Thanoi

 

Species Name: Thanoi, Walrus man

The Thanoi, also called Walrus Men, are a barbarian race of walrus-folk that live in the Antarctic.

Type: Humanoid Walrus

Physical Traits: Thanoi have thick, cylindrical bodies with human arms and legs, and faces much like walruses. They have huge, padded feet that resemble the flippers of fish. Webs of skin grow between their toes to help them swim. They have hooked claws on their toes, useless as weapons, but good for traction. Their hands are much like those of humans: the blunt fingers are capable of holding a staff or throwing a spear. Their bodies are protected by tough, leathery skin, dark grey or brown in colour. Folds of skin hang under their arms, below their chins, and around their waists. Thanoi skin has a fishy aroma, detectable from a distance of several feet. Thick layers of fat lie beneath the surface of their skin, insulating them from the cold; thanoi swim in the iciest of waters and suffer no ill effects. Although their ears are completely covered by skin, thanoi hear quite clearly.
Thanoi have two wide nostrils in the centre of their faces. Their eyes are small and dark, usually black or deep blue in colour. They have wide mouths with thin lips and rows of blunt teeth strong enough to crunch bones. A row of coarse bristles lines the upper lip and hangs over the mouth: these bristles are used to sweep away snow when digging and to strain water when drinking. The most distinguishing features of thanoi are their tusks. The tusks are made of solid bone, several inches thick, and grow to a length of nearly three feet in the largest adults. The tusks are actually modified incisors, extending from the creatures upper row of teeth and down over the bottom lip. The tusks grow in such a way that they do not interfere with eating or speech. The tusks can be used as formidable weapons. They can also be used for digging, with the upper lip bristles used to sweep away debris.
Female thanoi are not significantly different in appearance from the males. Their tusks are somewhat shorter, averaging about two feet long, and their bodies are slightly less thick. Their hides tend to be lighter shades of grey and brown.

Height: 6-8 feet

Weight: 190-250lbs

Abilities: They are able to hold their breath for long periods; large adults can remain underwater for as long as 30 minutes without surfacing. Thanoi have small blow holes on the backs of their necks, similar to those of whales. When a swimming Thanoi needs air, it floats to the surface, opens its valvelike blow hole, fills its lungs with air, then submerges again. Thanoi are immune to all forms of cold, both natural and magical, but this immunity has its disadvantages. They suffer 1 extra point of damage per die from any fire-based attacks, whether magical or nonmagical.

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

Sensory Organs: Visual

Communication: Visual

Reproduction: Sexual, egg

INT: 2D6, WIS: 2D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 2D6/4D6 swim, HPs: CON +D12, AC: 7

Orbit/Climate: See Earth

Feeding Habits: Thanoi primarily eat the fish that are trapped in the ice-covered lakes in their domains. They also enjoy the flesh of seals, whales, and sea birds. They are not above eating carrion. Thanoi always eat their meat raw.

Lifespan: 90 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. The thanoi are not known for their intelligence. They are suspicious toward strangers, though they are cordial to other thanoi tribes.

Thanoi live only in regions of extreme cold. Most live on ocean shores, but some tribes make their homes on drifting glaciers. Thanoi have no permanent settlements, relocating when they have exhausted the hunting and fishing in a particular area. Several families live together to form a tribe. An average family consists of a mated pair and one or two offspring. The entire tribe comprises about 20 members, equally divided between males and females. Females give birth to one or two babies every two years. A young thanoi grows to maturity in about 20 years; immature thanoi (ages 2-20) cannot use weapons, but can make tusk attacks causing D4 points of damage each. Thanoi homes are constructed from blocks of ice shaped to the desired size with their tusks. Pots of burning oil furnish light. A hole in the ceiling provides ventilation. A tribe of thanoi always has a leader. This leader is usually the meanest and most aggressive male and must be at least 30 years old. The leader always has at least 5 Hit Dice. All decisions for the tribe are made by the leader. A leader picks another aggressive tribesman to serve as his deputy; in case of the leader’s death, the deputy assumes leadership. If the tribe runs out of eligible members to serve as leaders, they are absorbed into another tribe. The eldest female of a tribe serves as its medicine woman. She can cast cure serious wounds and predict weather, each three times per day (predict weather enables the kagog to know the weather for the next 24 hours within a 30-mile radius; the spell is 90% accurate). Knowledge of these spells is passed from shaman to shaman; as in the case of the leader, the shaman chooses and trains her own successor.

Thanoi collect treasure items, although not for their monetary value They mainly use the shiny coins and gems for good luck charms and fishing lures. Thanoi have no need to use clothing for warmth, but they occasionally use it for decoration. Females sometimes wear short capes made of bear or wolf fur Males wear long scarves of the same materials. Kagog, the thanoi medicine women, are distinguished by crowns of bones, usually made from fish spines. All apparel is designed to be easily removed, since thanoi prefer to enter the water unadorned so their swimming is not impaired.

Thanoi often tame and tram ice bears as tracking animals. They sometimes use the ice bears to pull massive sleds over the snow; a typical sled holds a dozen thanoi and is pulled by a team of two ice bears. The sleds are made of wood and bone, thanoi coat the runners with fish fat or seal blubber for maximum speed. Thanoi sometimes carry pots of oil (specially distilled from deposits found on the ocean floor) and pouches of burning embers with them on the sleds. The oil pots are ignited, then tossed on enemies. This is a particularly effective tactic when attempting to disable vehicles, such as iceboats. Thanoi can also ride bareback on icebears; this is helpful when the thanoi need to cross an area of deep, soft snow, since the bears can easily traverse the largest drifts.

Because the thanoi are seldom in contact with other races, they are not used to fighting experienced combatants: other intelligent races find thanoi tactics to be crude at best. Thanoi take tactical advantage of their ability to manoeuvre on ice and snow and attempt to ambush opponents from behind whenever possible. Otherwise, thanoi simply charge their enemies with their weapons swinging and hope for the best. Because of their strength, any weapon used by a thanoi does 2 more points of damage than normal. Weapons used by thanoi include daggers, long swords, battle axes, clubs, spears, and maces, most of them made from bones, stone, and wood. The thanoi also use frostreavers, which are battle axes +4. Thanoi construct sturdy harpoons from wooden shafts with stone or metal points on one end and leather straps on the other. When used for stabbing, a thanoi harpoon inflicts 2D4 points of damage against medium-sized opponents and 2D6 points of damage against large opponents. When a thanoi hurls his harpoon by its strap, then the harpoon inflicts an additional 2 points of damage (only the thanoi receive this bonus, thanks to their special hurling technique). Thanoi hands are not flexible, preventing the use of bows and similar weapons. However, a thanoi’s tusks are extremely effective in melee. Instead of using a weapon, a thanoi can make two tusk attacks against the same opponent, causing 2D4 points of damage with each tusk.
Thanoi do not wear armour. Not only do their tough hides provide armour like protection, the bulky thanoi find artificial armour extremely uncomfortable.

Government: Tribal

Population: 326,190

 

 

Creating a Thanoi character

Step 1: Attributes
Roll attributes as normal but STR and CON is 4D6, and INT and WIS are only 2D6. Mana = INT + WIS x2. 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 +12, +12 per level. AC 7.
Step 2: Skills

Choose skills in the normal manner according to the character's class, however some may not be available due a lack of fingers.

Step 3: Abilities

All Thanoi gain all the following free;

Murk Vision - The character can see in murky or dark water as if it were clear water.

Resist Cold - The character gains a +2 racial bonus on saving throws against cold damage and cold effects. He can also exist comfortably in conditions down to –28°C without having to make a CON save.

Additionally Thanoi 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 Thanois can establish telepathic communication with any walrus 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.
Intimidating 10 This character has greater presence, +1 CHA
Natural Chameleon 5

Using this ability the Thanoi 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 +5 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 Thanoi'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.
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