Kor
- BSS
- Jun 17, 2019
- 3 min read
Disclaimer: this is an adaptation of wizard of the coasts' Kor from Magic the Gathering, all art belongs to their original artists
The Kor are a mountainous species who have strong connections towards family and connections. Unlike dwarves, this group is nomadic, but the Kor always keep deep reverence towards the locations that they travel between.
Appearance
Kor have grey or white skin and slightly elongated skulls. They are known for their silvery pupilless eyes and grey hair. The males have small barbels hanging from their chin that emulate beards.

en-kor and il-kor
As with many of MtG's races, the kor have been displaced onto many different plains. While most kor tended to keep together, a major split happened in their race. The il-kor were those who dropped their nomadic lifestyle and lived within a large stronghold. After a major shift in plains, the il-kor were trapped in the ethereal plane. Because of these two new changes, their outlook on life changed from that of a normal en-kor. Their new group slowly learned to control their etherealness, but they had changed from nomads to spies.
Kor Traits
Ability Score Increase. Your Constitution score increases by 2
Age. Kor tend to reach adulthood in their late teens and live less than a century.
Alignment. en-kor tend towards good while not having any bias towards lawful or chaos. Il-kor tend towards neutral or biased towards evil.
Size. kor range from under 5 to over 6 feet tall and have very weightless builds
Speed. your base walking speed is 30 feet.
Built for Climbing. You have the ability to climb in mountainous locations. They have advantage on climb checks
Breath of the Mountain. You have an expanded lung supply allowing you to live where the air is most thin. They do not suffer any effects of thin air.
Kor Weapon Training. Kor favor curved or hooked weapons. You gain proficiency in sickles, Hooks, and Scimitars.
Location Sense. Once per day, you can spend an hour to explore a single small location (1 mile or less). If you are not interrupted, you gain the ability to remember specifics about the location and how far away it is from your current position (if you are on the same plane). The location must be a stable place (ie. not moving), and it can be a part of a larger location (ie. a shopping district in a large town or a monument on a countryside). You can hold as many locations as equal to your wisdom modifier as an en-kor or intelligence modifier as an il-kor.
Languages. You can speak, read, and write Common and Kor. The Kor language contains many different warnings and proverbs to help their groups live longer in the harsh mountains.
en-kor
As an en-kor, you have the abilities gifted from your people and the mountain. Being community driven, you remember much about those around you. The mountains you live on have also imparted secrets upon your people.
Ability Score Increase. Your Wisdom score increases by 1.
Familiar Faces. You can recall the face of any person that you have met within the last month and any information that you may have learned about them.
Frequent Flyers. You gain proficiency in animal handling, and the ability to bond with a medium or larger winged beast or monster. This bond can only affect one living creature and it must have an intelligence of 5 or less (ie. winged drakes or giant birds). The creature must be friendly towards you. Once bonded, you can call the creature out of the air to come to your aid as a mount. The bond ends when the animal is mistreated or dies.
il-kor
As an il-kor, your abilities are gained from your ethereal nature.
Ability Score Increase. Your Dexterity score increases by 1
Sneakier than Shadow. you gain proficiency in stealth.
Ethereal Evasion. Once per day, you can turn ethereal as a bonus action. This etherealness allows you to walk through walls and people, take no damage from nonmagical weapons, and interact with things on the ethereal plane. This ends at the beginning of your next turn.
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