Another race for your perusal. Especially after the small, but positive, response I got on my previous racial posts. So here they are the oghrim. Another of the ancient races, like the dwarves. These guys have a lot of power backing them up and I just want to make sure that their abilities match their LA. So here we go ladies and gentlemen enjoy.
Oghrim (Northern)
Oghrim are one of the first born races, given life by the 4 Words of Creation. Children of the Word of Power oghrim epitomize strength. They are bigger and far more powerful than any of the other civilized races of Isankur, though over the millennia oghrim have born the brunt of many tragedies that have greatly reduced their numbers. Still they continue their duty as the front line between demonic forces and the lands of civilization.
Personality: Many oghrim are wanderers spending most of their lives alone and far away from civilization hunting demons and chaos spawn deep within the wilds of Isankur. Oghrim will usually come to the aid of travelers whom they come across in their journeys offering what assistance they can and despite their general lack of social contact most oghrim are pleasant enough if not always openly friendly. Towards humans however they might act standoffish, after helping them though. Their lives of solitude leave the oghrim a lot of time to think and they tend to do so before acting trying to see all the sides of a situation before deciding the best course of action. To some this may make oghrim seem shy or even simple, but they just tend to be thoughtful and contemplative.
Physical Description: Oghrim are big. Standing over 7 feet at adult hood (for males) with a weight of about 300 pounds oghrim are all muscle. With a strong jaw and prominent brow ridge some oghrim look quite neanderthalic. Oghrim possess grayish skin with a rough stone like texture. They have little or no body hair but usually possess a thick manes of pale hair on their head and males sometimes are able to grow thick beards as well. Running down the middle of an Oghrim’s forehead is a row of bumps and ridges. An Oghrim’s nomadic lifestyle means that they tend to wear whatever they can make themselves and their style of dress can vary wildly. Oghrim are one of the longest lived of the races on Isankur generally living well into their 3rd century.
Relations: Though a generally reclusive race the oghrim when confronted with social interaction are rather friendly peoples getting along well enough with most they come across in their travels. Considering their long history together oghrim tend to get along well with dwarves and treat them as siblings or at least cousins often referring to them little sisters or brothers, when the dwarves are out of earshot anyway. This attitude towards dwarves extends to Osterwald dwarves as well who are often baffled by such treatments when they meet the grey skinned giants. Oghrim tend to act reserved where humans are concerned and have a hard time forgetting past grievances, especially with their long lifespan, but will usually do their best to give individuals a chance. Exiles are a bit of a mystery to the oghrim, who so rarely venture into civilization, that they are not always sure how to react to these newcomers.
Alignment: Like all First Born Oghrim tend towards goodness, though there are always exceptions to prove the rule. Also due to their solitary nature Oghrim rarely follow any rules but those of their own heart, so they tend to be chaotic in outlook.
Oghrim Lands: Once long before the Lord of Beasts called upon fell magics to sunder the land the Oghrim ruled all the lands north of the Iron Peaks and east of the Volde Lands. This land they called Malphala. Unfortunately today Malaphala is no more than a remote island wilderness lying at the north eastern tip of Isankur which contains the last known city of the Oghrim, the seat of the tribal council, Gonn. There are reports of city on the northern edge of the Volde lands as well as rumors of Oghrim living within the Great Desert south of Shesh. Oghrim are most often found wandering the hills and forested dales of the north.
Language: Oghrim speak their language, Oghrish, which is based of the ancient First Tongue. Though it has its own characters the wandering nature of Oghrim is such that they rarely write anything down. Though it is said that the Elders in Gonn posses a wealth of ancient lore. Of the other languages of Isankur oghrim tend to learn either dwarvish or Isan before others. They may also learn languages of the creatures they hunt.
Names: Oghrim have 2 names, one will be their clan name the other will have been given to them by their parents. During their life an Oghrim may be given a title, by clan elders, which may denote either shame or pride.
Oghrim Racial Traits
· +6 strength, +4 constitution, -2 dexterity: Oghrim are exceptionally strong and hardy unfortunately they are not as graceful as other races.
· Medium: As medium creatures Oghrim do not gain any special bonuses or penalties due to their size.
· Low-Light Vision: An oghrim can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain their ability to distinguish colors and details under such conditions as well.
· Powerful Build: The physical stature of the oghrim lets them function in many ways as if they were one size category larger. Whenever an oghrim is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts and trip attempts), the oghrim is treated as one size larger if doing so is advantageous. An oghrim is also considered one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole), can effect him. An oghrim can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of creature his actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject’s size category. This ability does not effect an oghrim’s Massive Damage Threshold.
· +3 Natural Armor: The rough textured skin of oghrim provides moderate protection from attacks.
· Automatic Languages: Oghrim begin the game knowing Oghrish and Isan.
· Favored Class: Ranger
· Level adjustment: +2
Oghrim (Northern)
Oghrim are one of the first born races, given life by the 4 Words of Creation. Children of the Word of Power oghrim epitomize strength. They are bigger and far more powerful than any of the other civilized races of Isankur, though over the millennia oghrim have born the brunt of many tragedies that have greatly reduced their numbers. Still they continue their duty as the front line between demonic forces and the lands of civilization.
Personality: Many oghrim are wanderers spending most of their lives alone and far away from civilization hunting demons and chaos spawn deep within the wilds of Isankur. Oghrim will usually come to the aid of travelers whom they come across in their journeys offering what assistance they can and despite their general lack of social contact most oghrim are pleasant enough if not always openly friendly. Towards humans however they might act standoffish, after helping them though. Their lives of solitude leave the oghrim a lot of time to think and they tend to do so before acting trying to see all the sides of a situation before deciding the best course of action. To some this may make oghrim seem shy or even simple, but they just tend to be thoughtful and contemplative.
Physical Description: Oghrim are big. Standing over 7 feet at adult hood (for males) with a weight of about 300 pounds oghrim are all muscle. With a strong jaw and prominent brow ridge some oghrim look quite neanderthalic. Oghrim possess grayish skin with a rough stone like texture. They have little or no body hair but usually possess a thick manes of pale hair on their head and males sometimes are able to grow thick beards as well. Running down the middle of an Oghrim’s forehead is a row of bumps and ridges. An Oghrim’s nomadic lifestyle means that they tend to wear whatever they can make themselves and their style of dress can vary wildly. Oghrim are one of the longest lived of the races on Isankur generally living well into their 3rd century.
Relations: Though a generally reclusive race the oghrim when confronted with social interaction are rather friendly peoples getting along well enough with most they come across in their travels. Considering their long history together oghrim tend to get along well with dwarves and treat them as siblings or at least cousins often referring to them little sisters or brothers, when the dwarves are out of earshot anyway. This attitude towards dwarves extends to Osterwald dwarves as well who are often baffled by such treatments when they meet the grey skinned giants. Oghrim tend to act reserved where humans are concerned and have a hard time forgetting past grievances, especially with their long lifespan, but will usually do their best to give individuals a chance. Exiles are a bit of a mystery to the oghrim, who so rarely venture into civilization, that they are not always sure how to react to these newcomers.
Alignment: Like all First Born Oghrim tend towards goodness, though there are always exceptions to prove the rule. Also due to their solitary nature Oghrim rarely follow any rules but those of their own heart, so they tend to be chaotic in outlook.
Oghrim Lands: Once long before the Lord of Beasts called upon fell magics to sunder the land the Oghrim ruled all the lands north of the Iron Peaks and east of the Volde Lands. This land they called Malphala. Unfortunately today Malaphala is no more than a remote island wilderness lying at the north eastern tip of Isankur which contains the last known city of the Oghrim, the seat of the tribal council, Gonn. There are reports of city on the northern edge of the Volde lands as well as rumors of Oghrim living within the Great Desert south of Shesh. Oghrim are most often found wandering the hills and forested dales of the north.
Language: Oghrim speak their language, Oghrish, which is based of the ancient First Tongue. Though it has its own characters the wandering nature of Oghrim is such that they rarely write anything down. Though it is said that the Elders in Gonn posses a wealth of ancient lore. Of the other languages of Isankur oghrim tend to learn either dwarvish or Isan before others. They may also learn languages of the creatures they hunt.
Names: Oghrim have 2 names, one will be their clan name the other will have been given to them by their parents. During their life an Oghrim may be given a title, by clan elders, which may denote either shame or pride.
Oghrim Racial Traits
· +6 strength, +4 constitution, -2 dexterity: Oghrim are exceptionally strong and hardy unfortunately they are not as graceful as other races.
· Medium: As medium creatures Oghrim do not gain any special bonuses or penalties due to their size.
· Low-Light Vision: An oghrim can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain their ability to distinguish colors and details under such conditions as well.
· Powerful Build: The physical stature of the oghrim lets them function in many ways as if they were one size category larger. Whenever an oghrim is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts and trip attempts), the oghrim is treated as one size larger if doing so is advantageous. An oghrim is also considered one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole), can effect him. An oghrim can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of creature his actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject’s size category. This ability does not effect an oghrim’s Massive Damage Threshold.
· +3 Natural Armor: The rough textured skin of oghrim provides moderate protection from attacks.
· Automatic Languages: Oghrim begin the game knowing Oghrish and Isan.
· Favored Class: Ranger
· Level adjustment: +2







