.

They are able to slide across favourable terrain such as snow, ice, or a polished floor. As long as they move in a straight line, they double their movement speed while sliding over these surfaces. If they make a charge attack while sliding, they get a +4 bonus to the attack roll instead of +2.

They have a swim speed equal to x2 their base walking speed in water, and are much more agile in the water gaining a +4 bonus on Dexterity while swimming.

Height: 3'4 - 4'4 feet

Weight: 40-60lbs

Abilities: Sphenoi are able to hold their breath for long periods; large adults can remain underwater for as long as 30 minutes without surfacing. They can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.

Sphenoi have resistance to Cold damage at +1 per level.

Mobility: Sphenoi move on land by combining shuffling and waddling motions. Thanks to their flipperlike feet, Sphenoi are quite comfortable in the water.

Sensory Organs: Visual

Communication: Visual

Reproduction: Sexual, they lay eggs and tend to be monogamous in their relationships.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 4D6, CON: 4D6, CHA: 3D6, MR: 2D6/5D6 swim, HPs: CON +D10, AC: 8

Orbit/Climate: See Earth

Feeding Habits: Sphenoi are omnivores, greatly preferring seafoods over other dishes.

Lifespan: 90 years

Technology: 2

Culture: Truly kind race with little violence or hatefulness. Sphenoi, though often popular with other races despite occasional language barriers, are a reclusive type. They tend to live either in small, outset communities or smaller nomadic tribes. Due to the splintered nature of their race, their history and cultural identity is expansive and confused. Some tribes claim common ancestry with dragons, others claim Penguins were once air elementals that fell out of favour with a god and trapped in the form of flightless birds. Penguin groups have recently began to band together and live gathered in the wintry parts of the world, but countless tribes still live alone and travel the lands.
Sphenoi are a likable sort, and generally don't stir a wing to seek a foe. As such, they rarely have battles of their own to fight, and adventurous penguins seek worthy folk to aid. If they do have a personal score to settle, not much will deter them from their quest. Penguins have a strong sense of duty and loyalty, and are fiercely proud of their perceived history. They make good allies, excellent friends, and formidable foes. Sphenoi are rarely in conflict with one another, choosing to let many things slide for the sake of the group. Sphenoi grow up without much violence and can be sensitive to it. Even conceptualizing grand atrocities is difficult for most penguins. As such, they are a very kind and hearty bunch, resilient in their kindness. Combined with their innate cuteness and filiality to their kin, they make excellent diplomats when dealing with other races. Their communal nature lends itself to group work, and penguins happily socialize. They get along well with almost all other races, granted those they interact with show a similar amount of kindness.

Sphenoi society is a proud one that views itself as heroic and noble-minded. They're homeland possesses a monarchy government and promotes the ideas of nobility, civility, and honour. However rather than enforcing castes, all subjects are encouraged to excel and the resulting freedom of movement helps prevent social uprisings. Even so, not all Sphenoi are pure of heart. Rebels against society and the dishonoured are often exiled, and the strong focus on honour leads some desperate dishonourable villains to use underhanded means, hiring assassins, and using trickery. As long as they are never caught, they can maintain their facade of civility while being a terrible influence.
Due to Sphenoi society's emphasis on civility and honour, Sphenois tend to at least sound agreeable even in the worst of times. They tend to get along with all benign races equally, with a respect for lawful societies. The more annoying chaotic or hostile civilizations are also treated well, but only in lip service. If their enemy is particularly dishonourable, they find it a fine point to lord their moral superiority over their foes. They have had most trouble dealing with the Sahaugin. Their needs bring them underwater often, and the Sahaugin prove to be a dangerous and numerous thorn in their sides. The comforts of home, fish, community, and fresh water are the siren songs of all penguins, and there is nary a penguin who would deny himself these pleasures when given the chance. Moreover, most Sphenoi yearn for a simple life, not made complex by conflict. The smallest things can make many Sphenoi happy, and as such, most lack large ambitions or goals outside of living. This combined with short lifespans means penguins have not been responsible for much in the course of history, though those that have sought out fame and glory quickly become spectacles in their own right. Even though Sphenoi may seem docile and not prone to conflict, when they are forced to fight, they fight ravenously and without mercy for their enemies.

Sphenoi live in the frozen lands of the world, particularly in their southern kingdoms. They can survive freezing temperatures that would kill a normal man, and use the land as a natural defence against invaders. They live in places where they can obtain seafood, usually along cold ocean waters.

Sphenoi are not held to worship any one particular being, but they have a fine respect for gods of the sea. Without the sea, they could not eat. And within the sea lies their greatest predators. The sea is worthy of their respect.

Sphenoi have a tendency to hoard the small things they find, and pride themselves on secluded collections of trinkets. Those who do not come across miscellaneous items will hoard fish or rocks instead. Almost all conclaves of penguins maintain a store of fish or interesting finds for the community, though individuals will maintain their own treasures. Sphenoi communities will attach themselves to certain objects they find, and Sphenoi will offer up their best finds or items for their community as a way to garner local fame or adoration. Sphenoi will hold onto what they find with a vengeance. Stealing is almost unheard of among Sphenoi, so they have a strong respect for private property. Those Sphenoi who do steal find themselves exiled from their community - intra-community violence's are viewed as some of the vilest acts a creature can commit.

Sphenoi do not tend to travel much outside of migration, but when they do, they exercise a tepid caution. Their short lives are rather valuable to them, so they are easily dissuaded from superfluous dangers. However, they will run headfirst into even the most terrifying of predicaments for an ideal they hold dear. Deftly loyal, they have been known to be some of the most fearsome defenders of their friends and allies, which ends up meaning most other creatures.

Different species of penguins exist as listed below;

The Adelie Sphenoi stands no more than 4 feet tall, and is defined by the lack of markings on its head. These Sphenois live closer to the poles than any of the others, dissuading trade and acumen with other races. They pride themselves on their understanding of the old, and as a result take Primordial names given to them by community shamans.

The most commercial and largest of all Sphenois, Emperor Sphenois take names in Common or Draconic, and stand anywhere from 3 to 5 feet tall They are likely to interact with other races, and as a result they live on the edges of the immediate pole and are defined by yellow patches of fur along their necks, which they often exaggerate as symbols of pride.

Crested Sphenois are identified by their yellow crests, which are very prominent on their smaller frames. These Sphenois are by far the most greedy, travelling great distances and interacting with many races to acquire rare goods. There are relatively few crested Sphenois and they respect one another very highly. They live near the poles take Dwarven names.

Gentoo Sphenois are the most communal of all, and they co-habitate with many other Sphenoi species, particularly the Emperor and King Sphenois. They take Common names to reflect this, are identified by the white fur surrounding their eyes and are incredibly talkative, able and willing to maintain conversation for hours and even days.

King Sphenois continually vie for influence with the Emperor Sphenois, though they often forget their qualms due to their affable nature, almost unable to hold grudges. They are identified by yellow bands running down their beaks, and are the only type of Sphenois that do not maintain community hoards. Instead they value their productions, curating many Sphenoi craftsmen, which lead them to take Common or Dwarven names.

The only Sphenois to live below the ice, Rockhopper Sphenois enjoy the dampness of sub-arctic caves, glacier formations, and grottos. Rockhoppers travel more than other Sphenois, often producing maps of underwater highways and shortcuts. They are natural explorers, unlike the rest of their race, and other Sphenois hold strong opinions, one way or the other, about them. They take Gnomish or Halfling names.

Snares Sphenois live furthest from the poles of any Sphenoi and live in the forests of sub-arctic islands. They take Elvish or Common names and are identified by small yellow crests and short beaks. Many Snares societies serve as neutral grounds for diplomacies.

Government: Tribal

Population: 532,852

 

 

Creating a Sphenoi character

Step 1: Attributes
Roll attributes as normal but DEX and CON is 4D6. Mana = INT + WIS x3. Mana is recovered at a rate of 2 per hour if remain active (but not using magic) and 5 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +10, +10 per level. AC 8.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Sphenoi gain all the following free;

Improved Vision - Sphenoi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions. The character can see in murky or dark water as if it were clear water.

Sphenoi Body - The character gains a +1 racial bonus per level on saving throws against cold damage and cold effects. He can also exist comfortably in conditions down to –35°C without having to make a CON save. Their beak functions as a honed weapon, sharp as a sword, it is their pride and joy. Their attack does D4 + Dexterity or Strength modifier as piercing damage. A Sphenoi gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). In addition they never needs to make balance checks due to ice or snow. They are able to slide across favourable terrain such as snow, ice, or a polished floor. As long as they move in a straight line, they double their movement speed while sliding over these surfaces. If they make a charge attack while sliding, they get a +4 bonus to the attack roll instead of +2. They have a swim speed equal to x2 their base walking speed in water, and are much more agile in the water gaining a +4 bonus on Dexterity while swimming. Sphenoi are able to hold their breath for long periods; large adults can remain underwater for as long as 30 minutes without surfacing.

Additionally Sphenoi start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Sphenois can establish telepathic communication with any penguin within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Greater Fortitude 5 +1 on all physical and CON related saves, +1 AC.
Natural Chameleon 5

Using this ability the Sphenoi can blend into and render himself nearly invisible in any tundra or snow terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 10

Only tundra terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

Nature Survival 5 Due to a Sphenoi's extensive experience and training in the tundra they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Resistance 5 This character gains +1 per 3 WIS to save against spells and magical attacks.
Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races