Difference between revisions of "Ogre"
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{{Bestiarychart | {{Bestiarychart | ||
| name = Ogre | | name = Ogre | ||
− | | species = humanoid | + | | species = [[Humanoid|humanoid]] |
− | | noapp = | + | | noapp = 1–8 |
| behaviour = solitary | | behaviour = solitary | ||
− | | range = alpine, desert, steppe,<br>subterranean, woodland | + | | range = [[Alpine (range)|alpine]], [[Desert (range)|desert]], [[Steppe (range)|steppe]],<br>[[Subterranean (range)|subterranean]], [[Woodland (range)|woodland]] |
| size = 9 ft. tall | | size = 9 ft. tall | ||
| weight = 590 lbs. | | weight = 590 lbs. | ||
Line 14: | Line 14: | ||
| THAC0 = 17 | | THAC0 = 17 | ||
| hpdie = d10 | | hpdie = d10 | ||
− | | attack = fist or weapon | + | | attack = '''1''': [[Fist (attack)|fist]] or weapon |
− | | dmg = | + | | dmg = fist (1-12); [[Weapons List|weapon]] [[Damage (hit points)|damage]]<br>varies |
− | | special = [[Strength (ability stat)|strength]] 18/00 | + | | special = [[Strength (ability stat)|strength]] 18/00, [[Throw Stones|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. | |
+ | [[File:Ogre.jpg|left|350px|thumb]] | ||
+ | __TOC__ | ||
+ | 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. | ||
− | == History == | + | == Ogrish History == |
− | + | 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. | |
− | + | 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, 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 (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. | ||
+ | |||
+ | == 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> | ||
+ | [[Bestiary]]<br> | ||
+ | [[History (sage study)]] | ||
− | + | [[Category: Reviewed]] | |
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Latest revision as of 16:02, 12 March 2025
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.
Contents
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)