Domibian Races #9c: Narwhals

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The Narwhals average about 3525 lbs and are 15′5″ long (females are 1985 lbs and 13′1″ long). The have a Strength of 33 (females a 28) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) and they have an Education of 4.

I’m going to keep the ST attributes at 33 and 28, with both getting SM +2. The Health of 11 seems unneccessary, so I will give them the default HT of 10. DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling.

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized” and occasionally have non-canonical values. The Narwhals rarely interact with humans and tend to avoid them when possible. They live in colder waters near the northern polar area. The tusk is actually a tooth, so they are somewhat hesitant about trying to lance things with it (also, while all males have a tusk, 15% of females have one as well).

K’t’so (Narwhal) male [127 points]

Attribute Modifiers: ST +23 [*92]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Breath Holding 4.5* (length x24) {leisurely dive ≈ 24 min} [9] *non-canonical
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 2.5*  (4500 feet) [13] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Striker: Tusk; Impaling, cannot parry, long (+2 SM for reach only) [17]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Illiterate [-3] Narwhal 2
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +2.

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K’t’so (Narwhal) female [90 points]

Attribute Modifiers: ST +18 [*72]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Breath Holding 4.5* (length x24) {leisurely dive ≈ 24 min} [9] *non-canonical
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 2.5*  (4500 feet) [13] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +2

Italicized disadvantages are cultural or just common rather than racial, so they may not be universal.

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.
The Narwhals keep to themselves mostly and stay in the colder northern waters.

Other Racial Write-Ups

#9c: K’t’so Narwhals
#9b K’t’so River Dolphins
#9a K’t’so Bottlenose Dolphins
#8 Idshus
#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

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rgazley

Long time gamer looking for a place to write out my worldbuilding ideas (and maybe some other stuff while I'm at it).

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