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.

Rural Spirits

“Dancing beneath tree branches or splashing under foaming cascades, the attendant spirits who frequent rural bluffs and glens lead carefree lives in sympathy with their rustic surroundings. The obsession with power, achievement and progress displayed by so many mortals is abhorrent to rural spirits. … The man who looses his way in the woods, with luck, finds himself swept into a prancing ring of forest lasses and meadow lads, a temporary part of the rural festivities.”

Fosse-Grim

Overview: The fosse-grim are the fey spirits of waterfalls, known for their wisdom and kindness. Their cool reserve stands in stark contrast to the undine, whose impish tricks require constant monitoring.

Build: Fosse-grim are of roughly human height (~5'10") with a somewhat slender build (~150#). They can breathe water and water, but they must immerse themselves in water for at least 90 minutes every day — preferably in a waterfall. They can function equally well in water and on land.

Coloration: These fey have bluish skin with black and green hair and eyes that swim with bubbles.

Aging: As fosse-grim age, they being increasingly reluctant to leave their waterfalls.

Nymph (Dryad)

Overview: “Born with the first sprout to emerge from a seed or the first drops to collect in a fold of the land, nymphs rarely stray far from the ecological features that give them life. Guarding the waters, trees or hills, and engaging in dances, frolics or feasts, nymphs desire little else from existence. These spirits are almost completely passive. They will take up arms only in the most dire of circumstances. ”

Build: These fey are short (~5'6") and willowy (~110#).

Coloration: Nymphs and dryads look like slight versions of the Kalyon with leaves, grasses, or aquatic plants instead of hair.

Aging: As these rural spirits age, they being increasingly reluctant to leave their home. Their immortality is tied to the health of the land. Pollution sickens these spirits and destruction of the natural environment will kill them.

Satyr (Faun)

Overview: Satyrs and fauns are spirits of the woods and fields. They have goat legs and horns and merry dispositions. These fey are renowned for their wild, stamping dances and fondness for festivities.

Build: Satyrs are about 5'8" when they stand fully erect, which is rare. They tend to be somewhat rotund (~160#).

Coloration: A satyr has tan horns and chestnut curls that cover its pointed ears. Its goat legs are covered with shaggy white, cream, tan, or brown fur. They have deep brown eyes that twinkle with joie de vivre.

Aging: As satyrs age, they being increasingly reluctant to leave their woods and fields.

Undine (Nokke, Neck)

Overview: The undine look like fair lads and lasses swimming in mountain streams and rivers. They have a just reputation for “trickery,” which includes dunking humans underwater, laughing at the victims' thrashing about as they drown. Like a child, they are nearly incapable of considering the ramifications of their actions.

Build: An undine is generally around 5'8" tall and 140#. They can breathe water and water, but they must immerse themselves in water for at least 60 minutes every day — preferably in running water. They can function equally well in water and on land.

Coloration: An undine looks like a human, albeit with long golden tresses that literally flow about them. In a pinch, they can completely cover themselves with this hair.

Aging: As undine age, they being increasingly reluctant to leave their rivers and streams.

Yaai

Overview: The yaai are spirits that inhabit alpine meadows. They are excellent climbers and singers — indeed, their haunting songs are the genesis of the echo. And, when the yaai depart a valley, the echoes depart as well. They are shy beings rarely seen by non-fey creatures.

Build: The yaai are the tallest of the rural spirits, standing about 6' tall and weighing about 160#.

Coloration: They have small dark horns, pointed hears, and manes of dark hair.

Aging: As yaai age, they being increasingly reluctant to leave their alpine meadows.

Racial Summary

Fosse-Grim Nymph Satyr Undine Yaai
Ag +1 +5 +3 +5 +6
Co 0 +2 +4 +4 0
Me +2 0 -3 -2 -2
Re +2 0 -2 -2 0
SD -1 -5 -5 -6 -4
Em 0 0 0 -2 0
In 0 0 0 0 0
Pr +1 +1 -1 +4 0
Qu +1 +4 +3 +5 +3
St -2 -4 +2 -2 -2
Body Dev 0 • 6 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1
Exhaustion Pts 0 0 +20 0 0
Channeling PP 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2
Essence PP 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2 0 • 6 • 4 • 3 • 2
Mentalism PP 0 • 6 • 6 • 4 • 3 0 • 6 • 6 • 4 • 3 0 • 6 • 6 • 4 • 3 0 • 6 • 6 • 4 • 3 0 • 6 • 6 • 4 • 3
Channeling RR -5 -5 -5 -5 -5
Essence RR -5 -5 -5 -5 -5
Mentalism RR -5 -5 -5 -5 -5
Disease RR +100 +100 +100 +100 +100
Fear RR -5 -5 -5 -5 -5
Poison RR +30 +20 +20 +20 +30
Recovery Mod 0.5 0.5 0.5 0.5 0.5
Sleep Req 2 hrs / night 2 hrs / night 6 hrs / night 6 hrs / night 6 hrs / night
Lifespan 40 yrs Immortal 40 yrs 40 yrs 40 yrs
Soul Departure 20 20 20 20 20
Race Type 1 1 1 1 1
Cost* 178 170.5 148.5 179.5 191

*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.