Ogres are a genetic offshoot of the original human race. A typical ogre appears as very large, muscular human with thick arms and legs. They are typically 2 to 3 meters tall (7 to 9 ft) and weigh between 150 and 225 kilograms (300 and 500 pounds). Ogres often have protruding tusks and heavy eye ridges. Some are bald while other sport long elaborately braided hair. Ogres are somewhat varied in appearance. Some even have large curved horns crowning their head. Ogres are usually dirty and smelly. They often wear garments until they rot off their bodies, covering them up with newer layers of clothing. Ogres favor large, heavy weapons that inflict maximum damage. They typically wear heavy armor, large knives, bone jewelry, large leather boots and tower shields. Ogres age quickly and reach old age in their fifties.
A typical ogre warrior.
Ogres are violent, brutal and direct. In social situations, ogres are obnoxious, wild , loud, rude and crude. They are known for terrible cursing and colorful oaths. But when it comes to making war, they are all business. Ogres believe in conformity and military strength. Strength comes from organization, teamwork, courage and practice.
Ogres worship many of the common Khorasian deities. They tend to worship gods of war, brotherhood, power, time - large social issues. Occasionally, they worship the gods of other races.
Ogre are normally unskilled at magic and have a large penalty when attempting to learn and control magic. Less than one in 80 ogres has the mental capacity to study the arcane arts making successful ogre mages a very rare commodity. This is much less than the human average of 1 in 50. Therefore, only about 1 in 7,000 ogres will even attempt to pursue arcane study and no more than one in half a million will become a truly powerful wizard. This scarcity of wizards can be seen in the few wizards in Duthelm. Most of the Black Sorcerers in the Citadel are not ogre and have come from other lands. There are no laws governing the use of magic in the ogrish society since they are so bad at it. Its not that ogres fear magic. They just dont understand it and they often become quickly impatient and frustrated with the magic of others.
Ogres realize that magic, when properly controlled, can be very powerful. Since they themselves are terrible at magic, they usually kidnap, bribe, blackmail and torture to get it. Ogres love magic items, especially those which yield great power with a minimum of effort.
Ogres can be found in many parts of the world, but they are most common in Duthelm and the Coalition with military outposts and fortresses dotting the borders. Some areas ban or prohibit ogres from entering or conducting business, but ogres rarely follow any rules but their own.
Ogrish communities average between one and three thousand. These large communities are not mobile. When ogres move, they rebuild. No racial subdivisions exist in the ogrish race. All ogres are physically unique, yet there is only one ogre race.
The ogrish language and alphabet are similar to the human tongues, especially to the Rukemian tongue. However, ogrish is much more harsh and direct. Sentence structures are short and simple. Linguists believe that the ogrish lifestyle of war has created a "battle tongue". This is similar to the Xorian Warspeak. Ogrish literature includes simple poetry, war stories, rowdy battle songs. Ogrish art includes blood painting, bone carving and weapon design.
Ogres curse and swear a great deal. Their oaths of loyalty, revenge and fury are terrifying to behold. In their society, how well one curses is an important social aspect. Boasting is likewise an important part of the ogre language. Any story told is expected to be embellished. To do less would be to cheat your friends out of a good tale.
Ogres get along with saurians very well. Ogres respect saurian courage and battle rage. However, saurians are too wild for ogres. Saurians have no control, no discipline. The saurian love of life conflicts too much with ogrish brutality. A love of life would get in the way. Ogres also disagree with the willingness to experience everything that saurians and grum share. Ogres like to find solutions and methods and then stick with them. Ogres respect the Xorian military structure, but ever since the Second War of Demons, there has been a conflict between the two nations. Ogres like and generally get along with orcs and goblyns. Ogres do not like the rest of the world. Phellysians, elves and avarians are too clean and pretty and snobbish. Dwarves care too much for gold and too little for war. Grum are soft and weak. Humans are similar to ogres, but pretty. They remind ogres of their own ugliness. Finally, karthasians are viewed as useless. Ogres do not respect knowledge which is they only thing karthasians are good at. In general, ogres fight with everyone and often practice slavery.
Ogrish food is similar to human food, but with more spices. Ogres blend gardening, agriculture, raids on neighboring villages, hunting and gathering. Ogres are fond of ale and other drink.
Ogre architecture and technology share a common trait. Durability. The ogres believe that everything should be built to last. They prefer to build stout homes of stone and brick instead of wood or sod. Ogrish technology is equivalent to the world average. Their equipment reflects the belief of durability. Most ogrish clothing is doubly reinforced, made of leather, etc. Weapons and armor are usually metal and very heavy.
Some will tell you that ogres are bandits who steal their weapons from others, but this is simply not true. While many ogres do become bandits and thugs, ogres are actually quite skilled at working metal. They mine their own iron ore and forge their own weapons. Ogre swords tend to be huge, heavy blades that most men can barely lift. These massive swords take advantage of the ogre's great strength. Typically, ogre swords are single edged and tend to resemble cleavers. They great weight of the weapon makes it ideal for hacking through armor.
Ogres view all animals as do humans : food and labor. Large powerful horses are favored. Occasionally, oxen are beaten into submission and used as steeds or pack animals. Other animals serve as food sources, amusement and such things.
Ogres like large, heavily built, well constructed (often armored) wagons. For long distance communication, ogres have been known to use messages fired by archers from hilltop to hilltop (known as an Ogrish Bow Chain), great horns, huge fires on hilltops and occasionally magic.
In ogrish society, justice belongs to the strong. Anything you can hold on to is your. Theft is common. Debt and credit is common, but usually solved violently. Trade and barter is the rule although many foreign forms of currency pass through ogrish lands. Inheritance is not a formal legal issue. When an ogre dies, all possessions are fought over.
Ogrish society is paternal, but just marginally. The women are almost as bad as the men and dont stand for unfair treatment. Rights and responsibilities are divided almost equally, with women doing slightly more labor and men getting slightly more rights.
Ogrish marriages are a chaotic affair at best. Each male claims a small harem which varies in size according to his battle prowess, position in the clan, etc. There are no rules or records kept. Partners are exchanged often, wives enter and leave harems freely, harems swell and disband as the male gains and loses honor among the clan.
The husband is the head of the household. Children are highly prized and families tend to be large. A large family is a strong family.
Because children are prized, birth is common and greatly celebrated by the family. A father takes great pride in a healthy male child. Every ogre desires his son to become a great and honored warrior. Ogrish women have a gestation period of 6 months.
Sons are taught and trained by the father. Daughters are raised by the wives. Discipline is harsh. An unruly child is not tolerated and beaten until subdued or killed.
Ogres bury their deceased in a short, simple ceremony where in his friends and associates will drink to his honor and tell tales of his battles. These celebrations often move to the alehouse and go long into the night. The soul goes to a realm of endless battle and bloodshed, adventure and brotherhood. It is a chance for that soul to join in battle, fighting at the side of all those ogre warriors who have gone before. For the ogres, death is merely a door leading to the greatest adventure. This explains why the ogres do not fear death.
Ogre names are the most variable of all the races. Most ogres have a first (personal) name and a second (family) name, traced through the paternal line. However, some ogres use only their first name. Some adopt intimidating nicknames or decorate themselves with titles and rank. Others introduce themselves by listing their ancestors.
Social life among the ogres is more like a military pecking order. The strong bully the weak. Its that simple. Ogres judge themselves and others by battle prowess, accomplishments, weaponry, etc. Slavery is common among ogres who delight in capturing prisoners and turning them into a cheap source of labor.
None. Each village is led by the strongest male similar to the saurians. The position is known as Clan Lord. His word is law and he makes all decisions for the community. A new Clan Lord is named only when a challenger defeats the old one in combat. Clan Lords are always male and usually one of the older ones. Clan Lords have been known to be overthrown for various reasons, but this is not common.
Each village is able to muster a large number of able-bodied, combat ready males. This is a fairly organized force. Villages are often able to coordinate with surprising effectiveness.
Ritual Of Manhood
Every male ogre undergoes the ritual of manhood upon reaching the age of 17. This usually involves, hazing, practical jokes and all manner of tests. The ritual lasts three or four days and culminates in a minor quest assigned by the Clan Lord. These quests are quite difficult and usually take many days to accomplish.
This website was last updated September 20, 2014. Copyright 1990-2014 David M. Roomes.