Races of Percoland

Copyright Peter Mork © 2017

The mountainous environment in Percoland gave birth to a plethora of strange and fey races. Moreover, given the chaotic influence of Machafuko, this region is especially touched by the Dread. Given the nature of a power vacuum, it isn't surprising that Percoland is home to numerous minute fiefdoms, vying for control of territory and resources. In this article, we review the local geography and introduce the races native to Percoland.

Geography

Percoland is a land of dense forests ranging from temperate rainforests in the south to gelid stands of conifers in the north. Technically, Percoland includes the high peaks in the center of the continental plate, but these peaks are home to several species of dragons. Beyond the mountains, the land falls away to the sea in a series of sheer cliffs. (It is said that if you climb these cliffs from the ocean's edge to the highest peak in a single day, you can reach the home of the gods.)

The lush forests of Percoland are home to a myriad of races including the Kalyon (human), Fey (Fosse-Grim, Nymphs, Satyrs, Undine and Yaai), Lesser Giants, and Quan. Vard Orcs can be found underground.

Lesser Giant

The lesser mountain ranges are inhabited by giants. Creatures of limited intelligence, giants ape the culture of nearby beings (poorly).

Overview: Giants resemble the massive trees from whence they emerged centuries ago. Their skin is pocked like bark and covered with dark hair. Many giants have "deformities"—twisted limbs and hunched backs that would look quite natural on a tree.

Build: Minor giants are those that stand 9 to 12 feet tall. Lesser giants are those that stand 13 to 16 feet tall. Major giants are those that stand 17 to 20 feet tall. Their weight scales correspondingly: roughly 490# for minor giants, 940# for lesser giants, and 1520# for major giants.

Coloration: A giant's skin tends to be tan or brown, depending on the location vegetation. Their eyes are leaf green or pool blue.

Aging: Giants show signs of human aging, albeit much faster.

Talents:
Giantism

Vard Orc

The tunnels and caves below Percoland are the demense of the vard orcs. This species of greater orc was mutated by the chaotic magic endemic to the region.

Overview: Orcs are physically powerful, and mentally deficient. They overcome this handicap by adopting new technology and ideas with ease. This is a fierce race, but one with little pride.

Build: Orcs are heavy with cat-like eyes and fangs. They have thick hides covered with sparse curly hair. They are prone to large bellies, hence the phrase "orc gut" (what we might call a beer belly). Vard orcs sport a total of 4 arms.

Coloration: In general, orcs have black or grey hair (on their head and body) with a hide just a bit lighter. Their eyes are slitted and tend to be dark- or reddish-brown.

Aging:Few vard orcs live past 50, when their bodies begin to rapidly degenerate. Barring death due to violence, eventually obesity does them in.

Talents:
Cold Resistance (greater)
Heat Resistance (greater)
Darkvision (10')
Extra Limbs (+2)

Racial Summary

Lesser Giant (Minor) Lesser Giant (Lesser) Lesser Giant (Major) Orc, Vard
Ag -1 -2 -3 0
Co +4 +5 +6 +4
Me -6 -7 -8 -2
Re -6 -7 -8 -2
SD -1 -2 -3 -2
Em -1 -2 -3 -2
In -1 -2 -3 -2
Pr -1 -2 -3 -2
Qu -1 -2 -3 0
St +8 +9 +10 +4
Body Dev 0 • 7 • 5 • 3 • 1 0 • 7 • 5 • 3 • 1 0 • 7 • 5 • 3 • 1 0 • 7 • 3 • 2 • 1
Exhaustion Pts 0 0 0 +30
Channeling PP 0 • 2 • 1 • 1 • 1 0 • 2 • 1 • 1 • 1 0 • 2 • 1 • 1 • 1 0 • 6 • 5 • 4 • 3
Essence PP 0 • 2 • 1 • 1 • 1 0 • 2 • 1 • 1 • 1 0 • 2 • 1 • 1 • 1 0 • 5 • 3 • 2 • 2
Mentalism PP 0 • 2 • 1 • 1 • 1 0 • 2 • 1 • 1 • 1 0 • 2 • 1 • 1 • 1 0 • 6 • 4 • 3 • 2
Channeling RR +10 +15 +20 0
Essence RR +10 +15 +20 0
Mentalism RR +10 +15 +20 0
Disease RR +10 +15 +20 +10
Fear RR +10 +15 +20 0
Poison RR +10 +15 +20 +5
Recovery Mod 1 1 1 0.5
Sleep Req 8 hrs / night 8 hrs / night 8 hrs / night 6 hrs / 3 days
Lifespan 40 yrs 40 yrs 40 yrs 80 yrs
Soul Departure 2 rnds 2 rnds 2 rnds 1 rnd
Race Type 5 5 5 2
Cost* 30.5 148.5 317.5 94

*Kur is a world of great variety—virtually any combination of race and culture is possible. Thus, the talent point cost for races and cultures must be computed separately to determine a character's background options.