The Tegmur are a race born of burning hope and warmth.
Tegmur are a people of flesh and fire. They resemble tailed humanoids with bright crimson skin. They can withstand great heat, including mundane fire. Their crimson skin grows dull with age, however, until their skin is brittle and black like obsidian.
Tegmur procreate much as mammals do. Their gestation period is only 6 months and they give birth to a single offspring at a time (and rarely twins or triplets). Female tegmur nurse the child until they are large enough to walk (about age 2-3).
It has been said that the Tegmur’s fire burns twice as bright as the other races, but half as long. Appropriate, given they age rapidly. However, they also persist longer than any other race in their twilight years.
In the First Age, the tegmur were concentrated around the center of the continent. Isolated, and without adequate resources, they were forced into a constant cycle of trade and war. Trade when resources were abundant, war when they were scarce. They were nomadic and led by the eldest members of their clans.
The Second Age saw the tegmur civilization grow prodigiously under the guiding hand of God-Queen Mana. It was even said that their lifespans were increased substantially with the proximity to their sun-goddess. They spread to Atiria and cultivated Tinadal into a defensible, sheltered paradise.
The prosperity of the tegmur ended in the Third Age. The Death-Plague ravaged their kind, depopulated their cities, and saw their empire fracture. Worst of all, Mana left them and their lifespans decreased substantially. Now, tegmur are a rare sight, but their fortunes are on the rise again as they rebuild their shattered civilization. Pilgrims led by a vision of Mana fled to the warm sands of Nakhara where they have found renewed hope.
The tegmur value age, wisdom, and military prowess. Their scholars track the movements of the sun for signs and omens.
Due to their combustible nature, tegmur eschew flammable clothing and avoid building structures made of flammable materials such as wood, limiting their range and likeability among the other races.
TEGMUR (12 RP)
+2 Con, +2 Wis, -2 Dex (0): Tegmur are resilient and insightful, but lack grace.
Type (3 RP): Tegmur are Outsider (Native) with the Fire subtype.
Medium Size (0 RP): Medium
Normal Speed (0 RP): Tegmur have a land speed of 30 ft.
Languages (0 RP): Tegmur may speak either Atiric, Omuzite or Tegmurai, depending on whether their parents grew up in Atiria, Omuz or Tinadal, respectively.
- Darkvision (-): Tegmur can see in the dark up to 60 feet.
- Exhale Flame (1 RP): Once per day, as a standard action, a tegmur can make a supernatural breath weapon attack that deals 1d6 points of Fire damage in a 15 ft. cone. All creatures within the affected area must make a Reflex saving throw equal to 10 + 1/2 the user’s character level + their Constitution modifier. Those who succeed at the save take no damage from the attack.
- Fire in the Blood (3 RP): Tegmur gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
- Forged in Fire (3 RP): Tegmur gain Energy Resistance equal to 10 points of Fire Damage.
- Frigophobia (-2 RP): Tegmur have an Elemental Vulnerability to Cold. As a result, they take half again as much damage (+50%) from Cold energy sources, regardless of whether a saving throw is allowed or if the save is a success or failure.
- Prehensile Tail (2 RP): Tegmur have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
- Wreathed in Flame (1 RP): Once per day as a swift action, a tegmur can call on the elemental power lurking in their veins to shroud its arms in elemental Fire. Unarmed Strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of Fire damage. This lasts for 1 round per character level. The tegmur may end the effects of its elemental assault early as a free action.