playable races



Fey are the living embodiment of nature (or possibly just the embodiments of mortal ideas about nature). Nature is fecund, and as a result, fey creatures occasionally breed with mortals; indeed, in many cases the fey are compelled to mate across species lines if they are to mate at all; for example, nymphs and ondine are always female, and satyrs are always male, necessitating that they should if not intermarry, then at least interbreed with mortals or other fey.

Azerothian Naga

Azerothian Naga, 1st-Level Fighter
Medium Monstrous Humanoid (Aquatic)
Hit Dice:
1d10+1 (6 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 natural, +4 scale mail), touch 10, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Trident +4 melee (1d8+3)
Full Attack: Trident +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -

New Races

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.


The world of Eckor functions in most ways like any other contemporary fantasy setting. However, one significant change from many other settings is the way certain races are portrayed. For example, in most contemporary fantasy settings, elves and gnomes are forest-dwelling hippies that are in tune with nature and orcs are the brutal and uncivilized barbarian threat to the land. This is not so in Eckor.

Racial Changes

Some of the races that inhabit Eckor differ from how they are designed in Player’s Handbook. Changes to these races are noted below, and supercede the versions found in Player’s Handbook. Additionally, some races from Expanded Psionics Handbook exist in Eckor as well. Each race from that book except the dromite, elan and half-giant are playable character races. The changes found below supercede the version found in Expanded Psionics Handbook. Only the elf, gnome and half-elf are significantly different from the version found in the core rules.


Elves are mysterious nomads that dwell in the deserts of Al-Amim, Altali, and Taj-Alid. It’s a well-known fact that tribes of elves are among the few that are brave enough to enter the Deep Desert and skilled enough to survive it. They are naturally tribal by nature and tend to deal gruffly with those not of their tribe. Many would say they deal just as harshly with those of their tribe, since any elf that is deemed to be a liability to the tribe is cast out and abandoned. In most cases that an elf lives outside the desert nations, it is because he has been cast out of his tribe in shame.

Elves are among the most long-lived of the races. They reach physical maturity around age 50, and they may live to be up to 400 years old. Unlike many other races, elves tend to reach a state of mental maturity slightly prior to their physical maturity. Elves are forced to grow up fast or die in the harsh desert.

Contrary to some popular folk tales, elves do require sleep like any other living being. However, they have learned to make due with significantly less rest than many other races. Elves only require four hours of sleep per day to function normally. What’s more, elves are light sleepers and are roused from sleep fully alert at the slightest of noises.

Elf Racial Traits:

+2 Wisdom, -2 Charisma: Elves have been made alert and wary by long generations of desert living, but their isolationist nature sometimes makes dealing with outsiders difficult.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: All elves are proficient with the use of the bola, scimitar and sling.

+2 racial bonus on Listen, Search and Spot checks. Elves are constantly alert for any signs of danger or attack.

+2 racial bonus to Survival checks in desert environments. Elves are born to the desert and none are more skilled at surviving desert rigors.

Stillness: As a free action, an elf may become perfectly still, even slowing the beating of her heart. So long as she takes no action, the elf may not be located with tremorsense. A creature with the blindsense ability must make a Spot check to locate a still elf, though it gains a +5 bonus to do so.

Favored Class: Ranger. A multiclass elf’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing. The skills of the ranger class are required merely to survive in the elf’s natural desert environment.


Gnomes are one of the “small folk” that hail originally from the island nation of Land. They are the unquestioned masters of the sea, seeming to have been born to the deck of a ship (and in fact, many are). As seamen, explorers, traders and pirates, gnomes are a common sight in almost every part of the world. They are especially common in those nations with a long water border, and any port of call will generally play host to at least one crew of gnomes year-round.

Gnomes reach maturity around age 25, but many are working as full members of a sailing crew or as dock hands long before then. A gnome in good health can expect to live 90 to 100 years. Most who spend their lives on a ship don’t expect to live this long, however, and strive to live life to its fullest. Gnomes generally lean towards a chaotic alignment, in keeping with their philosophy of milking life for all it’s worth.

Gnome Racial Traits:

+2 Intelligence, +2 Charisma, -2 Strength: Gnomes pick up a lot of information in their travels, and they get along well with just about anyone, but they are not as strong as larger humanoids.

Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Gnome base land speed is 20 feet.

Low-Light Vision: A gnome 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.

Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

Weapon Improvisation: Gnomes are used to bar fights and hectic battles on the deck of a ship, where anything might be used as a weapon. When using an improvised weapon, an inappropriately-sized weapon or a weapon with which the gnome is not proficient, the associated penalty is halved.

+2 bonus to Balance, Profession (sailor), Swim and Use Rope checks. Gnomes are among the world’s elite sailors.

+1 racial bonus to attack rolls and Armor Class against creatures with the (Aquatic) or (Water) subtype. Gnomes have fought against water-based creatures for generations and have developed many tactics for such combat.

Favored Class: Pirate. A multiclass gnome’s pirate class does not count when determining whether he takes an experience point penalty for multiclassing.


Half-elves are the product of a mating between an elf and a human. They are rare in Eckor, though they are more common than full-blooded elves outside of the desert nations. Many are bastards, being the result of a raped elven slave or an attack on a human girl during an elven raid on her town. Others are more fortunate and are the result of a love true enough to make an elf leave his tribe in favor of the object of his affection.

Half-elves are common slaves in the desert nations, but are somewhat of an oddity elsewhere in the world. As a race, the only constant among them is that they tend to be very dedicated to whatever they choose to do. Most that are not slaves eventually either settle into a trade or leave home and travel the world in search of adventure.

Half-elves inherit a long lifespan from their elven parent and a quick maturity from their human parent. A half-elf reaches maturity at the same age as a human (generally between 16 and 20), but ages much more slowly. The first gray hairs may not show until age 80, and many half-elves live to be older than 150 years old.

Half-Elf Racial Traits:

Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

Half-elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: A half-elf 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.

+1 racial bonus on Listen, Search and Spot checks. Half-elves inherit some of their elven parent’s keen senses.

Dedication: Any one skill is considered a class skill, no matter what class or combination of classes the half-elf chooses. Once chosen, this skill may not be changed.

Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.

Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Additional Player Races

Eckor is different from many other established fantasy settings in that certain races are not only playable as characters, but their role in the world may be drastically different than in other settings.


Dragons are more plentiful in Eckor than in some other places in the universe. As humans have proven to be an exceptionally fertile race that is sometimes capable of carrying the offspring of a dragon to childbirth, some dragons have taken to actively producing half-dragon offspring. Such half-breeds are generally not accepted very well in most civilized societies, and rarely find real acceptance outside of cultures that value contribution over race or gender, such as The Borderlands or Bralda. Half-dragons are a rare playable race, as presented on page 146 of Monster Manual. Note that the half-dragon template carries a +3 LA.


Unlike most other settings, orcs are not automatically evil. In fact, in Eckor orcs and half-orcs are accepted as productive members of The Empire, the world’s largest alliance of nations, and have their own nation, Bralda, as a trophy of their usefulness. They are seen as slightly more primitive than some of the other civilized nations, but are mutually feared and respected in the majority of nations. Orcs are a playable race, as presented on page 204 of Monster Manual, with only one change. Both orcs and half-orcs gain Weapon Familiarity with the orc double axe, treating them as martial weapons rather than exotic weapons.


Eckor is a world out of touch with the rest of the universe. While powerful spellcasters and learned sages are aware of other planes of existence, everyday people are usually ignorant on the subject. This does not mean, however, that outsiders do not visit Eckor. Children are occasionally conceived by humans during these visits and while the occasional half-celestial or half-fiend is born, most such children are born as aasimar or tieflings. Aasimar are more common, since they show less physical signs of their heritage, but tieflings are often exposed as infants or otherwise killed by superstitious parents or neighbors that believe the child is a demon because of horns, a tail or other physical signs. Either of the two planetouched races are playable races, as presented on page 209 of Monster Manual. Note that both carry a +1 LA

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