Ogre

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When a shaman is about to pass on they consider finding a pupil to train and pass on their sacred knowledge to. If no pupil presents itself they may at least bestow their relics upon a like-minded ogre. However, its common for these relics to go missing shortly after their shaman's passing - possibly retrieved by the gods.
 
When a shaman is about to pass on they consider finding a pupil to train and pass on their sacred knowledge to. If no pupil presents itself they may at least bestow their relics upon a like-minded ogre. However, its common for these relics to go missing shortly after their shaman's passing - possibly retrieved by the gods.
  
Past Shamans:
+
'''Past Shamans''':
Ulvat [[Beergarde]]--Shaman of [[Uggangi]]
+
Ulvat [[Beergarde]]--Shaman of [[Uganggi]]
 
Goron aka [[Arioch]]--Shaman of the Four Urungar
 
Goron aka [[Arioch]]--Shaman of the Four Urungar
  
Known Shamans:
+
'''Known Shamans''':
 
[[Ghanima]] (Naonda)--Shaman of [[Una]]
 
[[Ghanima]] (Naonda)--Shaman of [[Una]]
 
[[Sigurd]] (Svarr)--Shaman of [[Utezni]]
 
[[Sigurd]] (Svarr)--Shaman of [[Utezni]]
  
Initiates of the Priest Class:
+
'''Initiates of the Priest Class:'''
 
[[Tova]]--Of [[Una]]
 
[[Tova]]--Of [[Una]]
  

Revision as of 21:21, 10 December 2017

Ogre

Contents

Physiology

Ogres are the largest and strongest of the monster races standing over six feet tall with thick, powerful limbs. According to legend, ogres of the past were even more colossal, towering at 10-12 feet tall. Females are often smaller than males but not always. Ogres have large hands, boney skulls, and thick skin. Ogre males called bulls when full grown at approximately the age of 50 have large horns, whereas the females have two bony protrusions on their forehead. Ogres have three fingers and an opposable thumb.

Ogres can live to around 300 naturally, but often live to about half that due to death in battle, or environmental stress. It is unknown how often ogres live to extreme old age as many go wandering. They typically do not really start to show great age until well into their 200s. Ogres are extremely hardy and get sick rarely. Injury and infection from injury are their main health woes.

Pregnancy is 1 year, and is typically well tolerated if the environment is not unduly stressful. Pregnancy rate is low though, for reasons I will discuss later. It is a common belief that an ogre's heart lies within its belly. When a female becomes pregnant it becomes difficult to travel. Ogres infants are born about the size of human infants, but grow and develop rapidly. A two year old ogre would be roughly the equivalent of a 5 year old human child.

Ogres reach sexual maturity around 18-23 (i.e. when many people start fighting/decide to be ogres).

Ogres are omnivores, but prefer to have meat in their diet. Ogres can consume meat from a very young age, and in times of hardship are often given a greater share to encourage their growth so the tribe can move quicker to better feeding grounds.

Ogres have a low birthrate not due to infertility, actually ogres are very fertile, but through chosen abstinence. This is due to the problem of ogre souls. The original ogre souls were created by Uron, and were recycled as he refined his creation. The Four were not whole gods, but rather pieces of a god and did not themselves have the ability to create new souls. When ogres reproduce, a piece of the father and a piece of the mother’s soul is broken off to become the new ogre. This vacancy in the parental soul is then filled with enhanced elemental affinity. Therefore the birth of a child is usually a very conscious decision, and while a time of joy, also a time of great change. Sometimes the parents are barely affected, this is particularly true if they are strong of will and force of spirit. However others who are of weaker constitutions can find themselves greatly changed by the process. This is not necessarily bad change, but change nonetheless. This is why only strong ogres are ever encouraged to reproduce, and why ogres are typically older when they do. Interbreeding with other races is strongly discouraged because the soul of the child would only come from one parent. The exception being in the rare event that the union is with an elemental being/spirit of sorts.

Ogres primarily have singleton pregnancies and in the rare case of twins, the effect on the parents is doubled.

Offspring from mixed races will be decidedly one or the other, i.e. they would be decidedly ogres with cosmetic characteristics of the other race, or that they would be decidedly the other race with ogre physical characteristics. This has to do with where the souls come from. If they come from the river of souls then they are Goblyn, but if they are broken off the parents' souls, they are ogre. You cannot have a "mixed soul", so to speak. You could have twins though, one ogre and one of the other race.

In general it would be most odd to have an ogre father and a mother of a different race, Kra'nok (daughter of Utezni and the thunder spirit) being the exception. Is the bull ogre really going to wait around and see if the offspring is ogre, and if it is what will he do then? It is not impossible but really would be rather unheard of.

Ogres also traditionally do not get along well with most other races. It is significantly less odd, though frowned upon, for ogre females to interbreed. If the offspring are ogre they will be accepted into the tribe like any other ogre, if they are of the other race they are typically abandoned to the whims of fate. The mother, if not too weakened by the birth, may make arrangements for the non-ogre offspring to be taken to groups of its own kind. This sort of thing can happen if a female is desperate for a child but can find no bull willing to reproduce. In that case, though still frowned upon, it is generally accepted as the only way. If that is the reason, spells and blessings are placed over the pregnant female hoping for ogre offspring.

Personality

Ogres tend to be reserved and stoic, preferring sitting to the edge of fire rings and speaking rarely. But when they do, other smaller things tend to listen - partially because of their booming voices. Their general demeanor fails to describe their battlefield presence. On the field ogres are menacing brutes that have the power to crack shield walls and halt charges. When worked into a rage they are unstoppable. Ogres are very independent even when part of tribes and personality traits can be somewhat aligned to their elemental affinity.

Nomadic Tribes

Ogres travel in loosely organized groups over many lands almost nonstop. These tribes are lead by a chieftain and shaman (often two separate individuals but not always). The legends say it was Utezni, the god of earth, that first led his people from their homeland, wherever that may have been. He led his people for nearly 1000 years before passing the duty onto his great-grandson. Ever since ogres have been forming and dividing into many different tribes that occupy many different lands. Some tribes wear their clothes in a style to expose their bellies, others leave their arms bare. Both of these styles are to show the strength of the individual (and may play a part in choosing a mate). Ogres also paint their skin (which is a fleshy color) with war paint. Designs vary between individuals but are commonly painted in black but sometimes include other colors like red.

As a result of their nomadic way of life ogres have no architectural styles, or common form of writing. This is not to imply that they are not artistic. They have a complex system of symbols and totems which they carve into rock, bone, and wood which they are also well equipped to fashion. Although they are incapable of mining, some ogres are capable blacksmiths and easily refashion weapons taken from dead enemies. One consequence of not having a form of writing or permanent record is that over time the dividing ogre tribes have become isolated and their myths have slowly changed from region to region, tribe to tribe. (See below.)

Ogres live in tents made from hide or dug out hovels if they settle in a place for longer than a year (typically due to a prominent females pregnancy). Ogres can live for nearly three hundred years but rarely do since they live hard lives in the field and often fall in battle. Dogs are welcomed by ogres. These pets help guard their camp, hunt, and are good traveling companions. This practice may have been first adopted by Ugangi who enjoyed the company of wolves but it is also likely to have been started after feral packs were caught following a ogre warband feeding on their scraps. Goblynz also tend to follow ogres scavenging from their kills.

Sometimes a ogre might chose to wander alone. This could be for many reasons be it because they were ostracized, or their tribe destroyed. Sometimes it is simply because they prefer it. Many ogres love the wilderness and the challenges they face alone in it. Visions from the gods come when secluded in the wilds and ogres often seek solitude for contemplation. Shaman ogres tend to be more hermetic.

Most ogres seek death in battle over dying of old age. When an ogre dies their bodies are burned and ashes scattered into wind and water, and over the earth so that they may find the gods.

There was once many tribes, but in recent years ogres have lost contact with each other. The ogres of the Karanduawn who have settled in the Blood Valley (called Eriador by the pinkfolk) may be the last tribe of ogres although there are rumors of tribes in the west and other distant lands.

Society

Except for bugbears, ogres have the most defined society amongst monsters to date. Ogres are nomadic, usually only stopping for a while if called to by a shaman, or to rear children. They like to use simple tools as weapons (axes, clubs, long knives, spears) which are easily mended or replaced. Their clothing is also simplistic with little decoration. Crudely prepared furs, leathers, rough spun fabric - anything that is travel tested and weather resistant. They seldom repair worn garments preferring to add more pelts as the old ones wear out

Children are rare and precious and the whole tribe cares for and protects them. Once an ogre comes of age and identifies their elemental affinity they can choose to stay with the tribe, or go wandering on their own for a while. Wandering is sometimes encouraged so that they can gain experience and wisdom.

Chieftains are declared rather than truly chosen. It is usually quite clear who is chief, and if there is disagreement, the tribe will usually schism. What makes a chief can vary, but they are usually looked to for leadership on the field and off. (They are often associated with fire or earth i.e. Uganggi or Utezni.) It is not hereditary, but rather a forced position. If all Ogres in the tribe agree one is the leader, then they are declared chief whether they really want it or not. This is another reason some ogres wander, because they do not want to risk the added responsibility. Most chiefs are honored to be considered as such and take the well-being of the group into great consideration. Ogres tend to follow who they choose, these ogres often are the wisest and strongest. Chieftains provide direction and unity without impeding on the independence of their people.

Other times packs of wandering unaffiliated ogres (who either wandered and lost their tribe, or disagreed with both options in a schism) find themselves in the same region and naturally form a tribe.

Ogres will sometimes form extremely large tribes when there is a particularly charismatic leader. This is a rather rare occurrence but such groups are a nearly undefeatable force. To have that many ogres dedicated to a singular cause is truly an event.

Large tribes will often have a basic class system as well with the priest class and warrior class being the highest. In smaller tribes work is shared somewhat equally, but in large tribes there is more segregation of duties. In smaller tribes an old ogre will often go wander in their twilight years rather than slow down the tribe, they sometimes reappear for a while and then leave again. In a larger tribe however the older ogres may stick around to help with younglings/tribal affairs. Both are equally respectable options, and as long as they are not a burden, age is not looked down upon.

As mentioned before, ogre children are precious and to shield a pregnant ogress from undue stress, a tribe will often stop for awhile in a hospitable place until the children are born and at an acceptable age for travel. This can sometimes leave a tribe to stop in a place for several years if additional children are born and can cause the tribes to gain a geographical association. Sometimes tribes will have a small footprint migrating to the same areas over and over again, and some wander farther afield. Tribes with younglings will often have a smaller radius, whereas war bands of mostly bull ogres will often roam far and wide.

Large tribes will often have goblin servants/slaves, the likes of which are constantly evolving. Goblins are often killed for insubordination, or they escape. Some prefer to stay as they are typically well fed, or particularly enjoy participating in war bands. Some stay because they have nothing better to do. Well trained/behaved ones often get better treatment/rations. No one really knows why some goblins are content to remain, and goblins should never be trusted even if they are well behaved. It is entirely likely that they have some ulterior motive for remaining that could lead to the destruction of the entire tribe if not watched closely. Shackles and restraints are often employed to keep them under control, and for many smaller tribes it is just not worth the risk/ hassle to keep them around.

Typically only male goblins post molt are kept. Snotlings and pre-molt goblins are to be avoided at all costs, and should be killed immediately if accidentally captured. Never ever keep pre-molt goblins!!!!!!! Especially since the genders often look very similar so it can be hard to tell the difference. Your camp will be filled with terrible little snotlings before you know it. Plus no one, and I mean no one, wants to witness a goblin molt.

A tribe with infant/very young ogres will typically not keep goblins around as the babes are more vulnerable. A goblin will rarely try to assassinate its keeper alone as ogres are significantly larger and stronger than goblins, but were a young one to wander into its clutches... The goblins in warbands are often somewhat crazed from the long captivity and are more similar to war dogs than sentient beings anymore.

Known Tribes

  • Karanduawn of Blood Valley (Eriador)
  • Throgan Ya of the Poison Plains
  • Blood Hills Tribe
  • Blue Mountain Tribe - extinct, remaining members became the Blood Hills Tribe
  • Northern Tribe, the Thurar - scattered

Chieftain

Ogre chieftains, called are unlike other cultures where leaders are elected, chosen, or go through a process of initiation. Ogre chieftains simply are the leader. Ogres tend to follow who they choose, these ogres often are the wisest and strongest. Chieftains provide direction and unity without impeding on the independence of their people. Naturally challengers may rise up against them. Sometimes this leads to duels to the death. Every once and while these conflicts of interest result in a schism that rifts the tribe in two. This is often how new tribes are founded. Other times packs of wandering unaffiliated ogres (who either wandered and lost their tribe, or disagreed with both options in a schism) find themselves in the same region and naturally form a tribe.

Shaman

Shaman often operate above normal tribe functions and only answer to the gods. They often live in secluded places as hermits or nowhere at all. This secluded life allows them to commune more regularly with the gods and study their arts. Their are many types of shaman who can possess skills in medicine, magic, runes, and war. They also work to preserve the oral history of the ogres that has been passed down for thousands of years. Shaman often advise their chieftain using this vast knowledge.

Not all tribes have associate shamans since they are rare. More often a representative of the priestly class is present although not as powerful and knowledgeable as a full shaman. These priests know a lot of tribal lore, and know the rituals, but have not found their direct connection to the gods.

A tribe will not always have a shaman as they are a rare occurrence, but will often have at least one person from the priestly class. The priests know a lot of lore, and know the rituals, but are not yet touched directly by the gods. In game mechanics these could be shamans in training, or just people who like learning about the lore but not necessarily contributing to it.

When a shaman is about to pass on they consider finding a pupil to train and pass on their sacred knowledge to. If no pupil presents itself they may at least bestow their relics upon a like-minded ogre. However, its common for these relics to go missing shortly after their shaman's passing - possibly retrieved by the gods.

Past Shamans: Ulvat Beergarde--Shaman of Uganggi Goron aka Arioch--Shaman of the Four Urungar

Known Shamans: Ghanima (Naonda)--Shaman of Una Sigurd (Svarr)--Shaman of Utezni

Initiates of the Priest Class: Tova--Of Una

Gods

  • Ule, Uron, U'ron, Allfather: Ule was given the right to make ogres by Melashekhaad. But when the other creator gods became jealous they struck him down. Ule's body fell to earth and became a great mountain. At the peak his ogres found four children who were blessed by him. In some renditions, U'ron made ogres without Melashekhaad and before all other races. Melashekhaad was angry and sought to kill U'ron but the ogre was too huge and terrifying to attempt it for surely he would fail. Only when all the other gods took up arms against U'ron was he slain.
Uganggi
  • Uganggi, Ugangi, U'gangi: God of fire, destruction, warriors. Worshipers of Ugangi are captivated by flames drawing visions from within or using them to fuel their battle rage. Ugangi kept wolves as pets and had fiery red hair. He prefered to fight with a spear. When he was betrayed by his brother he used his spear to kill Ukronus before he burst into flame consuming his body and Ukronus'. The spear is rumored to have been burned at the same time although some legends speak of Utezni finding the spear.
Utezni
  • Utezni, The Far Wanderer: God of the earth, wisdom, justice, chief of chieftains, maker of wizards, and the patron of wanderers. Utezni first learned to use elemental magic when he was very young while exploring the wilderness alone. He could communicate with animals and plants even with the wind, rivers, and earth. After his sibling's deaths he became sole leader of his people. He traveled with them for a thousand years before eventually leaving to wander alone once again. He is said to have become one with the earth leaving his mortal body. Others, like the ogres of the Karanduawn tribe believe he returned to Utiek, the sacred grove where Ugangi and Ukronus' souls were bound by Utezni where he still lives (in some form or other) to this day. Utezni fathered children from two unions: with D'Zono the Cannibal and Kragga the Thunderer who also had children. Sacrifices to Utezni are hung from trees.
Ukronus
  • Ukronus, Uchronos, U'chronos, the Sly, One-Eye: God of winds, adventure, craftsmen, and cunning. Uchronos is often hated by ogres since he is an oath breaker who betrayed his brother so that he alone could possess the love of their sister, Una. But he was also the most clever of the gods, finding solutions to problems even Utezni the Wise could not see. He was joyous and proud. Uchronos was the fastest runner and most skilled with knives and bows, excelling at hunting. There is a common saying that one is guided by Uchronos' winds when a ogre finds himself in a tough bind or struggle. Uchronos was killed by Ugangi and became the winds. According to some legends he also killed his sister whose love he longed for when she was blown from a cliff during a storm. His symbols are ravens and crows and other cunning birds. The knife which he stabbed Ugangi was lost.
Una
  • Una, U'na: Goddess of water, change, revitalization, fertility, and healing. She is the dual-natured one. As such she also has aspects of death, punishment, and madness. Una was the only daughter of Uron and could be both gentle or wrathful. She equally enjoyed the sounds of water and battle. She bound her own wounds and those of her brothers with unparalleled skill but admired Ugangi's prowess above all others. Unfortunately, Ugangi did not return her love and this made Una weep. After both brothers died, she tore a branch from the Uteik and took it as her staff. She struggled to cope with her brothers' ascension and powerful storms would be summoned in her distress. Finally, during a dangerous attack on the ogre tribe she summoned a storm so powerful that she vanished into it and ascended to godhood. Her staff is now in the possession of Ghanima, a Shaman of Una. Sacrifices to Una are scattered into a moving body of water.

The Three Planes and an Ogre's Afterlife

The first plane is called Myrk meaning abyss or dark. This plane is vastly unknown to ogres and is the home of creatures we do not understand. It is here that the secrets of the cosmos are reflected in the inky depths and laid bare to the eyes that behold them.

In a way Myrk represents the seas and oceans, places ogres do not tread. The Hafgufa or leviathan is the bridge between the second plane, Yord, and Myrk. Hafgufa is capable of traveling between both realms and was the creature that pulled Utezni beneath the sea's surface so that he could see the universe's threads. Only a god or creature of immense power can witness these things without be overcome by them and destroyed. The Hafgufa then towed Utezni back to Yord.

As aforementioned, the Myrkar or the creatures of the abyss are not well known to ogres. Besides Hafgufa we know that D'Zono the Cannibal's soul was banished to Myrk and there she dwells however her power reaches beyond Myrk in the form of unnatural mists conjured by her dark powers.

The second plane is Yord, or earth. Uron ruled over Yord in coexistence with the spirits. When other gods began to place his creations upon the earth Uron created ogres from the elements and with pieces of the "Great Soul", U'ond. When Uron was destroyed his soul split into four, the Four Gods, the Urungnar. The four now rule over Yord with the help of the spirits.

Unfortunately ogres do not know how to make new souls and neither did the four. That is why when a new ogre is born its soul is created from the souls of its parents. When Uron still ruled if any ogre parished among the Garad (that first generation crafted by him) he would retrieve it and recombine it with the U'ond or perhaps improve it before returning it to Yord in a new body. After Uron, during the lives of the Four, a fallen ogre's soul was doomed to wander unheeded on Yord. After Uchronos betrayed Ugangi, Utezni bound their spirits to Yord and created the U'tiek, Great Tree, or Tree of Souls from the Burr Oak that survived Ugangi's fire.

Uchronos is cursed to fly around the world fleeing from Ugangi who will not depart until he has taken his revenge on Ugangi. Una, after her ascension, would not abandon any of her brothers and remains on Yord. Utezni, who loves the world and the ogres on it, will not abandon it either and remains to teach wisdom to ogres and to monitor his siblings. In that way the Four ascended into Yord and still dwell here with living ogres.

But what of the dead? A dead ogre's soul has several paths to walk down. The first is with Uchronos, who was given with the Fate Eye that can see the deaths of ogres cared for those souls lost and doomed upon Yord, much like himself. Uchronos foretells death and sends his raven companion Yrr to lead the ogre's soul to the U'tiek which bridges Yord to the third plane, Aug. Here Utezni awaits to help the ogre ascend to Aug where it rejoins with the spirits of the fallen ogres, and the twin spirit of Uron. Here it slumbers forever.

The second path lies with Ugangi. Ugangi hunts after Uchronos endlessly. He is accompanied by his pack of wolves, the children of Gor the father of all wolves. His favorite is Karn. When an ogre who has captured Ugangi's attention with his/her exploits falls in battle. Ugangi will send the wolf Karn for its soul upon the battlefield. Karn leads him back to Ugangi and the soul then joins his warband in the hunt for Uchronos. The first soul to join him was that of Ulv the son of Utezni.

The final path is reserved for ogres who have committed the greatest of sins: slaying another ogre dishonestly (from behind) or consuming another ogre's flesh. These ogres are abominations. Uchronos ignores them understanding why they must be abandoned just as he is. Ugangi does not desire them for his warband since they are cowards. Utezni who wrote these laws does not pitty them and Una cannot heal their curses so even they turn their backs to these lost souls. Cursed they wander. Their ultimate fate is to stumble upon the dark mists and be claimed by D'Zono. Her shadowy fingers take hold and bring their soul to Myrk where its consumed by to increase her power.

As mentioned there are three planes the third has been touched on already. The great spirit U'ond, the twin of U'ron, rules here. It is not really a consciousness but rather a collective. From it came the original souls used to craft the Garad and eventually those souls return to it. The land spirits also came from the U'ond. After they came to Yord they diversified and learned their wisdom. If a spirits earthly body is slain that spirit returns to the earth and briefly rejoins with U'ond before returning in a new form to Yord typically as a very large, albino animal.

To be clear Hafgufa, D'Zono, and U'ond are not gods. They are simply the strongest forces on the other planes. Uron who had true consciousness and his four children that rule after his passing are the gods. They control Yord where we ogres reside.

Some ogres believe there might be an end to Yord. D'Zono gathers strength from the souls she consumes and seeks revenge against Utezni who banished her to Myrk. If she grows strong enough she may reach for Utezni himself and consume his soul. Yord, destabilized, would collapse. A similar destabilization would occur if the Great Hunt lead by Ugangi ever caught Uchronos and destroyed the wind god's soul. However, Una works to reconcile her brothers and, as goddess of the seas, watches over the gateway to Myrk. If D'Zono ever attempted to break free from the abyss Una would resist her and alert Utezni. So sleep easy, young ogres and ogresses, for the gods are watching.

For more lore see the Ogre Lore Compendium page.

Known Ogres

Goran
Ulvat the Beerguarde
Bhakdar
Gorlock
Tuatha De'Naan o' Throgan Ya
Inanna
Tay
Ghanima
Shi'nok
Anthrax
Aislynn
Ryno
Dagganoth
Ogre of Andor
Aslaug
Kraylose
Sigurd
Rotten
Titan

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