The Kor

Deeply reverent of the land and its sacred sites, the nomadic kor live a sparse existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight. Their personalities and ideals follow an emphasis on a peaceful, harmonious community with strong traditions binding its members together.

Life of a Nomad

The Kor of Elrün live a sparse and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more “static” virtues. Despite their constant motion, the Kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Elrün. Each pilgrimage circuit takes decades, and many are lost to dangers along the way.

Slender and Silent

Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, tentacle-like barbels hanging from their chins. They paint softly glowing patterns on their faces and bodies. These indicate their tribe, family, important life events, and sometimes can be religious. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.

The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.

Kor Names

Kor names are fairly melodic and when they come of age they receive a secondary name or title along with the first. This secondary name represents deeds, successes, or failures in life. These secondary names will often change as new experiences, events, and deeds happen in their lives.

Male Names: Bamdon, Bobbo, Dohbe, Dunku, Gebbo, Geldu, Genko, Hundo, Nonmu, Talnu, Tamun, Tebe, Yobbe, Yodo, Zando, Zedan, Zobbo, Zono

Female Names: Fathi, Femya, Fene, Hashi, Hathla, Lamma, Lisha, Liste, Nayla, Nilsi, Tami, Tanme, Tapha, Tinwe, Vimhe, Vinye, Yahna, Yeli

Second Names: Dawncrag, Duskthorne, Elmspire, Fistsurge, Flamespin, Gloombrooke, Hardfist, Heavenguard, Keengaze, Mistmourne, Mournspire, Shademore, Soulcall, Springfall, Stonefury, Thunderglare, Thunderheart

Kor Traits

Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrains of mountains and forests. Your kor character has these traits.

Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age
Kor mature at the same rate as humans and live about as long.

Alignment
Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.

Size
Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium

Speed
Your base walking speed is 30 feet.

Nimble Climbers
You have proficiency in the Athletics and Acrobatics skills.

Master’s of Hook and Pick
While using a Climber’s Kit and your hook and pick you gain a climbing speed of 20 feet as long as you are not encumbered and not wearing heavy armor. You are also proficient when attacking with your hook or pick. They deal 1d6 piercing damage and have the following properties: Finesse, Light, and Thrown (range 20/60).

Resourceful Artisan
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a hook or pick, five pitons, a component of a climber’s kit, or appropriate artisan’s tools, such as leatherworker’s tools.

Lights Fate
You gain the use of two d6 fate die. You may roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after the d20 is rolled before deciding to use a fate die, but you must decide before the DM says whether the roll succeeds or fails.

You regain all uses of your fate die after a long rest.

Cliff Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Languages
You can speak, read, and write Common, and communicate in the silent speech of the kor.