Races of Perdu

Copyright Peter Mork © 2017

The remote, lost continent of Perdu is home to creatures that have either wandered far from home (the Lost humans and kobolds), been hunted to extinction elsewhere (dinosaurs), or escaped the notice of the gods (Urlocs). Perdu is blessed with dense forests including deciduous forests near the coast and coniferous forests further inland. It is a land of extremes with glaciers in the north, high rocky plateaus, and deep, dry canyons.

Turami (Human)

The race of Turami were originally native to the jungles of Qod. During the neolithic the majority of the Turami departed on a great river journey to reach Perdu. (That these land masses are separated by an ocean only contributes to the mystery.) Now, outside of Perdu, Turami can be found nearly anywhere in small numbers. Because their nomadic origins, they have developed resistance to many diseases.

Overview: The Turami are humans of considerable intellect. They exhibit an intuitive grasp of Impulse magic, which they augment with a scientist's recall and rationality.

Build: The Turami stand about 5'10" and weigh around 160 pounds.

Coloration: They have creamy skin with a tinge of yellow or seafoam. Their hair tends towards blonde, red, or auburn. The Turami have particularly round eyes in a pastel shade of blue, green, or lilac.

Aging: Turami live about 80 years, growing prone to senility.

Kobolds

The Kobolds are minute goblins that made a foolish bargain with a dark power to escape millenia of certain slavery. They tend towards clever words and unabashed flattery. At least until they have an opportunity to exact cruel (and excessive) revenge. Kobolds are endemic to the coasts of Perdu, especially those with cliffs that the kobolds can burrow into.

Overview: Kobolds are a hardy and stealthy race. Unfortunately, their dark bargain cost them much of their minds, and shriveled their bodies even further.

Build: A typical kobold is about three and a half feet tall and weighs a mere 40#.

Coloration: Kobolds have ruddy skin and sparse, dark facial hair (both sexes). They sport short, dark red horns that end in small knobs. These horns are an erogenous zone for the poor kobold.

Aging: When their allotted days are up, kobolds simply collapse (at around 75). Until they, they exhibit no obvious signs of aging.

Talents:
Darkvision (100')
Skilled (minor): +10 to Influence category
Subtle

Urloc

The Urloc are all that remains of humanity following the Catacylsm. When the gods erased the original humans from Kur, they forgot to pay attention to some of the most remote isles. Those survivors found their way to the interior of Perdu and adapted to a life of secrecy.

Overview: Urlocs have managed to preserve much of the magic extant at the time of the Cataclysm. They are an inherently magical race with an innate understanding of Techno (Arcane). In many respects, they are everything the hapless Kobolds are not.

Build: Urloc are hairless humans with round eyes and large mouths. They range from 5'5" to 6' tall and retain their human build.

Coloration: An Urloc has bluish-grey skin and yellow eyes.

Aging: An Urloc does not age. They have been lost, even to death herself. Should an Urloc become known to the gods, they would risk becoming mortal, once again.

Talents:
Archetype
Archmage Abilities (greater)

Racial Summary

Turami (Human) Kobolds Urloc
Ag 0 +2 -2
Co 0 +4 0
Me +2 0 +3
Re +1 0 +4
SD -2 0 +1
Em 0 -2 +5
In +2 +2 +5
Pr 0 -4 +5
Qu 0 +6 0
St -1 -5 0
Body Dev 0 • 6 • 4 • 2 • 1 0 • 5 • 3 • 2 • 1 0 • 6 • 4 • 2 • 1
Exhaustion Pts 0 +10 0
Channeling PP 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 7 • 6 • 5 • 4
Essence PP 0 • 6 • 5 • 4 • 3 0 • 3 • 2 • 1 • 1 0 • 7 • 6 • 5 • 4
Mentalism PP 0 • 6 • 5 • 4 • 3 0 • 3 • 2 • 1 • 1 0 • 7 • 6 • 5 • 4
Channeling RR 0 +10 -10
Essence RR 0 +10 -10
Mentalism RR 0 -10 -10
Disease RR +10 +5 +100
Fear RR 0 0 +10
Poison RR 0 +5 +30
Recovery Mod 1 1.5 2
Sleep Req 8 hrs / night 4 hrs / 2 days 10 hrs / 2 nights
Lifespan 80 yrs 80 yrs 2300 yrs
Soul Departure 12 rnds 6 rnds 3 rnds
Race Type 5 2 5
Cost* 9 6.5 49.8

*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.