Domibian Races 9f: Sperm Whales

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 Sperm Whales average about 93,500 lbs and are 56′ long (females are 31,100 lbs and 43′ long). The have a Strength of 118 (females a 79) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) they have an intellegence of 11 and they have an Education of 4.

I’m going to keep the ST attributes at 118 and 79, with the males getting SM +6 and the females +5. The Health of 11 seems unneccessary, so I will give them the default HT of 10. They should get the +1 IQ, 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 Sperm Whales are fairly reclusive and don’t socialize too much with the smaller subspecies.

K’t’so (Sperm Whale) male [270 points]

Attribute Modifiers: ST +108 [*216], IQ +1 [20]
(* -80% for SM+6 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 6 (length x64) {leisurely dive ≈ 47 min} [12]
Damage Resistance 4 (Can’t Wear Armor, Tough Skin) [4]
Enhanced Move 1.5: Water x3 (average Move 9 with “sprints” up to 11 (22 mph)) [30]
Pressure Support 3 (10,500 feet) [15]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2] sperm-whale

Disadvantages: Basic Move -2 [-10]
Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +6.

*********************************************
K’t’so (Sperm Whale) female [192 points]

Attribute Modifiers: ST +69 [*138], IQ +1 [20]
(* -80% for SM+5 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 6 (length x64) {leisurely dive ≈ 47 min} [12]
Damage Resistance 4 (Can’t Wear Armor, Tough Skin) [4]
Enhanced Move 1.5: Water x3 (average Move 9 with “sprints” up to 11 (22 mph)) [30]
Pressure Support 3 (10,500 feet) [15]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Basic Move -2 [-10]
Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +5

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 Sperm Whales travel all around but try and keep to themselves. They are sometimes sought out by other K’t’so as they have a reputation for wisdom.

 

Other Racial Write-Ups

#9f Sperm Whales
#9e K’t’so Orcas
#9d K’t’so Beluga
#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

Domibian Races 9e: K’t’so Orca

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 Orca average about 14,450 lbs and are 25′ long (females are 7500 lbs and 21′ long). The have a Strength of 58 (females a 45) 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 58 and 45, with the males getting SM +4 and the females +3. 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 Orca are more aggressive than the other subspecies and they are usually the ones called on if fighting is needed. Most humans think carefully before harming any K’t’so for fear of the wrath of a pod of Orcas.

K’t’so (Orca) male [126 points]

Attribute Modifiers: ST +48 [*96]
(* -80% for SM+4 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 3 (length x8) {leisurely dive ≈ 6 min} [6]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1.5: Water x3 (average Move 15 with “sprints” up to 18 (37 mph)) [30]
Pressure Support 1.5* (900 feet) [8] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2] orca

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +4.

*********************************************
K’t’so (Orca) female [135 points]

Attribute Modifiers: ST +35 [*105]
(* -70% for SM+3 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 3 (length x8) {leisurely dive ≈ 6 min} [6]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1.5: Water x3 (average Move 15 with “sprints” up to 18 (37 mph)) [30]
Pressure Support 1.5* (900 feet) [8] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +3

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 Orcas travel all around and are very gregarious. As I stated previously they are used as sort of the enforcement arm of the K’t’so culture.

Other Racial Write-Ups

#9e K’t’so Orcas
#9d K’t’so Beluga
#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

Domibian Races #9d: K’t’so Beluga

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 Beluga average about 3300 lbs and are 13′5″ long (females are 2975 lbs and 12′ long). The have a Strength of 33 (females a 32) 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 32, 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. They swim slower than the other K’t’so and so have a -2 to Basic Move (offset somewhat by Enhanced Move)

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 Beluga tend to be more spiritual than the other K’t’so and are more often either Blessed or have Divine Favor than the other subspecies.

K’t’so (Beluga) male [96 points]

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

Secondary Characteristic Modifiers: None

Advantages:
Breath Holding 4 (length x16) {leisurely dive ≈ 12 min} [8]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 5 with “sprints” up to 6 (13 mph)) [10]
Pressure Support 2 (2150 feet) [10]
Racial Skill: Breath Control (HLT +0) [4]beluga
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Basic Move -2 [-10]
Social Stigma (Uneducated) [-5]

Features: SM +2.

*********************************************
K’t’so (Beluga) female [92 points]

Attribute Modifiers: ST +22 [*88]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 4 (length x16) {leisurely dive ≈ 12 min} [8]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 5 with “sprints” up to 6 (13 mph)) [10]
Pressure Support 2 (2150 feet) [10]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Basic Move -2 [-10]
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

#9d K’t’so Beluga
#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

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.

*********************************************
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

Domibian Races 9b: K’t’so River Dolphin

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 River Dolphins average about 350 lbs and are 7′7″ long (females are 450 lbs and 8′2″ long). The have a Strength of 15 (females a 16) 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 15 and 16, with both getting SM +1. 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”. Unlike the Bottlenose Dolphins the River Dolphins live mostly in a fairly shallow ocean called The Smoking Sea due to its volcanic activity. Because they live in more shallow waters they don’t have the same ability to hold their breath for long dives. They also do a lot of hunting in rivers where visibility is limited. Because of this they have keener sonar sense that the other K’t’so. They also can live comfortably in much hotter waters than the other subspecies.

K’t’so (River Dolphin) male [38 points]

Attribute Modifiers: ST +5 [*25]
(* -50% for SM+1 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Acute Sense: Sonar +2 [4]
Enhanced Move 1: Water x2 (average Move 10 with “sprints” up to 12 (24 mph)) [20]
Pressure Support 1/2 * (130 feet) [3] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]
Temperature Tolerance 2 (can be comfortable in water from 20° up to 95°) [2]

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

Features: SM +1.

*********************************************
K’t’so (River Dolphin) female [43 points]

Attribute Modifiers: ST +6 [*30]
(* -50% for SM+1 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Acute Sense: Sonar +2 [4]
Enhanced Move 1: Water x2 (average Move 10 with “sprints” up to 12 (24 mph)) [20]
Pressure Support 1/2* (130 feet) [3] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]
Temperature Tolerance 2 (can be comfortable in water from 20° up to 95°) [2]

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

Features: SM +1

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 River Dolphins have more contact with humans that the other K’t’so because they live in fairly shallow coastal waters. They are likely to be on speaking terms with all the friendly humans who travel through the Smoking Sea.

Other Racial Write-Ups

#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

Domibian Races 9a: K’t’so (Bottlenosed dolphin)

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, Yangtze 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 Bottlenosed Dolphins average about 425 lbs and are 8′ long (females are 375 lbs and 7′ long). The have a Strength of 16 (females a 14) 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 16 and 14, with the males getting SM +1. 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”.

K’t’so (Bottlenose Dolphin) male [34 points]

Attribute Modifiers: ST +6 [*30]
(* -50% for SM+1 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath-Holding 3 (length x 8) {leisurely dive ≈ 6 min} [6]
Enhanced Move 1/2: Water 1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 1 (335 feet) [5]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2] Bottlenose_Dolphins

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +1.

*********************************************
K’t’so (Bottlenose Dolphin) female [28 points]

Attribute Modifiers: ST +4 [*24]
(* -40% for No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath-Holding 3 (length x 8) {leisurely dive ≈ 6 min} [6]
Enhanced Move 1/2: Water 1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 1 (335 feet) [5]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: None (SM 0).

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.

Other Racial Write-Ups

#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

Domibian Spirits

In a couple of posts I made back in 2015 regarding elements/elementals and spirits I mentioned that I was up in the air about how to model spirits and elementals in Domibia. I still am, to an extent.

For elementals I think that I will just go with the defaults in Magic, partly out of laziness, elements graphicbut it is already well integrated into the magic system. I just need to come up with stats for Light & Darkness elementals.
Here is a refresher on Domibia’s elements…

 

 

 

 

Ok, now spirits. This one is still eluding me a bit (maily the details).
I am leaning towards the ghost description from GURPS Voodoo (3rd edition) (pg 55). Instead of using Fatigue I will be using Energy Reserve (Magical) (which everyone on Domibia has equal to their Will²/10-Magery). So when you die you make a Will roll to resist dissipating and joining your god. If they make the roll they start with ER of 1 which increases by 1 per day til it is back to normal. Each month they must make a Will roll or have their HT lower by one. The Will roll has several modifiers including a +1 to +5 for propitiation by friends or family.

This fits with my idea of ancestor worship for a lot of the world’s cultures.

Back to elementals: I think that using the defaults will cover the “animism” worry that I had in my earlier post about spirits. If you summon an elemental it represents whatever local spirits of that type is around. The worry about people worshipping the elementals isn’t an issue on further reflection; people *know* that their deity is greater than a stream spirit (or whatever), and such beings are simply tools to be utilized.

Domibian Races: #8 Idshus

The Idshus are short goblin-like humanoids that usually live on the outskirts of other race’s settlements doing odd jobs and living off the refuse. Their work usually ends up being all the menial and filthy jobs that are common in preindustrial cities.
They are able to eat almost anything, as long as it was edible at one time and suffer no hangovers. They mature much more rapidly than humans and are considered adults at nine. They also tend to be easily distracted.

Their religion is unique, as it postulates that Idsh cares nothing for his children and probably doesn’t even really notice their existence. This gives the Idshus a rather “who cares” attitude. Every 22 years Idsh awakens and will be available for offering assistance to his followers. Despite this there is no organized religion for Idsh.

They speak a version of Ahngli along with a pidgin form of whatever the local language is. The analog I use for their dialect is Cockney English with bits of rhyming slang.

They have light to olive skin with all hair and eye colors. Males stand 5’3″ and weigh 115 lbs. Females are 5’0″ and weigh 90 lbs.

SAFUG stats

Idshus have a lot of sub-par attributes. Males have a Strength of 8 (females are a 7). Health is 9, Intelligence and Will are 8’s (Perception stays a 10). Agility, Dexterity and Speed are all 11’s. Education is a 4, Appearance is an 8 and Charisma is a 7.

I’m going to give both genders a -2 ST with females also having (non-canonical) Lower Arm ST -1. HT will be -1. IQ and Will get a -2, with Perc (both Will & Perc detached from IQ) is a 10. Agility & Dexterity get folded into just DX, which will be +1. Speed of 11 will net them a +0.25 Basic Speed. The Education of 4 results in the usual Illiteracy and Social Stigma: Uneducated. Their Appearance of 8 translates into Unattractive and the 7 Charisma will turn into Social Stigma: Minority Group.

Idshus male [-86 points]

Attribute Modifiers: ST -2 [-20], HT -1 [-10], DX +1 [20], IQ -2 [-40]

Secondary Characteristic Modifiers: Basic Speed +0.25 [5], Will -2 [-10] idshus male

Advantages: No Hangover [1], Reduced Consumption 2: Cast Iron Stomach [2]

Disadvantages: Appearance: Unattractive [-4], Distractable [-1], Illiterate [-3], Nosy [-1], Short Lifespan 1 [-10], Social Stigma: Minority Group [-10], Social Stigma (Uneducated) [-5]

*********************************************
Idshus female [-91 points]

Attribute Modifiers: ST -2 [-20], HT -1 [-10], DX +1 [20], IQ -2 [-40]

Secondary Characteristic Modifiers: Basic Speed +0.25 [5], Will -2 [-10]idshus female2

Advantages: No Hangover [1], Reduced Consumption 2: Cast Iron Stomach [2]

Disadvantages: Appearance: Unattractive [-4], Distractable [-1], Illiterate [-3], Lower Arm ST -1 [-5], Nosy [-1], Short Lifespan 1 [-10], Social Stigma: Minority Group [-10], Social Stigma (Uneducated) [-5]

Features: None.

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

What do I do with them?

The Idshus tend to just be sort of comic relief, but there is also an element of pathos about them that might inspire a soft-hearted character to try and help their lot in life.. They are ubiquitous (at least in civilized lands) but most people try and ignore them. In more violent cultures they are still found as slaves and do the same sort of tasks.

Other Racial Write-Ups

#8 Idshus
#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #7 ZHEE!

Another non-villain race. The ZHEE! are a race of intelligent gorillas who inhabit the vast equatorial jungles of Continente Orientale.
(I am using Italian as an analog for Lan, the language of the Klombasi. The Klombasi handle the bulk of all long distance sailing, and therefore have named a lot of places and their language is sort of a lingua france).

The ZHEE! are a race of intelligent gorilla-like apes. They are reclusive both for geographic and cultural reasons. Geographically they are isolated by the remoteness of the high elevation rain and cloud forests they prefer. Culturally they are isolated because of the difficulty in communicating with other races, as well as religious proscriptions against mingling with outsiders. The ZHEE!’s goddess, ZHE!, advocates avoidance rather than violence as a response to human(oid) incursions. The ZHEE! vocal language is limited to gutteral barks, accompanied by a full vocabulary of sign language (the name of the goddess, ZHE!, represents holding an open hand out while barking ZHE!).

ZHEE! technology is limited to stone, wood and bone. They have fully functioning hands, unlike Earth’s gorillas, and so have fairly sophisticated tool-making skills. Metal tools and weapons are highly prized, and are one of the only reasons that the ZHEE! will interact with others.

ZHEE! live in matriarchal clans. They construct elaborate tree houses where they can sleep free from worry of predators. Most ZHEE! carry a staff that is used for utility work as well as a weapon. Violence is rare and is usually the result of predators or marauding groups of human(oid)s.

SAFUG stats conversion

Male ZHEE! have a Strength of 17 while the females are a 19. They have Healths of 13 and 14 respectively. Both genders have an Agility of 11 and an Education of 4. Everything else is a 10.

The Health stats are probably too high for GURPS, so I will give them a +1 HT and boost their HP by the difference, to make them more robust without making them practically immune to disease and stunning. I think I will give the females a ST of 15 with Arm ST of +4, with the males getting a ST of 14 with Arm ST +3. Agility 11 translates into DX +1. The Education of 4 (as usual) translates into Illiterate and Social Stigma: Uneducated.

ZHEE! female [84 points]

Attribute Modifiers: ST +5 [50], HT +1 [10], DX +1 [20] zhee female

Secondary Characteristic Modifiers: None

Advantages:

  • Arm ST +4 [20]
  • Brachiator [5]
  • Extra Hit Points +3 [6]
  • Sharp Teeth [1]

Disadvantages: Illiterate [-3], Low TL -3 [-15], Semi Upright [-5], Social Stigma (Uneducated) [-5]

Features: SM +1. Average height is 7’4″ when standing upright, and weight is 300 lbs.

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

ZHEE! male [67 points]

Attribute Modifiers: ST +4 [40], HT +1 [10], DX +1 [20] zhee male

Secondary Characteristic Modifiers: None

Advantages:

  • Arm ST +3 [15]
  • Brachiator [5]
  • Extra Hit Points +2 [4]
  • Sharp Teeth [1]

Disadvantages: Illiterate [-3], Low TL -3 [-15], Semi Upright [-5], Social Stigma (Uneducated) [-5]

Features: SM +1. Average height is 6’10” when upright and weight is 250 lbs.

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

What do I do with them?

The ZHEE! mainly try and avoid conflict with others, but will fight back if their territory is invaded by enemies. They are probably just going to be a reason for not going into the rugged, unexplored (by non-ZHEE!) mountain/jungles in southern Continente Orientale.

Other Racial Write-Ups

#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #6 Zarugiza

Ok, let’s take a break from villainous races and look at a race of intelligent, large ravens who have “colonies” throughout the planet.

The Zarugiza are large, 3-4 ft tall ravens with around a 14 to 16 ft wingspan. They travel in flocks of up to 50 or so members.
They tend to be nomadic, but will often return to a suitable nesting site for several years in a row. Though nomadic they do practice limited agriculture, sowing seeds in anticipation of their return at a later date. This assures them of a plentiful food supply near favorite sites.
In addition to grain and fruit, Zarugiza will eat fresh meat on occasion, as well as fish. Carrion is avoided, as it is the food of their unintelligent cousins.
The main source of entertainment among the Zarugiza is storytelling. With no written
language this is, by necessity, an oral tradition. Several Zarugiza epics have been adapted by human listeners and with little modification are quite popular.
Zarugiza will trade with humans that they trust. They will exchange information or stories for food or jewelry. They will also help farmers that they like with pest control, in exchange for a portion of the harvest.
The Zarugiza have explored most of the planet and have contact with almost every race (including the Arajay). This makes them a wonderful source of information and they are happy to share in exchange for tools they can use, or food.
Their god, Oronazin, has no temples per se but there are locations that are sanctified and used for religious ceremonies on a seasonal basis.
They speak Ahngli (analog= 19th century American English) and have no written version.

Racial abilities

Looking at the write-up using SAFUG the Zarugiza have Strength of 8, Agility and Speed of 12 but a Dexterity of 5. Intelligence is 12 but Education is only 5 (they don’t have any organized learning).

So ST is easy. An 8 seems sensible for a large bird. A DX of 12 and a +0.5 to Basic Speed works, with Ham Fisted 2 representing what poor manipulators their feet are. Social Stigma: Uneducated works for the EDU of 5, since they have no formal schooling at all and are also Illiterate.

Zarugiza [74 points]

Attribute Modifiers: ST -2 [-20], DX +2 [40], IQ +2 [40]

Secondary Characteristic Modifiers: Basic Move -2 (Ground movement only) [-10], Basic Speed +0.5 [10]zarugiza female

Advantages:

  • Absolute Direction [5]
  • Eidetic Memory (IQ to recall specifics) [5]
  • Enhanced Move (Air) 1.5 (max flying speed 18) [30]
  • Flight: Winged, No Hovering, Costs 2 FP for *unassisted take-off  [22]
  • Teeth: Sharp Beak [1]

Disadvantages: Congenial** [-1], Illiterate [-3], Ham Fisted 2 [-10], Low TL -3 [-15], No Depth Perception [-15], Social Stigma (Uneducated) [-5]

Features: SM -2.

*Unassisted take-off meaning not from higher ground, like a tree or a cliff… just flapping to get airborne. The FP is only for the initial take-off, so I only gave a -5% modifier for it.
**Congenial is a very typical cultural trait, but isn’t universal for the race.

What do I do with them?

The Zarugiza are usually too affable (and physically weak) to be opponents, but they make a good plot hook. They are a font of information, not all of it useful, but some of it may be. They also make excellent scouts/spies.

Other Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay