New Playable Races
The new races presented below are unique to Eckor. They are appropriate for play and may be easily inserted into any game.
Ogres are one of the few giant races that can commonly be found outside of The Giant Lands. In almost every civilized nation in Eckor, an ogre that dared to show itself at a city gate would be arrested at best and killed on sight at worst. This is especially true of the nations that make up The Empire, since they have operated under a formal declaration of war against the entire ogre race for several decades now.
Ogres have a long-standing reputation for savagery and cruelty, and their brutality has only worsened under the Ogre War. Half-ogre children were once a rare oddity, but in the past few decades have become more common, though still not exactly commonplace. Only humans seem capable of conceiving half-ogre offspring, and the birth of the child always means the death of the mother. Because of this and the overall dislike of ogres in general, when most members of the civilized nations of the world look at a half-ogre, all they see is a dead human woman.
Half-ogres are not recognized as legitimate citizens by any nation in the world. Many disappear into The Giant Lands, seeking acceptance among their father’s people. Others grit their teeth and soldier through the insults and the spittle and try to eke out something resembling a life. Still others take up the life of a warrior and gravitate to places where they can prove themselves by skill. Most half-ogres that aren’t from The Giant Lands will likely be found in places like The Borderlands or Kobukia, working to fight off monstrous incursions.
Personality: Half-ogres are generally disagreeable. Most spend their entire lives under the foot of other humanoid races and though many try not to show it, none of them are happy about it. Half-ogres are big and strong and they generally work towards these positives. Some find work as farm hands or porters, but many take up soldiering and set out on the road to find acceptance through the strength of their sword arm.
Physical Description: Half-ogres usually stand about 7 feet tall and tend to slouch their posture a bit like an ogre. They are usually very broad and well-muscled. Their skin ranges from a deep tan to a dark brown and they often have a great deal of body hair. Half-ogres reach maturity about the same time as a human and have a similar life expectancy.
Alignment: Half-ogres generally gravitate towards a chaotic alignment. There is an untamed spirit inside each half-ogre that fights to be let free. While smart half-ogres will try to avoid breaking the laws of the land, most have little respect for the laws, since they’re rarely protected by them.
Half-Ogre Racial Traits
+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma
Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size.
Half-ogre base land speed is 30 feet.
Darkvision: Half-ogres can see in the dark out to 60 feet.
Ogre Blood: For all effects related to race, a half-ogre is considered a giant. Half-ogres, for example, are just as vulnerable to special effects that affect giants as their ogre ancestors are, and they can use magic items that are only usable by giants, but they are not affected by spells and effects that only target humanoids, such as a charm person spell.
Powerful Build: Half-ogres are possessed of a physical stature that allows them to function in many ways as though they were one size category larger. Against an opposed check that allows a bonus for size (such as a grapple or bull rush attempt) and against special attack that is based on size (such as improved grab or swallow whole), the half-ogre is treated as though he were one size category larger than he is. A half-ogre may use weapons designed for a Medium or Large-sized character with no penalty, though his space and reach remain normal for a creature of his actual size. The benefits of this racial trait stack with effects that change the half-ogre’s size category (such as an enlarge person spell).
Favored Class: Barbarian. A multiclass half-ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment: +1
The ira are a strange race that have no homelands of their own. Legends say that they, along with the xeph and maenad, are scions of a powerful psionic race that came out of the desert thousands of years ago. None of these powerful and mysterious beings still exist, but their legacy lives on.
Ira can be found spread throughout just about every nation in the world. Save for being a bit shorter on average, they look exactly like humans, and many ira pass for exactly that in areas where their psionic abilities might draw unwanted attention. Many other ira don’t hide at all, and wear their heritage proudly. Some historians and scholars have theorized that the ira race is really just a separate evolution of humans, or that they are the descendents of humans and a now-dead race with natural psionic abilities. Regardless of the true origins of their species, if they are able to get close enough, ira are always able to tell the difference between an ira and a human, and their race has produced some of the most potent psychics the world has ever seen.
Personality: Ira generally act little different from humans, so much so that there have been many cases of ira being born, living their entire lives and dying without ever realizing they were not human. Those who realize their true race are usually proud of it, even if they continue to pass as human, and consider themselves part of a special minority. Most ira would not say “I am an ira,” instead preferring “I am ira.”
Physical Description: Ira have evolved with humans, and their physical evolution matches that of humans from their region. In the desert, they have dark and often ruddy skin like humans of the area, while ira who live in the tundra have very pale skin and light-colored eyes like humans of the area. The only physical characteristic that distinguishes ira from humans is that more often than not, they are shorter and a bit more frail on average than humans of their region.
Alignment: Ira are as capable of any alignment as humans. Representatives of their race have been among the worst villains and greatest heroes of the world. If anything, ira have a slight tendency towards neutrality, thanks to centuries of trying to blend in with humans.
Ira Racial Traits:
+2 Intelligence, -2 Con
Medium: As Medium creatures, ira have no special bonuses or penalties due to their size.
Ira base land speed is 30 feet.
Low-Light Vision: An ira can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Recognition: Unless he manifests a psionic power or resists a power or spell, an ira is indistinguishable from a human. Ira have an innate ability to recognize other ira, distinguishing them easily from humans. An ira that comes within 60 feet of another ira will recognize him as an ira if he has line of sight, even through a mundane disguise. This ability does not allow an ira to recognize another ira that is magically or psionically disguised, such as with an alter self spell.
+1 racial bonus on saving throws against powers, psi-like effects, spells and spell-like effects. Ira have an innate resistance to psionics and magic.
Naturally Psionic: Ira gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Favored Class: Psion. A multiclass ira’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.