Starfinder InterstellarSpecies Ogeir 02032024
Starfinder InterstellarSpecies Ogeir 02032024
Starfinder InterstellarSpecies Ogeir 02032024
Species:
O geir (S pace O gres )
Kim Frandsen
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I nterstellar species :
ogeir (S pace O gres )
CREDITS
Author: Kim Frandsen
Artists: Dean Spencer, Rick Hershey / Fat Goblin Games, public domain image from Jeancarlosptino
Layout: Kim Frandsen
This product is compliant with the Open Game License (OGL) and is suitable for use with the Starfinder Roleplaying Game.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content:
All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns),
artworks, characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official
Open Game Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have previously been
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Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written
permission.
Interstellar Species: Ogeir © 2024, Author: Kim Frandsen. All rights reserved. Paizo, the Paizo golem logo, Pathfinder, the
Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder
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T able of C ontents
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I nterstellar S pecies : O geir (S pace
O gres )
Ogres were a blight on the old world of Golarion, one SPECIES TRAITS
thought lost somewhere over time with the Gap. But recently, Ability Adjustments: +2 Str, +2 Con, -2 Cha
these creatures have appeared once more, coming from deep Hit Points: 6
within the bowels of Absalon Station and emerging back into Size and Type: Ogeirs are Large humanoids with the
the spotlight. But time has changed them. Now, they inhabit giant subtype. They have a space of 10 feet and a reach of
a planet in Near Space called Jötheim, and they seem to have 5 feet.
developed along new evolutionary lines to the degeneracy Grappler: Ogeirs gain a +2 species bonus to grapple
that their species was once infamous for. Their new home is combat maneuvers.
a cold and unforgiven place, but well suited to a hardy and Incredible Metabolism: Ogeirs can eat practically
physical species like the Ogeir, but its challenges and anything and gain a +2 species bonus to Survival checks.
scarcity of resources forced them to develop and evolve. Low-Light Vision: Ogeirs have low-light vision.
Powerful Build: Ogeirs gain the Heavy Weapon
Proficiency automatically, without having to meet the
PHYSICAL DESCRIPTION requirements. If they gain the Heavy Weapon Proficiency
Many ogeir resemble their ancestors physically, but these Feat from another source, then they also ignore the
traits are becoming less and less prominent as the generations penalty on attack rolls for having too low a Strength to use
pass. To outsiders, it seems as if the strongly dominant the weapon (as per pages 169-170 of the Starfinder Core
genes of their ancestral giants are finally taking hold, and Rulebook.)
reasserting themselves over the ogeir' muddled gene pool. As
so, while many resemble the degenerate creatures of the past, VITAL STATS
more and more look like the giants that once spawned them, Average Height 8-10 ft.
standing tall, strong, and free of physical deformity, and closer Average Weight 550-750 lbs.
to what other humanoid species would call attractive. Age of Maturity 30 years
All ogeir stand over 8 feet tall and usually weigh over 600 Maximum Age 130+3d20 years
pounds, with them (unlike their long-ago kin) tending strongly
towards stout, muscular, and even chiseled in many cases.
Almost all ogeir tend to have longer arms and bigger hands than an equivalent human would if they were of the same
size, something that ogeir scholars have directly linked to their past, and the fact that so many of their kin evolved
into hunters and killers whose very existence relied on their ability to physically overpower their prey. They are also
somewhat more powerful, with denser and more effective musculature than a similarly sized human would be.
However, their eyesight suffers slightly, with many ogeir suffering slightly from myopia, as they spend much time
squinting against the snowy glare of their home planet. At night though, they come into their own right, with pupils
dilating to a degree where their eyes become nearly black, allowing them to take in any ambient light, affording them
near-perfect vision in the dark, at least when up close.
Particular note should be made to ogeir teeth, as they only have molars, even at the front of their mouths. This is a
particular mystery, even to ogeir intellectuals and evolutionists, as there seems to be no good explanation as to why a
species that relies so heavily on meat consumption would have teeth that are normally seen in herbivores. This means
that whenever ogeir food, they clamp down on it and tear it apart with a ripping motion with either their hands or neck,
something most others find rather disconcerting.
Finally, one change that is evident between modern ogeir and their ogre ancestors is their physical development.
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While the ogres of old Golarion grew rapidly
to maturity in roughly six years, and died very
young, modern ogeir grow to maturity at a much
slower rate and have far longer lifespans than
their ancestors, especially as they’re less likely
to face a violent end.
JÖTHEIM
Home World: Jot System/Jötheim (Near Space)
As they hail from a glacially cold planet, that's
covered in snow, and with a heavy gravity, ogeir
have had to develop a keen sense of direction,
so that they could always find their way back.
Alongside this they have an innate communal
sense of "belonging" and unconsciously tend to
huddle close to family, friends, and clan. Many
smaller creatures whom an ogeir considers
a friend have experienced this, with them
suddenly finding their bigger friend much closer
than they would find comfortable, and it's been
reported that ogeir in any relationship like to
sleep as close as they possibly can, with an eye
towards sharing body heat. During the sleep cycle, the typical ogeir exudes a lot of body heat, warming up those around
them.
The difference between night and day on Jötheim is stark, even though both are cold. The days are usually extremely
bright with only light, if any, winds. The nights by contrast are lethally cold to most forms of life. Not only has this led
them to exude the heat that they do during the night, though not to the extent of being immune to cold, but this is also
what caused them to develop myopia as a form of defense against the glare of the sun. Ogeir society has developed a
strange duality because of this extreme between day and night, a sort of coexistent double-life that most partake in.
HOME WORLD
The planet Jötheim lies at the very edge of the Jot system, a long distance from its already dim star. This leaves the
planet perpetually cold, and through some strange meteorological processes, extremely buffeted in winds on the
night side of the planet. Thankfully for the lifeforms on Jötheim, it is not tidally locked, or it would be completely
uninhabitable. Jötheim's core is also rather cool for a planet of its relatively large size, but what it lacks in heat and
organic materials, it makes up for in heavy metals and radioactive materials. In fact, radioactivity is at a permanently
low level across the entire planet, giving the ogeir who live here (as opposed to those who live elsewhere) a higher
degree of resistance toward these environmental hazards. Not enough to protect them in any appreciable sense, like
when exposed to a reactor core, but enough so that they can live their lives in relative security on their planet. Visitors
are advised to put any food and drink through a filtration system first, to remove the danger of radioactive poisoning,
and even the ogeir themselves prefer to put their food through these filtrations, to avoid contamination, especially when
it is for children.
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The large size and the concentration of heavy metals mean that the gravity of Jötheim is 30% stronger than standard
gravity, though this does little to hinder the ogeir or the natural life of Jötheim. The ogeir, having giant genes and already
dense musculature from before the Gap, are barely slowed down, and the life that's on Jötheim has evolved along
similar lines tending towards the short, hairy, and strong.
Jötheim is not a place for those who dislike the cold, or who have a hard time with open spaces, as the vast majority of
the planet is still wilderness, and even the ogeir' buildings (which are all carved into the glaciers, chasms, and bedrock
of the planet to preserve heat) are created with big open spaces — mostly to accommodate their large frames, but also
to give the ogeir a sense of freedom — are kept cool, a little bit below what is comfortable for most humanoids or those
used to artificial environments like those found aboard Absalom Station.
Despite the proliferation of heavy metals and radioactive materials, the ogeir have managed to keep the level of
pollution from their living here to an absolute minimum, though even they will admit that their early settlements quickly
became uninhabitable and the original settlers of the planet, however,
they got here, did not have the same care, reverence, or intelligence
to keep the pollution under control, and there is plenty of archaeological
evidence to suggest that the early ogeir were nomadic.
SOCIETY
Ogeir culture is a mix of night and day and literally referred
to as such by the ogeir themselves. Day culture exists during
the sunny half of the day (or the equivalent hours for it during
the winter half of the year) and night culture exists during
the dark hours. Day culture is civilized and well-mannered,
and legitimate businesses are open during this time. During
day culture, ogeir go to work (most of it manual labor), pay
their taxes, and educate children. They do their shopping
during this time too, ensuring that everything is above board.
During night-culture however, ogeir let their wild side out,
harking back to the days of old. Here they carouse and party,
this is the time during which crime happens (though this is
becoming increasingly rare due to the activities of the ogeir
constabulary), and also the time when politics and white-collar work
take place. Though white-collar work (like accounting, software development, and most forms of research) is held in
high regard in modern times, in ancient times it was looked down upon by the ogeir's ancestors as being inherently
untrustworthy and of criminal intent. Of course, many modern ogeir would argue that this definition still fits PERFECTLY
with politics. Visitors to ogeir are warned before they arrive: during the night, beware of thieves — and food stalls, while
open during the night only, are still safe to eat at, as long as you can handle the spices.
Ogeir live in small communities, usually of no more than 2,000 individuals, most of which are dedicated to either
mining or food production. Mining is exactly as it is in most places around the galaxy, but with the ogeir's prodigious
strength, they have an easier time with a lot of it, especially when hauling it around. This also allows them to mine
at an incredible rate, and these metals and minerals are exported to various off-world industries. Some of the largest
communities also have space station "outposts" that some of the ogeir are sent to. From these space stations, the ogeir
build starships, usually cargo ships, though these often have to be retrofitted slightly to fit the frame of other creatures.
Custom builds are rare among the ogeir, as they've committed to mass production, and only the wealthiest of ogeir have
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custom ships (or even custom housing).
The ogeir communities that engage in food production normally have enormous hydroponic and aeroponic gardens
that produce various kinds of food for the ogeir. A lot of the food is diverted into meat production as well, as meat is
considered a mainstay of ogeir staple.
These smaller communities are tied together into nations that are self-determining, and often at odds with one another.
This is always resolved in one of two ways: daytime business is resolved through the world council (which is also
the council that deals with off-world affairs as they potentially affect all of Jötheim) or through personal combat for
night-time business. Wars and battles are a thing of the past on Jötheim, but these one-on-one combats are often to the
death.
T he C onstant H unger
All ogier are told a story at birth about their origins, a story called The Constant Hunger, which serves as a cornerstone
for how they believe that they should behave: with restraint and self-reliance.
Before the age of the ogeir, and before Jötheim, the ogres were creatures of bound to their hunger, constantly yearning
for it, and giving into it. But one young ogre — barely brighter than the rest of them, called Krog, was to learn the value
of holding back. Like the other ogres, hunger gnawed at his belly and clouded his mind, and whenever he ate, he had a
brief moment of clarity before his mind slipped into the fog once more.
When Krog was clear-headed though, he was smarter than most of those around him, and more importantly, he was
as stubborn and unwilling to move as a mountain before a breeze. But he was not the strongest nor the fastest, so the
other ogres often ridiculed his "thinking ways" and failed to see what he was learning each time, becoming harder and
harder for the rest of them to bully.
Krog for his part noticed that his moments of clarity were fleeting and that whenever he sated his hunger, the clearing
of the fog was only brief. But the stubborn young ogre refused to be a slave to his belly or to be constantly on the
lookout for the next meal.
So saying, Krog entered something unthinkable for an ogre: a period of self-discipline and fasting. Only water was to
be drunk, and only the absolute minimum of food was eaten. And Krog discovered something as he was doing this —
the longer his fasting went on, the clearer his head became, as he learned to ignore the call from his belly. Initially, he
was weak, but as the weeks passed, his body changed — it consumed the unneeded fat, his eyes cleared, his muscles
became taut, and most importantly of all, his mind became
sharper. At first, his fellow ogres ridiculed him, but soon they
started noticing the changes too, and others became curious.
They followed his lead and the word started to spread. Now, ogeir
everywhere know better than to constantly indulge, and only take
what they need — all thanks to the effort of one determined young
ogre.
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importantly, the World Council is democratically elected while the nations use whatever system they like, some are
even hereditary, though most are democratic as well.
However, when it comes to night business, the gloves come off and the ogeir revert to an older style of resolving their
differences: Gladiatorial combat.
All criminal organizations (and most legal ones) have gladiators that they use to resolve their issues with others: the
more powerful the organization, the more likely they are to have one or more powerful combatants to represent them
in the arena. These fights vary greatly in scope: between two small local gangs fighting over territory, this might be a
slugfest in a darkened warehouse somewhere, where the crowd can physically touch the combatants, while between
two mega-corporations fighting over multi-million credit contracts, this might be held in a giant sports-arena with
thousands of people watching in the stands, and the fight being broadcast across the planet. This is such a popular
event, that even otherwise law-abiding citizens might buy t-shirts or merchandise featuring their favorite fighters, even
if these are from illegal organizations, like smuggling rings or, in at least one case, a pirate-hijacking outfit (whose
flamboyant gladiator resembles an old-fashioned pirate, up to and including a peg leg and an eyepatch, behind which
is implemented a laser). These fights in smaller arenas can be dangerous to the onlookers as the combatants may use
both melee and ranged weapons, though, in bigger arenas, the crowd is shielded with force fields to keep them safe
from the action.
T he A ncient S pirits
Ogeir have a belief system based around spirits of sensation, the most powerful and dangerous of which is Hunger.
Hunger is the one that ogeir avoids and it is believed that Hunger can take physical form as one of the living blizzards of
their planet that they call Wendigo. There are hundreds if not thousands of these spirits and each ogeir pays homage to
a spirit of their own choice, though they tend not to be particularly religious. Even those who subscribe to such beliefs
settle for simple offerings (usually of food) and prayer, but do not focus exclusively on one spirit. For an ogeir to live a
balanced life, the spirits must be kept in balance and appeased.
NAMES
Ogeir names consist of three parts: Their personal name, which is usually short and assigned at birth, the name of their
trade, and the name of their local community. So Krog, a mechanic who lives in Iskrat would be known as Krog Mechanic
Iskrat. While this does cause some confusion amongst outsiders if there are more than one ogeir of the same name, the
ogeir themselves simply resolve that by adding the name of the neighborhood there they live onto their name. They find it
eminently efficent to know who someone is, what they do, and where they're from without having to think about it. This does
lead them to almost never ask what someone does for a living or where they are from, making them seem a bit rude to those
that are unfamiliar with ogeir. Since both men and women of the ogeir use the same names, ogeir women add an a to the end
of their names, so using the above example, she would be Kroga Mechanic Iskrat.
Sample Names
Some sample ogeir names include: Aksal, Freg, Garg, Krog, Lok, Knuton, Pokt, Stor, Uller, Znag
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EQUIPMENT
Ogeir have created many unique items to help them survive their harsh environment, though most of these are of such
specialized use on Jötheim that they’re essentially useless elsewhere. Two of these stand out though, and have found use
across the galaxy.
ONE-HANDED WEAPONS LEVEL PRICE DAMAGE CRITICAL CAPACITY USAGE BULK SPECIAL
UNCETEGORIZED
Ogeir hook, novice 5 3,500 1d8 S wound — — 1 analog, trip
Ogeir hook, master 15 95,000 4d12 E & S severe wound 20 1 1 Powered, special, trip
OGEIR HOOK
The ogeir hook resembles the ogre hook of old, in that it is essentially a large stick with a hook on it, much like an old pike.
The hook is sharpened to a razor’s edge, enabling the ogeir to cut or trip their opponents as they wish. Masters of the ogeir
hook use a modern powered version of this that’s capable of delivering devastating shocks to an opponent. These modern
versions are also capable of knocking an opponent out. As a free action, these weapons can be set to lethal or nonlethal
settings. See page 252 of the Starfinder Core Rulebook for more information on how nonlethal damage works.
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based on material by E. Gary Gygax and Dave Arneson.
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Starfinder Interstellar Species © 2022, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathfinder,
the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo
Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game,
Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad,
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trademarks of Paizo Inc.
Interstellar Species: Ogeir © 2024,Author: Kim Frandsen
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