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Note: All stats begin at 1. If the Race you choose takes away from a given Stat and reduces it to zero, you'll have to spend 5 points to restore it to its minimum value, 1.
Meta-game information: Kurphath is actually Earth about 2,500 years from now — from the perspective of we 21st century Earthers. It is now known as Kurphath. Land masses look much different than in 21st century Earth, due to drifting of continental plates.
I may add a few more races. I'm hoping players will help me flesh out the world by telling me — once per "session" (i.e., IC chapter-thread) — one of the following: (a) the name and description of a location within the realm that the PC has visited or knows about, (b) a secret about their PC's past or family (this could be something the PC keeps secret, or something others might know with an appropriate roll), (c) a rumor they've heard about an NPC. We'll have discussion, if needed, and then incorporate it somehow into game setting canon.
Most people have no idea how old the planet truly is, nor where the name Curphath arose. Some sages have speculated on the existence of advanced ancient cultures. Indeed, many adventurers make a living finding evidence of such past peoples for these scholars. Some such learned men are obsessed with the idea that ancient secrets could be uncovered, leading to a new age of high technology.
Curphath has no Dwarves, Elves, Gnomes, or Halflings. Rather, the human race has mutated into several subraces:
Krelg: The Krelg are a subrace of humanity that have 100-120 year lifespans. They generally grow to 6'4" - 7'2" in height, and weigh generally 185-235 lbs. PCs of this race begin place with +1D Body, -1D Coordination.
Dorn: The Dorn are dark-skinned and tend to live in mountainous climes. They vary from 5'0"-5'10" in height, and usually between 125 and 180 lbs. They're very observant but tend to be insular as a people. Lifespan: 80-105 years. PCs of this race begin play with +1D Sense, -1D Charm.
Exodore: The Exodore are short, compact subhumans with agile minds. They vary in height from 4'8" to 5'3" and in weight from 85 to 160 lbs. They are unusually long-lived (115-135 years). PCs of this race begin play with -1D Body, +1D Coordination, -1D Command, +1D Knowledge.
Brennis: The Brennis are fair-skinned and either black- or red-haired, rarely brunette or blonde. They are rather self-possessed and tend to project confidence and self-sufficiency. They are, as a people, drawn to bodies of water. Many live in sailing villages or hamlets along the borders of inland lakes. Brennis PCs begin play with +1D Charm and -1D Sense.
Duracel: The Duracel (pronounced Dur-AH-suhl) are a "race" of artificially intelligent bipeds created long ago by one of several incredibly advanced homo sapien civilizations that once thrived on planet Curphath (then called Earth). Nobody in the "modern" world really knows how, but these beings seem to not need sleep or food. They are, however, prone to brief periods of inactivity in which they seem unaware of their surroundings. These beings are feared and mistrusted, often, due to their idiosyncracies. PCs of this "race" begin play with no bonus or penalty dice in their stats. This "race" is currently only available for GMCs.
Krang: The Krang are winged humanoids that have lost the ability to fly, if indeed they ever had it. They cannot wear armor. However, their wings are very tough, providing light armor to their rear or, if furled around their torso (which precludes weapon/shield use), their front. They may use small shields. They are not a subhuman species. Rather, they are the long-ago creation of a powerful mage. Once in its 85-100 year lifespan, a Krang lays an egg. It's offspring has a 50% chance of surviving, often far less of a chance. PC Krang begin play with +1 Coordination, -1 Knowledge.
Sylvar: The Sylvar are bipeds formed of bark and pith rather than flesh and bones. They are particularly vulnerable to fire, but resistant to cold. Sylvar require either nutrient enriched water (2 gallons daily) or 1 hour daily in which to sink their roots into suitably moist and nutrient-rich soil. Otherwise, they take 1 Shock damage to their torso each day. Sylvar bark can be chewed by the other subhuman races (but not by Sylvar themselves) once daily in order to gain +1D when making a Body + Vigor roll to heal damage. Sylvar start the game with +1 Body and -1 Charm.
Midari: The Midari are a class of subhuman identified at birth by the fact that they have no eyes. Rather, they have smooth skin where others would have eyes. While many would view that as a severe detriment to one's combat prowess, these people have the tenacity to turn it into a strength. Though born without eyes, they have very highly developed Sense and Eerie, and can somehow "see" without vision. It's interesting to have a Midari try to describe what they perceive as "sight". They've also made a fashion statement out of their condition, covering their empty eye sockets with sleek masks and headdresses. PC Midari begin play with +2 Sense, -1 Body, -1 Command, and Immunity to Gaze Attack. Midari are rare (approximately 1 in 10,000 births). They can be born to other subraces, to a subrace/Midari union, or to a couple who are both Midari themselves.
Narkal: This is a human sub-race, mostly found in the Barbarian Wildlands, though there may be other enclaves elsewhere. They are tall but lean in stature, men often over 6’2” tall and many women approaching 6’, fair skinned and mostly blond haired. Their life expectancy is a little shorter than normal, few passing 80. This may be more the product of the tough lifestyle that they lead than something genetic. PCs of this race receive no stat modifications during character generation.
What You Won't Find in Kurphath
There are some fantasy tropes that you will not find in Kurphath:
- elves, dwarves, or halflings
- monolithic boss-level baddies (Sauron types)
- resurrection and raise dead spells
- living, breathing dragons
- copious magical items
- frequent treasure hoards
- There are necromancers, but not animated skeletons, ghouls, zombies, etc. Necromancers traffic with the spirits of the dead, not with undead creatures. Necromancers also plumb the secrets of forestalling death. Some are believed to be many centuries old.