Homebrew Tanni Species Details
In most folk lore, there are mentions of encounters of these stout warriors. "Purple warriors came out of nowhere", "Their armor broke our swords", "They spoke an unknown language and raided our libraries". Who are these people? Few have ever seen them, even fewer can answer that question. A legend they remain, one you hope to never encounter.
Though little is known of the Tanni people, they must be among the oldest for almost every race has documented encounters with the Tanni, though never mentioned by name as that remains a mystery to most beings outside of the Tanni people. Throughout the ages of raiding the Tanni people have amassed an immeasurable amount of knowledge. They care not for other races as they are inferior beings, dishonorable, unsophisticated, and simply not trustworthy. To interact with another race in other ways than fighting is time wasted and very frowned upon. With their love of knowledge they raid, never for conquest, always for precious metals and information.
That which is only known by the Tanni
Appearance
The Tanni people have human-like appearances and thus varies a lot. What resembles the human race are length - 5 to 6 ft tall, however they tend to be ever so slightly shorter, weight - 140 to 270 pounds. Other than that they have human features, such as bone structure, amount of hair, and lifespan. What differs are the skin color as Tanni people have different shades of purple. Generally the younger they are the brighter purple and vice versa, there are exceptions. Eye colors tend to be purple as well, with a few exceptions of green och blue. Hair colors are naturally black, white or grey.
Tanni Society
Clans are the heart of Tanni Society. Each clan strive to become the most influential, one clan stands above them all and are allowed to choose a Emperor from within the clan, usually the most knowledgable of the clan members. The ruling clan decides the fate of the Tanni, no one can oppose an order from the ruling clan. If one member of the clan does so, he brings dishonor to whole clan. Depending on the degree of dishonor the entire clan can be cast out of the Urindi, which is the democratic governing body that aids the ruling clan. There can only ever be 11 clans, including the ruling clan, in the Urundi. Which ever clan has the most members, has the most votes. Should a twelfth clan grow and surpass the 11th clan they in turn becomes a part of the Urundi and the previous clan loose honor and are now one of the Nuras - The unknown clans. If your clan is not among the elite eleven, they are not worthy of a name and are all simply known as Nura. The only exception is the ruling clan, they can have fewer numbers than a Nura even. To change the ruling clan is only accomplished through a vote of the clans and one clan needs to have five other clans to support them as the new ruling clan.
The Tanni are warriors at heart, and as such wars are encouraged between clans. One can never start a war against the ruling clan, albeit everyone else is a possible target. If one clan defeats another, the survivors of that clan now becomes part of the victorious clan. As a result wars are constantly waged among the clans in order to become one of the Urundi. There are a few examples of several Nura clans joining forces and becoming a new clan in order to gain enough strength to challenge one of the Urundis. Amni, the currently third strongest clan, is one example of this.
The currently ruling clan, Virmae, have had the post for over three centuries. During which time the Tanni people have experienced a golden age of sorts. The Emperor Hamna Tanni, has proven to be an excellent Emperor, keeping the clans need for war amongst themselves at the perfect limit without an all out war breaking out. At the same time providing enough raiding opportunities for the Urundi, a fine balance as clans who raid too much often become powerful and influential. Sometimes enough to challenge the emperor and the ruling clan. As was the case with the previous Emperor, formerly known as Shou Tanni of the clan Dari, now known as Shou Nura of the clan Nura, who allowed several strong clans of the Urundi to raid uncontrollably. Virmae gained most in these raids and where able to overthrow the Dari clan with seven other clans supporting them.
A clan's honor is key to gaining members. An honorable clan attracts others, when an honorable clan wages war with another less honorable clan, the inferior of the two surrenders more rapidly in hope of the other clan accepting them as members and not annihilate them. Everything is built upon honor. There are no currencies among the Tanni, everyone provides their expertise to all of the clans, Urundi as well as Nura. Those who farm provide food for all, those who constructs provide houses for all. Inspite of their differences the Tanni people move as one. The warring among clans are seen as the immune system rooting out the bad whilst growing stronger as a result, they are ONE body.
EVERYONE’S WORST ENEMY
Few can offer them anything resembling a fight. A handful of them can easily be defeated by an experienced force, but they never stop coming.
A page from their book of war regarding the events of attack:
"Send a group of scouts through the portal, wait for one to return with information. When enough information as been gathered send the appropriate amount of warriors through the portal and finish the raid, show no mercy. If no scout reports back within a day, send a Dura of warriors, If they do not return send 10 Duras of warriors - After which proficient information regarding the enemy should be available for a fierce attack. Never surrender, it is more honorable to die than to surrender. Return with Honor and experience! Praise to Tanni!"
— Aarmad, General of the Imperial Army
The tenacity of Tunni are their greatest weapon. It does help to have close to endless of warriors to send.
Magic
While most Tanni are born without magical abilities, a very few are. Those that do posses magical abilities and survive their training, they are fearsome beings. With an immense power they are above the clans, their will is law with one exception, the will of the Emperor. They may be few in numbers but their powers are unfathomable. Known only as Olera (Warden) they are sent to the few wars where they do face some resistance and they can only be order into war by the Emperor himself.
As soon as a children are discovered with magical abilities, they are taken from their families and given to the Olera to go through rigorous training which most fail and die trying. Should you survive the training you are officially an Olera, given authority over all but the Emperor. Due to their deeply rooted honor almost none has abused that power. There are a handful of exceptions.
Should you use magic without being an Olera you will be sentenced to death where you are found. No magic is allowed outside of the Oleras.
Among the duties of the Oleras is opening the portal for the raiding parties. It is a draining task as they use an old kind of magic, that is also the reason a scarce amount of travelers have ever found the World of Venira which very existence lies in the old magical dimension, in the very foundations of creation. Another responsibility of Oleras is to care for all the information gathered from the raids. To translate them, categorize them, and store them in the greatest library there has ever been. Located at the heart of the capital next to the palace.
Honor
Honor above all. Nothing more to say.
The Clans
You need to choose a clan to belong to. Choose wisely!
Virmae
The current ruling clan. Known for their smarts and influence, they have cleverly taken control of the Empire. The strategists that they are they always plan for the long run. Everything is calculated and nothing is done impulsively. Excellent masters of connections they have expertly navigated their way to the top nad have no plan of leaving anytime soon. Choosing this clan will increase you Intelligence and Charisma score by 1 and gaining proficiency in Persuasion and Insight.
Hunno
The second largest clan. Through threats, bribes and lies they have managed to become the second most powerful clan on Venira. Experts at spying and networking where no one sees, they have an uncanny ability to get information they ought not to posses. Choosing this clan will increase your Charisma score by 1 and give you expertise in Deception and Intimidation, skills necessary for the clan's success.
Amni
The third largest clan. This young clan established themselves as capable negotiators. Using inspiring speeches and connections to band together 20 unique Nura clans to defeat a previous Urundi they have managed to become one of the most powerful Urundis themselves. Choosing this clan will increase your Charisma score by 2 and gaining expertise in Persuasion.
Tarnu
The fourth largest clan. One of the oldest clans of the Urundi, known for the discovery of the precious material Brokk used for producing their extremely durable armor. Well respected by almost every clan and in close alliance with Virmae. Choosing this clan will increase your Constitution by 1 and increase your AC by 1 - due to keeping som secrets relating to Brokk, making it even tougher. And advantage on Constitution Saving Throws.
Covoro
The fifth largest clan. Who has the best warriors you ask? The Covoro clan are renowned for their great fighting skills. Heroes such as Amagask the Brave, Huluth the merciless, and Gorn the fierce have all been members of the Covoro clan. Choosing this clan will empower you and increase your Strength score by 2 while also giving you proficiency in Athletics.
Lurna
The sixth largest clan. The mountain clan, famous for their hard work and living through any conditions. They are hard to bring down, don't end up in a barfight with Lurna. Possessing the greatest castle known to all Tanni, located high up in the mountainous area of Haarth provides them with a safe home that few will challenge. They are experts at finding food where none seem to be found. Choosing this clan will increase your Constitution score by 2 and give you expertise in survival.
Vossa
The seventh largest clan. The farming clan, provider of food for the imperial army and almost all other Urundi clans. They do not have a great army to speak of but have a great relationship with the fellow clans. Beloved by all but not feared in their halls. They are great bakers and cooks and are those in charge of the food at the imperial court. Always easy to talk to and often full of a warm heart, lending a hand to those in need. Choosing this clan gives you expertise in Medicin, proficiencies in Nature, Animal Handling, and Survival. It also provides an increase of 1 in Wisdom.
Movu
The eighth largest clan. Named after the old God of creation, this is the clan tending to all matters related to religion and theology. Serving a multitude of Gods they all have their origin in old God Movu. To serve is not just a duty but a calling. Closley allied to Virmae as the Emperor is highly religious and a worshiper of Movu herself. Choosing this clan will increase your Wisdom score by 2 and gain expertise in religion. At level 5 you can cast "Commune" as a level 4 spell. Thanks be to Movu!
Alavar
The ninth largest clan. Music are the bread and butter for an Alavar. Obviously fearsome warriors, but these warriors know how to have fun when not at war. Parties and festivities are what they are known for and if ever an Alavar see a frown, the Alavar simply has to turn it upside down. Many of the great songs of victory that echoes the halls of the Emperor had their origin from the Alavar clan. Choosing this clan you increase your Charisma score by 2 and gain proficiency at Performance.
Glowea
The tenth largest clan. This is a rowdy bunch! Rumor has it that Glowea started as a joke where a few drunkards sat at a bar saying that they should be in charge of the Tanni Empire. And the clan gained enormous support from clanless Nuras, a bunch of misfits, gamblers, and even thieves (though they would never admit that openly). This is the clan of commons, or at least it was meant to be. After centuries in the Urundi they have lost some of their original cheekiness and grown more accustomed to the game of clans in the Urundi. Choosing this clan will grant you an increase of your Charisma and Dexterity score of 1. You also gain expertise in Sleight of Hand and proficiency in deception.
Donderi
The eleventh largest clan. The smallest of the Urundi are known for their acrobatics and are the foremost trainer of scouts to the imperial army. Agile and stealthy they have mastered the art of disguise and can move effortless in most terrains. Keen observational skills are demanded by a Donderi in order to become a member. And the little ones born into the clan are trained in a specialized game of hide-and-seek to hone their skills to perfection. Choosing this clan increases your Dexterity score by 2 while gaining proficiencies in Stealth, Perception, and Acrobatics.
Nura
The unknown clans. Known for many things as their numbers are close to limitless. All striving to become someone of value to the Tanni people. These are diverse people with a great variety of skills. They are good at most things but not experts at anything really. These are the majority of the Tanni people, nevertheless because of the great diversity among the Nuras, they tend to not get along very well. Hence a lot of division amongst the Nuras as there are a multitude of different smaller clans within the Nura. Choosing to be clanless increases all Ability Scores by 1 with the exception of Intelligence. Also you are granted proficiency in one skill of your choice.
Olera
The magicians. With the knowledge of a thousand worlds they are incredibly powerful. Their magic abilities are challenged by none. But with great power comes great responsibility. The Olera are keepers of long forgotten lore, a chosen few are selected to serve as the Emperor's closest advisors. However, most tend to portals for the raiding parties. Choosing this "clan" increases your Intelligence or wisdom score by 2 or 1 each and you gain expertise in Arcana and proficiency in History. Once you reach level 11 you are considered to have finished your training (Your DM should have put you through a difficult trial ahead of this) and you also learn the spell "Gate" with modifications. You can cast it as a level 6 spell for only 1000 GP worth of diamonds and each time you cast it the price is reduced by 100 GP. Eventually it will become free to cast and at level 20 you can cast it at will without using a spell slot and you can cast it to travel in the same dimension you are currently located. Few ever achieve such mastery of the portals.
Tanni Traits
Your Tunni character has these traits.Fearless
Due to their rigorous training from early years, they are not scared of anything. Their minds are locked in on the task ahead. To show fear is pathetic and dishonorable.
You are immune to being frightened and have resistance against psychic damage.
Ability Score Increase
Your Intelligence score increases by 1.
Choosing your clan will give you further Ability Score Increases and other benefits.
Age
Tanni reach adulthood in their mid teens and live to about a century.
Size
Tanni vary widely in height and build, from 5 feet to just over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Tanni only, to speak another language is a disgrace. Although some may have learned a word or two from an inferior language they may never be spoken as doing so will bring dishonor to your clan. There are linguists among them with vast knowledge of a great variety of languages though they are never to be uttered, only to be used to gather knowledge from scrolls and books to be translated to the one true language of Tanni.
You can choose one other language, but remember it must never be spoken.
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