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d20 Alkony races

 

Character Races of Alkony

There are 4 major races on the world of Alkony: dwarves, elves, humans and orcs, but several less numerous races exist, like the kirtis savages or the rasset rat-men.

If you have any questions or ideas about the races or the rules for them, please write to alkonyrpg@freemail.hu.

Note: for pictures and more information, check The World of Alkony and the Alkony Gallery.


Dwarves

Dwarves are a about 3-4' short and divided into 5 nations. They are usually sturdy and enduring, most of them are fierce warriors or sneaky thieves. They are a long-time inhabitants of the world even the first elven legends mention them. They worship strange, ancient spirits and even more alien demons.


Dallers are the tribal barbarians of the Eastern Mountain. They are usually hired as mercenaries by the surrounding nations.

Stat Modifiers: +1 STR, +1 CON, -1 DEX
Size: Medium
Movement: 20
Alignment: They are mostly Neutral.
Language:
Daller
Bonus Languages: Denír, Kregg-dorn, Sektur
Favored Class: Barbarian/Fighter
Abilities:


Denírs are a cunning race of rogue dwarves, living in the city-states of the Inner Sea. Many are said to worship demonic forces.

Stat Modifiers: -2 STR, +1 DEX, +1 INT
Size: Small
Movement: 20
Alignment: Usually Chaotic and Evil.
Language:
Denír and the language used at their home
Bonus Languages: Depending on the place they live
Favored Class: Rogue
Abilities:


Shograts are the lizard-riding marauders of the Rowlind Plains and beyond. They have terrifying mutations that they think are the gift of the spirits of the land.

Stat Modifiers: +1 STR, +1 DEX, -3 INT, +1 WIS
Size: Small
Movement: 20
Alignment: Any
Language:
Shograt
Bonus Languages: Rowlind, Tetheris
Favored Class: Barbarian/Fighter
Abilities:


Elves

Elves are the shapers of the magic of nature. A long time ago, before the Cataclysm came, they ruled over the world and they brought the wisdom of sciences and magic to the people. They believe in the forces of nature. Elves are divided into 7 nations:


Aarions are an ancient and graceful race of shapechangers but now they have to hide since after the Cataclysm lots of them were burned as witches.

Stat Modifiers: -1 STR, -1 CON, +1 DEX, +1 INT, +1 CHA
Size: Medium
Movement: 40
Alignment: Usually Good or Neutral.
Language:
Fey and the language of their home
Bonus Languages: Depending on the place they live
Favored Class: Any
Abilities:


Dalranns were an outcast nation in the past, but now they take revenge on the world. These ebony skinned elves are ruthless pirates and fierce mercanaries, plundering the shoreline of the Northern Ocean and the Inner Sea.

Stat Modifiers: -1 CON, +1 DEX
Size: Medium
Movement: 40
Alignment: Any, usually Chaotic, sometimes Evil.
Language:
Dalrann
Bonus Languages: Dolar, Rowlind, Yöder
Favored Class: Fighter (Pirate)
Abilities:


Rowlinds are the proud, dark skinned marauders of the plains South to the Inner Sea. They live in nomadic, sometimes even tribal societies and prefer to take their share from the others - as they just borrow their lands from them. They think of the world as their ancient elven heritage.

Stat Modifiers: +1 DEX, -2 CHA
Size: Medium
Movement: 40
Alignment: Most often Chaotic Neutral or Neutral Evil.
Language:
Rowlind
Bonus Languages: Sinnar, Tetheris (but they are usually too proud to use it)
Favored Class: Fighter (Marauder)
Abilities:


Terians are merchants, traders and pirates on the shore of the faraway South Ocean. They are opportunistic and try to gain part in every society. They have established their presence on the lands of the nerellon and the Keori Empire.

Stat Modifiers: -1 STR, -1 CON, +1 DEX, +1 INT, +1 WIS
Size: Medium
Movement: 40
Alignment: Usually Good or Neutral.
Language:
Terian
Bonus Languages: Elf, Fey, Keori, Nerellon
Favored Class: Rogue (Trader)
Abilities:


Humans

Humans were a barbaric race long ago but the elves gave them their gifts and knowledge - as it is told by the storytellers. Some of their nations were destroyed by the Cataclysm or the following wars but they have established city-states throughout the plains and on the coast of the Inner Sea. There are 10 human nations:


Dolars are a peaceful nation of fishermen and farmers on the western shores of the Inner Sea. They believe in the forces of Good and Evil and their priests work for the victory of the Light.

Stat Modifiers: None
Size: Medium
Movement: 30
Alignment: Usually Lawful or Neutral.
Language:
Dolar
Bonus Languages: Kregg-dorn, Rowlind, Sinnar, Tetheris
Favored Class: Fighter
Abilities:


Elorases are a black skinned people, living far beyond the Northern Ocean. They are the warriors of their god, for whom they fight to conquer the world.

Stat Modifiers: +1 WIS
Size: Medium
Movement: 30
Alignment: Any, but usually Lawful
Language:
Eloras
Bonus Languages: Quarrid, Yöder
Favored Class: Fighter (Knight)
Abilities:


Kardone is the collective name for the barbarians of the Eastern Mountains. Kar-don is the name a northern tribe - the People of the Bear. They are good huntsmen and fierce warriors.

Stat Modifiers: +1 STR
Size: Medium
Movement: 30
Alignment: Any
Language:
Kardone
Bonus Languages: Daller, Keori, Kregg-dorn, Sektur
Favored Class: Barbarian
Abilities:


Keoris are the inhabitants of the empire east from the mountains of the Kardone. They live in a class-based society and their economy and agriculture is based on the exchange of goods and special grains with the terian elves.

Stat Modifiers: None
Size: Medium
Movement: 30
Alignment: Any, usually Lawful and Neutral.
Language:
Keori
Bonus Languages: Kardone, Kregg-dorn, Terian
Favored Class: Any
Abilities:


Sekturs are the denizens of their warring states ruled by princes and warlords. They are warlike and often conquer or raze nearby villages. They prefer to organize themselves in knightly orders.

Stat Modifiers: None
Size: Medium
Movement: 30
Alignment: Any, usually Lawful
Language:
Sektur
Bonus Languages: Kardone, Kregg-dorn, Tetheris (but they don't often learn foreign languages)
Favored Class: Fighter (Knight)
Abilities:


Sinnars are the brown skinned nation living on the southern side of the Inner Sea. They rule city states that are famous of their trading between the lands of the dolar, kregg-dorn, the keoris and the sekturs.

Stat Modifiers: None
Size: Medium
Movement: 30
Alignment: Any
Language:
Sinnar
Bonus Languages: Dolar, Kregg-Dorn, Tetheris
Favored Class: Any
Abilities:


Tetherises are the nomadic vagabonds of the plains. They travel in tribes or families and try to take for survival what they can. They are usually traders or herders but some tribes are known to plunder or enslave villages.

Stat Modifiers: None
Size: Medium
Movement: 30
Alignment: Mostly Chaotic
Language:
Tetheris
Bonus Languages: Dolar, Rowlind, Sektur, Shograt, Sinnar
Favored Class: Rogue
Abilities:


Yannars are a mysterious nation on the far wastern shore of the Northern Ocean. They live in the deserts and plains, in en empire ruled by wizards and diabolist priests. Their traders have established connection with the people of the Inner Sea about a hundred year ago.

Stat Modifiers: +1 INT
Size: Medium
Movement: 30
Alignment: Any
Language:
Koh'terrin
Bonus Languages: Rowlind, Tetheris
Favored Class: Rogue (Trader)
Abilities:


Orcs

Orcs were a primitive race of humanoids but they rose up after the Cataclysm on the remains of the knowledge they've collected as the slaves of the theldarin and mercenaries of the elves. There are 4 separate orc nations.


Dorags are savage orcs who dwell in the mountains and sometimes on the Rowlind Plains. They are hired as servants, workers and mercenaries by the Kregg-dorn Empire.

Stat Modifiers: +2 STR, +2 CON, -3 INT, -3 CHA
Size: Medium
Movement: 30
Alignment: Usually Neutral or Chaotic.
Language:
Dorag
Bonus Languages: Jakkar, Kregg-dorn, Yöder
Favored Class: Barbarian
Abilities:


Jakkars are the feared pirates of the Inner Sea. They are large brutes who just love to pick a fight with anyone. They served as part of the kregg-dorn fleet but after conquering the village that is recently known as Rejek, most of them left for making a fortune by plundering the trading lines and the ports.

Stat Modifiers: +1 STR, +2 CON, -2 INT, -2 CHA
Size: Medium
Movement: 30
Alignment: Mostly Chaotic.
Language:
Jakkar
Bonus Languages: Dolar, Sinnar, Kregg-dorn, Yöder
Favored Class: Fighter/Barbarian
Abilities:


Kregg-dorn tribes were united about 3-4 hundred years ago and they took the initiative and freed themselves from the theldarin shackles. The Kregg-dorn Empire is based upon the golden and iron mines and the knowledge of forging steel.

Stat Modifiers: +1 CON, +1 INT
Size: Medium
Movement: 30
Alignment: Mostly Lawful.
Language:
Kregg-dorn
Bonus Languages: Dolar, Sinnar, Yöder
Favored Class: Any
Abilities:


Yöders are nomadic herders who live on the arid wastes on the Norther-East coast of the Inner Sea. They barter their animals with the kregg-dorn in Gonn-Regnar and the surrounding area.

Stat Modifiers: +1 STR, +1 CON, -2 INT, +1 WIS
Size: Medium
Movement: 30
Alignment: Any, usually Neutral and Good.
Language:
Yöder
Bonus Languages: Jakkar, Kregg-dorn
Favored Class:
Abilities:


Other Races

Other races dwell in the city states of the Inner Sea or live in the badlands of the Rowlind Plains. Ten of them are the most numerous.

Abilities are Under Construction


Dhaurs are a huge, four-armed and enduring slave race used for hard works such as mining or pulling carts. They are sometimes used in armies as cover for the striking force.

Stat Modifiers: +5 STR, +3 CON, -2 DEX, -5 INT, -2 WIS, -2 CHA
Size: Large
Movement: 40
Alignment: Most often True Neutral, but can be also Lawful Neutral or Neutral Good.
Language:
The language of their masters.
Bonus Languages: None.
Favored Class: Fighter
Abilities:


Kho-rasses are upright crocodile-like humanoids. They are very rare and most of them are hired as soldier or bodyguard in the city states.

Stat Modifiers: +3 STR, +2 CON, -1 DEX, -1 INT, -2 CHA
Size: Large
Movement: 30
Alignment: Any non-Good.
Language:
Kho-rass
Bonus Languages: Eloras, Jakkar, Quarrid, Yöder
Favored Class: Fighter
Abilities:


Kirtises are a strange race of savages. They worship demons and have potent magical abilities but they are cursed with ugly, sometimes even disgusting mutations and scars.

Stat Modifiers: +2 CON, +1 DEX, -2 INT, -3 CHA
Size: Medium
Movement: 30
Alignment: Chaotic and Evil.
Language:
Kirtis
Bonus Languages: Rowlind, Shograt, Tetheris
Favored Class: Fighter
Abilities:


Niss tribes were once roamed the plains or lived in the forest but now some of them have settled in villages and cities. These graceful and catlike humanoids are the children of the night, as they are active all day long.

Stat Modifiers: +1 DEX, +1 CHA
Size: Medium
Movement: 40
Alignment: Usually Good
Language:
Niss and the language used in their homeland
Bonus Languages: Depends on their home
Favored Class: Rogue
Abilities:


Quarrids are a slender human-like race. They have arrived through ships from a distant land that seems to be in war with the Eloras Empire. Their merchants bring exotic goods for the markets of the Inner Sea.

Stat Modifiers:
Size: Medium
Movement:
Alignment:
Language:

Bonus Languages:
Favored Class:
Abilities:


Kirreshassers are a frightening race who can see into the souls of people. They use this ability for making good bargains as they are the merchants of the Inner Sea and even beyond as sometimes they sell strange goods from faraway lands.

Stat Modifiers:
Size: Medium
Movement:
Alignment:
Language:

Bonus Languages:
Favored Class:
Abilities:


Rassets are a rat-people who live in the dirt of the cities. There are cases when they gather in packs and plunder villages or kill caravans on the plains, but most of them prefer the alleys and sewers.

Stat Modifiers: +2 CON, +1 DEX, -4 CHA
Size: Medium
Movement: 30
Alignment: Usually Chaotic and Evil.
Language:
Rasset
Bonus Languages: depending on the place they live
Favored Class: Rogue
Abilities:


Ssa-wisst snake-men appear very rarely but once they ruled the lands around the Inner Sea and even large portions of the Rowlind Plains before the elves defeated them long before the Cataclysm. They try to build up their ancient empire but they haven't succeeded yet.

Stat Modifiers:
Size:
Movement:
Alignment:
Language:

Bonus Languages:
Favored Class:
Abilities:


Shalrises are an aristocratic race of merchants and sorcerers. They might look frightening and some fear them for their telepathic abilities, but they are usually accepted in the city states of the Inner Sea.

Stat Modifiers:
Size: Medium
Movement:
Alignment:
Language:

Bonus Languages:
Favored Class:
Abilities:


Yadors are a small race of craftsman who live side by side with other races that can sustain them while they supply the cities with their goods.

Stat Modifiers: -2 STR (max. 14), -1 CON, +1 DEX, +1 WIS
Size: Small
Movement: 20
Alignment: Usually Good and Chaotic.
Language:
Yador and the language of their homeland.
Bonus Languages: Any
Favored Class: Rogue
Abilities:


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