Irda (3.5e Race)

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Irda[edit]

The Irda are the beautiful and intelligent progenitors of the ogres (and, subsequently, the minotaur). Beautiful, gifted, and proud, the ancient race preceded all other races. Before man, elf, orc, or dragon even walked the earth, the Irda inhabited jewel-like cities and accomplished a multitude of feats still unmatched by any other. They were created in the likeness of the Gods and even given the power to change their countenances at whim, taking their personal appearance to a complex and astonishing art form.

Eventually, however, their power, stained by pride, was so great that the Gods cursed the proudest and most vain of the Irda, changing them into hideous and repugnant ogres.

The remaining Irda fled the world or hid in isolated communities, never to show their true faces amongst the crude inhabitants of the world they once ruled. Their numbers greatly diminished, they were dismayed to find that even those among the Irda spared the curse sometimes gave birth to ogre children. Their long absence from the world has spawned rumors that they are as evil as their ogre kin, though all Irda are inherently good. They are feared and hated by common folk and normally disguise themselves by changing shape when interacting at all. Their true form is their Irda form but they often have preferred disguises.

Personality[edit]

Irda are good-intentioned, mentally agile, and comely. They often occupy themselves with activities which contribute to their community, stimulate their mind, or engage them in aesthetic endeavors. Their long seclusion from the world has made them timid if not altogether aversive to large collections of people, be it a grand metropolis or a rude thorp. Their reclusive habits tend to make them respectful of nature and life. Fiercely protective of their own kind, most Irda would lay down their life to save another Irda without hesitation. Rarely, Irda venture forth into the world on missions of great import; it is almost unheard of for an Irda to leave the obligations of their community for whimsical reasons such as curiosity or boredom.

Their introspective and quiet lifestyles, weighted by the knowledge of their past and present situation, often lead them to be erudite and thoughtful. Out of fear of being discovered for whom they really are, they always live humbly and without flair or luxury. Because their numbers were so drastically reduced when they were cursed by the gods, female Irda are honored above male Irda, and Matriarchs are common community leaders. High reproductivity is greatly valued among the Irda, especially since 1 in 10 of their children are ogres, a vestige of the Gods' curse on the evil Irda.

Physical Description[edit]

Irda are tall (6 - 6.5 feet) and slender with fair to dark blue or green skin. They only have black, white, or silvery hair and gray eyes. Men and women alike are willowy and graceful, neither taller than the other.

Relations[edit]

Irda interact rarely if ever with other races. Though respectful of others, their view of other races bears a slight cast of their former pride; their aversion to interacting with other races is tempered by their fear of being associated with ogres and a mild, often unconscious disdain for any non-Irda.

Irda often disguise themselves by changing shape when they must confront outsiders for any reason. When their dwellings are discovered, they often change shape their beautiful forms to crude, unsophisticated forms to divert outsiders' interest. In desperate times, they may seek aid from other races in the guise of that race, but only for important and inaccessible resources such as medicine or magic. Elder races, such as elves, dwarves, dragons, and the like, tend to treat Irda with wariness bordering on hateful fear. Younger races, such as humans, gnomes, and halflings unfailingly link Irda with ogres despite their dramatically disparate appearances. Individuals or communities of any race will often react fearfully and sometimes violently upon discovering the true nature of a disguised Irda.

The most significant experience in most Irda's lives is their first encounter with an ogre. The mere presence of their ill-fated kin causes a deep dread and lasting unease in any Irda, and they often take any means possible to avoid contact, or worse, confrontation with ogres.

Alignment[edit]

After their fall from grace, all remaining Irda are only those of pure hearts and intentions. No Irda may be of a non-good morality, though they may be of any ethic (lawful, neutral, or chaotic). Irda who turn from the path of good suffer exile from their communities. In light of common treatment of Irda by non-Irda races, neutral or evil Irda must either survive through brute force or by hiding themselves from both Irda and non-Irda.

Lands[edit]

Any secluded areas suffice for the secretive Irda. Small groups of five to twenty Irda, called Houses, often gather in hidden valleys, high mountains, dense forests, or inhospitable deserts to escape confrontation with other races. Rumors of an island where a large community of Irda have gathered are unverified, but none can say what technology or magical power the Irda of old have salvaged to sustain their dwindling numbers.

Religion[edit]

The jealousy and retribution the Irda invoked from the Gods inspires little love in them for deities. Most Irda worship no Gods.

Language[edit]

All Irda speak Irda, which may be considered archaic Ogre, as well as Common.

Names[edit]

Irda names cite surname first and given name last. For instance, a male Irda named Rin of the House Bilaiya would introduce himself is Bilaiya Rin. Among the Irda, longer names are associated with status; since women are highly revered amongst the Irda, no female Irda is given a name under two syllables. Men are often given names of one syllable. Over time, any Irda may acquire a longer name in reference to their status, but the Matriarch of a House generally has the longest name.

Common given names for male Irda are Mil, Eas (pronounced YOSS), Dayn, and Cor. Common given names for female Irda are Aesha, Nareleh, Vaniraj, and Solene. Common house names are Bilaiya, Barashta, Amelle, Jhaparan, and Suhind.

Racial Traits[edit]

  • +2 to Intelligence, +2 to Charisma, −2 to Strength, −2 to Dexterity, −2 to Constitution and unmodified Constitution may not exceed 14 (maximum modified Constitution = 12): Irda are mentally agile and comely, but physically very weak.
  • Type: Humanoid
  • Size: Medium
  • Special Ability: Change Shape (Su) [1]. Once per day per character level, an Irda may change his or her shape as the special ability Change Shape (not to be confused with Alternate Form).
  • Curse: Ogre fear. When an Irda comes in contact with an ogre of any type (even a strong illusion), he or she immediately becomes shaken [2] (-2 penalty on attack rolls, saving throws, skill checks, and ability checks) for the next 24 hours (or until he or she rests). There is no way to negate this effect.

After a duration equal to their Constitution modifier in rounds (i.e. an Irda with 12 Constitution has a Constitution modifier of +1, so in 1 round), the Irda must make a DC 35 Will save or be frightened [3] (A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape).

After another duration equal to the Irda's Constitution modifier in rounds, he or she must make a DC 30 Will save or be panicked [4] (A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape).

The effects of fright and panic persist for as long as they are within sight or (10*his/her Constitution modifier) meters (whichever is farther) of the ogre(s). The effects of being shaken persist until he or she rests or for 24 hours, whichever happens sooner.

Vital Statistics[edit]

Table: Irda Random Starting Ages
Adulthood Simple Moderate Complex
20 years +2d6 +5d6 +9d6
Table: Irda Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Irda Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6'0" +1d6 130 lb. × 1d6 lb.
Female 6'0" +1d6 140 lb. × 2d4 lb.



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