Difference between revisions of "Ogre"

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| THAC0 = 17
 
| THAC0 = 17
 
| hpdie = d10
 
| hpdie = d10
| attack = '''1''': fist or weapon
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| attack = '''1''': [[Fist (attack)|fist]] or weapon
| dmg = fist (1-12); [[Weapons List|weapon]] [[Damage (hit points)|damage]] varies
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| dmg = fist (1-12); [[Weapons List|weapon]] [[Damage (hit points)|damage]]<br>varies
 
| special = [[Strength (ability stat)|strength]] 18/00, [[Throw Stones|throw stones]]
 
| special = [[Strength (ability stat)|strength]] 18/00, [[Throw Stones|throw stones]]
 
}}
 
}}
  
'''Ogres''' are inhumanly large, tall, hideous-appearing man-like being known to eat ordinary human beings, especially infants and children. Their head is disproportionately large, with abundant hair and an uneven, mottled coloured skin noted for large pockets of fat. Ogres are inordinately strong; they are often presumed to be related to giants, but this is uncertain; they are often confused with [[Hill Giant|hill]] and [[Stone Giant|stone giants]], so that tales related to both giants and ogres are often mixed with one another.
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Ogres are inhumanly large, tall, hideous-looking humanoid beings known for their brutal strength and appetite for human flesh, particularly that of infants and children. Their heads are disproportionately large, covered in abundant hair, with uneven, mottled skin stretched over their grotesquely muscular and fat-laden bodies. Though often presumed to be related to giants, their exact lineage remains uncertain, as folklore and myth frequently use the terms "giant" and "ogre" interchangeably.
 +
[[File:Ogre.jpg|left|350px|thumb]]
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__TOC__
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They first appeared on Earth between eight and ten thousand years ago, seemingly originating from the Eastern [[Sayan Mountains]], west of Lake Baykal. Ancient [[Hobgoblin|hobgoblin]], [[Haruchai|haruchai]] and [[Orc|orcish]] records provide little information about their true origin, though Sarg Griksta of [[Yaxjasso]] speculated that ogre populations materialised intermittently through a planar gate. Attempts to locate the exact location of this passage — referred to as the [[Orcrest Gate]], named after the rare orcrest gems found in the region — ultimately failed.
  
[[File:Ogre.jpg|left|315px|thumb|Artist: Manzanedo]]
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== Ogrish History ==
== History ==
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By the Bronze Age, ogres, due to their low intelligence, had fallen into subservient roles among various humanoid races, including orcs, haruchai, [[Cavewight|cavewights]] and [[Norker|norkers]]. Their raw power and brutality made them valuable as soldiers, labourers and enforcers, bolstering the strength of these warlike empires. Over time, their presence became widespread, furthering the threat to human and [[Dwarf Race & Physiology|dwarven]] civilisations across Central Asia, Eastern Europe and the northern territories of Africa and Arabia.
Ogres began to appear on Earth between [[Neolithic Age|eight and ten thousand years ago]], originating uncertainly in the Eastern Sayan Mountains west of Lake Baykal.  Ancient hobgoblin, haruchai and orc scholarship is scanty on this origin, but [[Sarg Griksta]] of Yaxjasso wrote that ogre groups appeared intermittently over the centuries as though passing through a [[Planar Travel & Gating (sage study)|planar gate]], which came to be known as the [[Orcrest Gate]], due to the discovery of rare gems found throughout the region, called "[[Orcrest|orcrest]]".
 
  
By the [[Bronze Age]], due to their low intelligence, ogres had formed subservient relationships with numerous races, including [[Orc|orcs]], [[Haruchai|haruchai]], [[Cavewight|cavewights]] and [[Norker|norkers]]. This has furthered the strength and influence of these empire-building entities, so that they continue to threaten [[Human Race & Physiology|human]] and [[Dwarf Race & Physiology|dwarven]] cultures in Central Asia and Eastern Europe.  Multiple invasions and warmongering by these humanoid races have spread ogre populations into many parts of Europe, Arabia and northern parts of Africa.
+
During the great migrations of the [[Mongols|Mongol]] hordes, ogres were often sighted alongside orcish and cavewight auxiliaries, serving as brutal shock troops in the advance westward. Genghis Khan himself made use of ogres in his warbands, employing them to storm fortifications, batter down gates and shatter enemy morale. Accounts describe terrified defenders fleeing at the sight of ogres wielding massive cleaving weapons, their bulk clad in crude but effective armour scavenged from the fallen.  Numerous captured ogres were forced into servitude within Mongol camps, their strength exploited for hauling siege engines, erecting fortifications or breaking through heavy defenses.
 +
 
 +
With each territory conquered by the Mongols, remnants of their humanoid auxiliaries — including ogres — were left behind, either settling in the ruins of fallen cities or being absorbed into the armies of regional warlords. Some ogres, after centuries of exposure to organised warfare, learned rudimentary tactics and integrated into tribal structures, forming wandering warbands that continued to raid settlements and frontier towns long after the Mongol Empire's decline. In Eastern Europe, tales of giant marauders following the Mongol hordes persisted for generations, blending historical accounts with folklore.
 +
 
 +
Even now, the influence of these ancient migrations remains visible. Ogre populations are still found along the Mongol invasion routes, concentrated in the steppes, mountain passes and isolated forests where they continue to terrorise small villages and prey upon travelers. While most remain little more than brute scavengers, some have retained the warlike discipline instilled in them by their former masters, making them particularly dangerous to those who cross their path.
  
 
== Behaviour ==
 
== Behaviour ==
Ogres are always male and have no female counterpart; they do not reproduce.  Solitary ogres are are capable within a narrow range of activities, being satisfied with eating, resting and amusing themselves by turning or twirling objects, or by letting animals go in order to recapture them.  If solitary, they will carry a club as a weapon (d8 damage), which gives the benefit of their '''strength bonus (+3 to hit, +6 damage)'''. If they drop the club, they will forget to pick it up and continue to carry on the fight using their fists.  Once wounded, they will work themselves up to a rage and will fight until unconscious or dead, not understanding that they should run away.
+
Ogres are always male, with no female counterpart; they do not reproduce in the traditional sense. Their existence appears to be sustained through some unknown means, leading scholars to theorise that they originate from planar disturbances, magical summonings or ancient curses rather than biological birth.
  
When serving humanoid masters, ogres will attach themselves to a [[Clan (group)|clan]] or a [[Troop (unit)|troop]], who will "adopt" the ogre and take it upon themselves to provide the ogre with a spear (d8) or godentag (2d6).  If the ogre drops this weapon, one of the others will urge it to pick the weapon up again. Ogres are able to '''throw stones''' that will cause 4-10 damage on a hit (short range 3-8 [[Combat Hex|hexes]]; medium 9-14; long 15-20), a dozen of which will be readied for the ogre to throw if the clan or troop is defending a village or settlement. When with a troop, the ogre will have partial [[Armour List|armour]], usually a metal plate and helmet, granting it a +2 to +4 [[Armour Class|armour class]].
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Solitary ogres exhibit peculiar behaviours, often adopting a narrow range of activities for long stretches of time. They are content to spend days eating, resting or engaging in simple amusements, such as turning or twirling objects repeatedly. Some find entertainment in letting animals go only to recapture them, displaying a strange, almost childlike fascination with patterns and repetitive tasks.  
  
Ogres like orcs, haruchai, cavewights and norkers, and when with these groups will cheerfully do as it's told, commonly remaining with a clan for decades, or with a troop until it is disbanded.  They do not get along with [[Goblin|goblins]], [[Hobgoblin|hobgoblins]] or [[Bugbear|bugbears]]. Ogres live for somewhere between 90 and 150 years, though it is rare for one to die of old age.
+
Ogres prefer to attach themselves to more intelligent humanoid masters, willingly accepting a role as a slave to a [[Clan (group)|clan]] or a [[Troop (unit)|troop]] that is willing to "adopt" them. They gravitate toward orcs, haruchai, cavewights and norkers, finding comfort in their presence. When among these groups, the ogre speaks and acts cheerfully, following orders with enthusiasm. This loyalty is often lifelong — an ogre will remain with such a group for decades, provided the clan or troop survives.
  
 +
They do not integrate as well with [[Goblin|goblins]], [[Hobgoblin|hobgoblins]] or [[Bugbear|bugbears]], often finding their cunning nature frustrating or difficult to understand. Ogres live between 90 and 150 years, though it is rare for one to die of old age — most perish in battle long before reaching the end of their lifespan.
  
See Also,<br>
+
== As Combatants ==
 +
When traveling alone, an ogre carries a [[Club (weapon)|club]], dealing 1d8 damage with each swing. Due to their exceptional strength, they receive a +3 [[Roll to Hit|to hit]] bonus and +6 damage when using it. However, if an ogre drops its club, it will forget to retrieve it, continuing the fight with its bare fists rather than recovering the weapon. This absent-mindedness suggests that ogres do not strategise in combat, relying instead on brute force and instinct.
 +
 
 +
Once [[Wound|wounded]], an ogre '''works itself into a rage''', fighting with reckless abandon until it is either unconscious or dead. Unlike other creatures, it does not recognise when it is outmatched, nor does it possess the self-preservation instincts to flee. This relentless aggression makes them particularly dangerous opponents, as they will continue to strike even when a battle is clearly lost.
 +
 
 +
When under the guidance of humanoid masters, ogres are equipped with a [[Spear (weapon)|spear]] (1d8+1 damage) or a [[Godentag (weapon)|godentag]] (2d6 damage). If the ogre drops its weapon, its master will urge it to pick it up, reinforcing the need to maintain focus in battle. This relationship helps the ogre think more clearly and remain calm, preventing the mindless rage that typically overtakes them when fighting alone.
 +
 
 +
Ogres also receive partial [[Armour List|armour]], usually a metal plate and helmet, granting them +2 to +4 [[Armour Class|armour class]]. While not fully protected, this makes them significantly more resilient than their solitary counterparts.
 +
 
 +
In battle, an ogre is capable of throwing stones that deal 4-10 damage on impact. Their range extends to 3-8 [[Combat Hex|hexes]] (short range), 9-14 (medium) and 15-20 (long). However, an ogre will not instinctively think to use stones in combat unless an intelligent humanoid collects the stones and reminds them to do so. Without guidance, an ogre's combat decisions remain simple and direct, favouring brute force over tactics.
 +
 
 +
 
 +
See also,<br>
 
[[Ancient History]]<br>
 
[[Ancient History]]<br>
 
[[Bestiary]]<br>
 
[[Bestiary]]<br>
[[History (sage study)|History]]
+
[[History (sage study)]]
 +
 
 +
[[Category: Reviewed]]

Latest revision as of 16:02, 12 March 2025

Ogre
Species humanoid
No. Appearing 1–8
Behaviour solitary
Range alpine, desert, steppe,
subterranean, woodland
Size 9 ft. tall
Weight 590 lbs.
Intelligence 5 to 6
Armour Class 5
Hit Dice 6+1
Action Points 5
Max. Stride 12
THAC0 17
Hp/Die d10
Attack Forms 1: fist or weapon
Damage fist (1-12); weapon damage
varies
Special Attacks strength 18/00, throw stones

Ogres are inhumanly large, tall, hideous-looking humanoid beings known for their brutal strength and appetite for human flesh, particularly that of infants and children. Their heads are disproportionately large, covered in abundant hair, with uneven, mottled skin stretched over their grotesquely muscular and fat-laden bodies. Though often presumed to be related to giants, their exact lineage remains uncertain, as folklore and myth frequently use the terms "giant" and "ogre" interchangeably.

Ogre.jpg

They first appeared on Earth between eight and ten thousand years ago, seemingly originating from the Eastern Sayan Mountains, west of Lake Baykal. Ancient hobgoblin, haruchai and orcish records provide little information about their true origin, though Sarg Griksta of Yaxjasso speculated that ogre populations materialised intermittently through a planar gate. Attempts to locate the exact location of this passage — referred to as the Orcrest Gate, named after the rare orcrest gems found in the region — ultimately failed.

Ogrish History

By the Bronze Age, ogres, due to their low intelligence, had fallen into subservient roles among various humanoid races, including orcs, haruchai, cavewights and norkers. Their raw power and brutality made them valuable as soldiers, labourers and enforcers, bolstering the strength of these warlike empires. Over time, their presence became widespread, furthering the threat to human and dwarven civilisations across Central Asia, Eastern Europe and the northern territories of Africa and Arabia.

During the great migrations of the Mongol hordes, ogres were often sighted alongside orcish and cavewight auxiliaries, serving as brutal shock troops in the advance westward. Genghis Khan himself made use of ogres in his warbands, employing them to storm fortifications, batter down gates and shatter enemy morale. Accounts describe terrified defenders fleeing at the sight of ogres wielding massive cleaving weapons, their bulk clad in crude but effective armour scavenged from the fallen. Numerous captured ogres were forced into servitude within Mongol camps, their strength exploited for hauling siege engines, erecting fortifications or breaking through heavy defenses.

With each territory conquered by the Mongols, remnants of their humanoid auxiliaries — including ogres — were left behind, either settling in the ruins of fallen cities or being absorbed into the armies of regional warlords. Some ogres, after centuries of exposure to organised warfare, learned rudimentary tactics and integrated into tribal structures, forming wandering warbands that continued to raid settlements and frontier towns long after the Mongol Empire's decline. In Eastern Europe, tales of giant marauders following the Mongol hordes persisted for generations, blending historical accounts with folklore.

Even now, the influence of these ancient migrations remains visible. Ogre populations are still found along the Mongol invasion routes, concentrated in the steppes, mountain passes and isolated forests where they continue to terrorise small villages and prey upon travelers. While most remain little more than brute scavengers, some have retained the warlike discipline instilled in them by their former masters, making them particularly dangerous to those who cross their path.

Behaviour

Ogres are always male, with no female counterpart; they do not reproduce in the traditional sense. Their existence appears to be sustained through some unknown means, leading scholars to theorise that they originate from planar disturbances, magical summonings or ancient curses rather than biological birth.

Solitary ogres exhibit peculiar behaviours, often adopting a narrow range of activities for long stretches of time. They are content to spend days eating, resting or engaging in simple amusements, such as turning or twirling objects repeatedly. Some find entertainment in letting animals go only to recapture them, displaying a strange, almost childlike fascination with patterns and repetitive tasks.

Ogres prefer to attach themselves to more intelligent humanoid masters, willingly accepting a role as a slave to a clan or a troop that is willing to "adopt" them. They gravitate toward orcs, haruchai, cavewights and norkers, finding comfort in their presence. When among these groups, the ogre speaks and acts cheerfully, following orders with enthusiasm. This loyalty is often lifelong — an ogre will remain with such a group for decades, provided the clan or troop survives.

They do not integrate as well with goblins, hobgoblins or bugbears, often finding their cunning nature frustrating or difficult to understand. Ogres live between 90 and 150 years, though it is rare for one to die of old age — most perish in battle long before reaching the end of their lifespan.

As Combatants

When traveling alone, an ogre carries a club, dealing 1d8 damage with each swing. Due to their exceptional strength, they receive a +3 to hit bonus and +6 damage when using it. However, if an ogre drops its club, it will forget to retrieve it, continuing the fight with its bare fists rather than recovering the weapon. This absent-mindedness suggests that ogres do not strategise in combat, relying instead on brute force and instinct.

Once wounded, an ogre works itself into a rage, fighting with reckless abandon until it is either unconscious or dead. Unlike other creatures, it does not recognise when it is outmatched, nor does it possess the self-preservation instincts to flee. This relentless aggression makes them particularly dangerous opponents, as they will continue to strike even when a battle is clearly lost.

When under the guidance of humanoid masters, ogres are equipped with a spear (1d8+1 damage) or a godentag (2d6 damage). If the ogre drops its weapon, its master will urge it to pick it up, reinforcing the need to maintain focus in battle. This relationship helps the ogre think more clearly and remain calm, preventing the mindless rage that typically overtakes them when fighting alone.

Ogres also receive partial armour, usually a metal plate and helmet, granting them +2 to +4 armour class. While not fully protected, this makes them significantly more resilient than their solitary counterparts.

In battle, an ogre is capable of throwing stones that deal 4-10 damage on impact. Their range extends to 3-8 hexes (short range), 9-14 (medium) and 15-20 (long). However, an ogre will not instinctively think to use stones in combat unless an intelligent humanoid collects the stones and reminds them to do so. Without guidance, an ogre's combat decisions remain simple and direct, favouring brute force over tactics.


See also,
Ancient History
Bestiary
History (sage study)