Crown Race: Alônns
Written by Brannon   
Saturday, 22 September 2007 14:13

Here's a "sneak peek" excerpt, fresh from the new Crown Campaign Setting from Dark Quest Games! Learn more about the enigmatic race called the Alônn, a strange, aquatic race exemplified in Kal Strongsurge, the hero of the upcoming Wandering Men novella, Seaborn Sentinel!

If you want to see more of the Crown Campaign Setting, be sure and check out the Crown Player's Primer - over 20 pages of campaign goodness - and best of all - its 100% FREE!


Alônns

Text Copyright © 2007 by Axel Carlsson
Artwork © by Talon Dunning

These undersea creatures have always lived near the shores of Crown, in the dark underwater caverns found mostly in the deep harbor. Scholars believe that the alônns guided the first human ships safely to the rocky shores, aiding them against the predators of the sea, the sahuagin. Crown is much more than grey buildings and tall towers, and those visiting the underwater caverns of the alônns come to see that this is indeed true. The deep harbor is their part of Crown, and they actually name it Three-City, referring to the three parts of Crown. The alônns can be found trading on the wharves during the daylight hours, and sometimes they even come aboard important ships and take employ as navigators and experts of the sea. There are those who name them crude and uncivilized, but this is only half the truth about the alônns.

Alônns are somewhat smaller than the average human and have shimmering, blue-tinted skin that is both hard and scaly. As undersea creatures, they have webbing between their fingers and toes, and gills that allow them to breath underwater. Alônns can breathe air for up to an hour as well, allowing them to visit Crown-above-the-water. Their hair is thick as kelp and often dark green in color, though some have black hair as well. Male alônns never grow beards, and in fact, they only rarely have any hair on their bodies at all. One of the things that make the alônns seem crude and uncivilized is their lack of clothing. They wear loincloths and loose robes when visiting Crown-above-the-water, but underwater, they have no need for clothing, and only carry straps and bags for what possessions they do need. Alônns outlive humans by many years, and often live to see three hundred years.

Alônn Male Names
Arallon, Belthoos, Gamûr, Jariil, Jaroos, Kathiir, Myrdoon, Sarroos, Tallon.

Alônn Female Names
Asladoon, Asliana, Asliiel, Jarridoon, Nûwn, Raemordiaa, Sariel, Ylwoon.

The alônn traits are as follows:

  • Abilities: +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma. The alônns are very resilient and perceptive, but tend to be more crude and primitive than other races.
  • Medium: As medium creatures, alônns have no special bonuses or penalties due to their size.
  • Alônn base speed is 20 feet, with a swim speed of 60 feet.
  • Darkvision: Alônns can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight.
  • Water Breathing: The alônns are undersea creatures and can move freely underwater, breathing normally.
  • Natural Armor: Their scaly hide offers the alônns some protection, and they gain +1 to Armor Class.
  • Alônns have some resistance to magic, as magic is a big part of them, and they gain a +2 bonus to all saves made to resist a spell.
  • Swimming comes naturally to the alônns; therefore Swim is always considered a class skill, and they gain a +4 racial bonus to swimming.
  • Cultural Knowledge: The following knowledge skills are considered class skills for all alônns: Arcana, Beasts, History, and Nature.
  • Racial Feats: Amphibian Stamina, Improved Underwater Breathing, Scaly Hide, Water Mastery, and Watersense.
  • Automatic Languages: S'leeach and Crownspeak.
  • Bonus Languages: Afayim, Atolain, Draconic, H’raktha, and Oltreggish.
  • Favored Class: Druid.

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Last Updated ( Wednesday, 07 May 2008 20:54 )
 

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