Give me your ogre fluff


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Whizbang Dustyboots said:
What are ogres like in your world? I'm planning on using them in an upcoming adventure and am looking for additional fluff to steal.

Like everything else involved with ogres, my ogre fluff tends to be a bit pungent and unhygenic. I'm not sure you want me to give it to you.

Sorry for the derail. :heh:
 

The giants were the first race created by the gods, each race of giant tasks to complete the creation that the gods had begun.

The Ogres were the greatest of the giant races, powerful mages with power over the Elements and the Mind (Psionics).

But they became arrogant and sort to dominate and subdue the other giants. One amongst the Ogres called himself King of Worlds and from the molten heart of stars he forged for himself a Crown by which all minds would become slave to his thoughts and desires.
Enmity and war arose amongst the races and great was the suffering of the land.
In the battle to defeat the King of Worlds.

It was thus that the first world fell in cataclysm the Crown of Kings was lost and the ogres suffered a terrible curse. For in each generation the Ogres degenirate further from their former glory, no too ogres the same as each deformity confounds the other. Those ogres who survive their deformity and the lowest brutes whereas their most intelligent are so twisted as to be more worm than giant and those few who do survive are called abberation and chaos-born...
 


In Grymwurld™ ogres are called trolls:
Trolls
Trolls are large humanoids known for their primitive and savage culture which glorifies warfare, headhunting, humanoid sacrifice, and cannibalism. Anti-intellectual, but few are their equal in combat. Throughout history, trolls have been called gigantes, goliaths, etaynes, trolls, trölls, yeti, abominable snowmen, and bigfoot. Unfairly characterised as monsters, trolls are in actuality large-sized humans living out a primitive hunter-gatherer culture that happens to practice human sacrifice, cannibalism, and headhunting much as different human cultures have done over the years.

Personality: Arbitrary, drowsy, emotional, hot-tempered, impetuous, impulsive, insensitive, moody, passionate, selfish, short-tempered, and sleepy. Scholars believe that the famous hot temper of trolls is related to their common complaint of headaches. Surprisingly enough, while trolls are highly impulsive and given to their animal urges, their libido is less than that of humans. Trolls are quite vulnerable to alcoholism although they have no native drink and often trade for bread-water and firewater.

Physical Description: Trolls closely resemble humans except that they are large-sized (9’ males), have jaws that project forward considerably with widely spaced teeth; disproportionately large hands & feet; thick, sweaty, oily, and acne-ridden skin with moles and warts; excessively hairy; very heavy snoring (& sleeping half the day); disproportionately large nose & ears and thick lips; enlarged frontal bone of the skull. Trolls scar easily. Weather-worn leather-faced with blue-black hair.

Culture: Troll culture is harsh developing from a daily struggle to survive with distinct similarities to wolf packs. The sick, weak, and elderly are mistreated because of the fear of contamination.

Cicatrisation is a very popular art form amongst trolls since they scar easily. Troll war-kings are quite a sight with all of their decorative scars and tattoos.

Cannibalism is a common practice. Trolls will gladly eat their neighbours as well as other tribes.

Headhunting is another common practice. Like the Kelts, they believe that the spirit lives in the head. A troll warrior who has collected several heads in battle gains a lot of prestige.

Relations: Trolls are in a constant struggle for sur-vival and view all outsiders as threats that must be dealt with. However, Trolls have a special hatred for Alfves and Dwergs who consistently outsmart them. In all cases, other races have a deep mistrust for trolls and for that matter, trolls do not trust each other either. Every father must watch his sons carefully lest they take his place too soon.

Alignment: Most trolls are Chaotic and Neutral with evil tendencies, believing that might makes right yet still caring for the family to some degree. Troll berserkers are almost always Chaotic Evil with their kings being Neutral Evil.

Troll Lands (Tröllheim): Trolls are nomadic hunters who follow the migrations of mega-fauna such as indricotheres, mammoths, and giant sloths. As such they are found most often in the mosaic steppe (Ice Age con-ditions). Cold-adapted, trolls are rarely found in temperate climes (except during winter) and very rarely in sub-tropical and tropical climates. Coastal Trolls hunt whales, walruses, and sea monsters.

Religion: Trolls worship their ancestors, the Titans (Iötuns) whom they believe descended from the primæval Rime Giant, Ymr.

Humanoid sacrifice is a common religion practice.

Language: The troll language is what is called a “click language” and has proved to be impossible for Humans to adequately transliterate. Trolls have no known written language and are illiterate.

Names: Trolls like to name their children after heroes, deities, and other figures of worship. The names below are of famous Trolls who either took Human names or have crude Human interpretation of their native names.

Male Names: Ægir, Ajax, Arges, Bran, Brontes, Fer-ragut, Fionn mac Cumhaill, Hugh, Mimr, Olentzero, Orestes, Polyphemos, Rübezahl, Steropes, Surtr, Ymr, Ysbaðaden

Female Names: Bebhinn, Gerd, Grid, Hyrrokin, Skaði, Thokk

Family Names: Minors are known as son of or daughter of their father. Wives are known as wife of. Adult males have nicknames.

Nicknames: Boneless, Blue-tooth, and Long-shanks.

Adventurers: Trolls who have been outcast often make their living as mercenaries and pirates while the less violent ones will take work as labourers. However, in most cases their naturally Chaotic and Evil nature causes problems and trolls find themselves outcast from other societies as well.

Game Rule Information
Troll Racial Traits
  • Ability Score Adjustments: +8 Strength, -2 Dex-terity, +4 Constitution, -4 Intelligence. Trolls are quite strong yet somewhat clumsy and not particu-larly bright. (By comparison, grendels have a -6 penalty to Intelligence while half-trolls have only a -2).
  • Large-size: As Large-size creatures, trolls receive a size penalty of -1 to their Attacks and AC, -4 to Hide checks, 2 × Carrying capacity, and able to use large weapons in 1 hand or huge weapons in 2 hands.
  • Natural Armour: Trolls are heavily muscled and have thick bones giving them a natural DR of 2/—.
  • Racial Hit Dice: Trolls receive 2d8 in addition to any class hit dice.
  • Base Speed: Trolls are able to have bursts of speed up to 40'.
  • Low-light vision: Trolls can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
  • Dark-vision: Trolls can see in the dark up to 60 feet. Dark-vision is black and white only, but it is other-wise like normal sight, and trolls can function just fine with no light at all.
  • Scent (Ex): This extraordinary ability lets trolls de-tect approaching enemies, sniff out hidden foes, and track by sense of smell. Trolls can detect opponents by sense of smell, generally within 30 feet. If the op-ponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. Trolls detect another creature’s presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent’s source, the troll can pinpoint that source. Trolls can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odour is, the number of crea-tures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability oth-erwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface condi-tions and poor visibility. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. Water, particularly running water, ruins a trail for trolls. False, powerful odours can easily mask other scents. The presence of such an odour completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.
  • Cold Resistance: Trolls take ½ damage from envi-ronmental cold.
  • Heat Sensitivity: Trolls take 50% more damage from environmental heat.
  • Heavy Sleepers: Trolls need at least 2 additional hours of sleep in order to heal, prepare spells, et cetera but even then they seem to be always sleepy.
  • Padded Feet: +2 racial bonus to all move silently checks when barefoot.
  • Keen Eared: +2 racial bonus to all listen checks when not wearing a helmet or hood of some type.
  • Poor Vision: -2 racial penalty to all spot checks.
  • Forgetful: -2 racial penalty to all checks that are modified by Intelligence, e.g. Alchemy, Appraise, and Craft DCs.
  • Automatic Languages: Troll.
  • Bonus Languages: Common, Alfven, Dvergar, and Hippokentaur. Trolls are familiar with the language of their neighbours.
  • Favoured Class: Barbarian. A multiclass troll’s bar-barian class does not count when determining whether he suffers an XP penalty for multiclass. (see Multiclass Characters in the PH).
  • ECL 2: Trolls have an equivalent character level of 2 which means that when they acquire 1 class level they become a 3rd level character. They gain none of the benefits of 2nd level characters (e.g. 1 feat), relying instead on their racial benefits.
 

Ogres as PC's PDF
Ogres as PCs in my setting

The typical ogre in my setting stands roughly one and a half times as tall as a man and often many times as wide. While their appearance is more bestial than a human, with heavy brow, sometimes pointed ears, thick yellow to black finger nails and occasionally extended canines, they still appear more human than many half orcs. For scale and appearance, Mr. Hyde from Van Helsing is a decent approximation.

This handsome fellow is an example of how an ogre can look when not dump-stating charisma.

In behavior, ogres are generally more civilized than orcs or gnolls. Some even live in cities, such as in Glantri, Karameikos, Minrothad and Rockhome as mercenaries and laborers. A good number of ogres are enlisted in the foreign legion of Thyasis. The main things that set ogres apart mentally from humans is a greater degree of selfishness, overall laziness, and an inherent temper.

Their sometimes cannibalistic habits and ‘meat is meat’ attitude can be compared to lizard folk’s similar views, though ogres, having more empathy than lizard folk, swiftly learn that not all civilizations consider such behaviors acceptable. Many ogres don’t care for eating sentient beings, but most ogres would rather do so than go hungry.

The true elves consider them churlish brutes, only slightly worse than humans, but with far more potential for mayhem. Shadow elves consider them dangerous tools to be used as needed until dead. Dwarves typically view them as a threat; though as a practical matter will occasionally employ them as mercenaries, laborers and combat instructors. Those who “get with the program” can even find a place in Dwarven society. Humans are wary and prejudiced given that many ogres are willing to eat humans, but also can appreciate a mountain of meat when something needs to be built or a greater threat is present. Ratlings view them as too dangerous to be near, The skaven don’t trust most folks in the first place, especially not folks with large appetites and indiscriminate eating habits
.

Ogre characters possess the following racial traits.

+10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.

Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Double cost for most equipment and clothing.

Height, weight & age: Ogres use human aging tables, A typical ogre weight almost five hundred pounds and stands about 9 feet tall. An exceptionally strong and healthy ogre might stand 11 feet tall and weigh nearly 8 hundred pounds.

Prodigious appetite. Ogres need 4 times as much food and water as a medium creature.

Space/Reach: 10 feet [actually 7.5 ’~ 40mm base] /10 feet.

Base land speed: 40 feet.

Darkvision: 60 feet.

Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.

Racial Feats: An ogre’s giant levels give it two feats.

Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, light and medium armor, and shields except for tower shields.

Natural armor: +5

Automatic Languages: Common, Giant. Bonus Languages: Dwarven, High speech, Glantrian, Orc, Terran.

Favored Class: Barbarian.

Level adjustment +2. An ogre [4 HD +2 LA] is a 6th level character.
 


Ogres & Trolls In Siluria

Ages ago when the continent bestriding empire of the giantfolk reached its nadir and disintegrated many died and those who didn't fled their empire of the most inaccessible and defensible wilderness reaches possible. All except the ancestors of the ogres and trolls. Every empire has its refuse and these two heinous and twisted races were spawned by the worst who lingered in the thaumatologically contaminated ruins. Living in the worst conditions possible they degenerated into the wretched things now known to the young races. For all that they are kin if distant to the reclusive giants there is a hatred without measure between them as "true" giants view ogres and trolls as a twisted and violated mockery of their form. Any true giant can be counted on to kill a troll or ogre on sight, mere traces of their passing can elicit a killing anger in the ordinarily reserved "true" spawn of the Titans.
 

IMC, there is one race of giants. They start out big & kinda dumb (Hill) then as they mature, they undergo rituals to cement their place in the caste structure. Warriors (Fire & Frost), Priests (Cloud), Arcanists (Storm), Philosophers and Artists (Stone).

Ogres and Trolls are failures. The sacred rituals have left them twisted, stunted and weak. Some giants take pity on ogres and enslave them; others simply banish them to the nearest badlands.

Some Ogres can reproduce (but only more ogres); all trolls are sterile.

Cheers, -- N
 

In my previous campaign, they were refered to by civilised folk as "mountain devils."
Some people don't think they exist, that they're simply the subject of scary stories told to children.

The heroes of the campaign know otherwise. Mountains devils lurk in ruins and rocky crags. Sometimes a band of them will creep into a farmyard at the outskirts of settled land and steal livestock.

(I never used the word 'ogre' in the whole campaign, and I think it gave the mountain devils a much more evocative flavour. The players definite feared them, just for the mystery aspect alone.)
 

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