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How have you made ogres more interesting?
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<blockquote data-quote="Baron Opal" data-source="post: 3331039" data-attributes="member: 10433"><p>In Kherindal, the <em>yarcha</em> and the <em>yarcha-toh</em>, known commonly as goblins and hobgoblins, are a cursed race. In the past they had a mighty civilization but hubris and power-lust brought them low. Their god slain, the righteous were cast down, the faithful trampled into the dust. The victors pronounced a terrible curse which ensured that their children would be born deformed. So much so that only one child in ten would grow to adulthood. The rest would be either stillborn or stunted and deformed. Tragically, this would breed true, and the stunted ones would breed in the hills like maggots on offal; goblins would swarm out of the hills once or twice a decade looking for meat.</p><p></p><p>Although they looked different now, with orange skin and teeth of beasts, they were proud followers of their dead god. They used or groomed their children as best they could, but many had to be slain because of their new feral natures or hopeless deformities. Their magicians, arcane and divine alike, worked together to find a way to mitigate the curse. They discovered rituals that goblins (<em>yarcha</em>) could engage in, maturing and perfecting them so that they could become the person they were meant to be. It is a horrific and painful process, a wretched adolescence. But those that survive it, and not all do, gain wills of steel, the proud birthright of the hobgoblins (<em>yarcha-toh</em>). No promise of agony brings fear to their heart for they have already suffered the unwarping of bone and unknotting of muscle. What terror could sharp steel or hot iron truly bring?</p><p></p><p>The curse is not so easily outmanuvered. Most survive the process if they have the wit to understand and the courage to participate. Some are weak and die from the strain. A few, however, suffer tragically as something goes wrong. Their growth is accellerated and while the deformities are straightened layers of muscle are piled on the ever thickening frame. They grow to a great height and the light of wisdom never alights in their eyes. These unfortunates, the ogres (<em>gorrum</em>), are well taken care of by the yarcha-toh. while pitied, their great strength is taken advantage of for the clan's needs.</p><p></p><p style="text-align: center">* * * * *</p><p></p><p>Not only are ogres the cousins of the war-like hobgoblins, they can be encountered in plate armor with massive bronze war-hammers in one hand. They wield tower shields like the characters wield regular shields. A force of these guys is sure make my player's characters reconsider where they need to be at the moment.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3331039, member: 10433"] In Kherindal, the [i]yarcha[/i] and the [i]yarcha-toh[/i], known commonly as goblins and hobgoblins, are a cursed race. In the past they had a mighty civilization but hubris and power-lust brought them low. Their god slain, the righteous were cast down, the faithful trampled into the dust. The victors pronounced a terrible curse which ensured that their children would be born deformed. So much so that only one child in ten would grow to adulthood. The rest would be either stillborn or stunted and deformed. Tragically, this would breed true, and the stunted ones would breed in the hills like maggots on offal; goblins would swarm out of the hills once or twice a decade looking for meat. Although they looked different now, with orange skin and teeth of beasts, they were proud followers of their dead god. They used or groomed their children as best they could, but many had to be slain because of their new feral natures or hopeless deformities. Their magicians, arcane and divine alike, worked together to find a way to mitigate the curse. They discovered rituals that goblins ([i]yarcha[/i]) could engage in, maturing and perfecting them so that they could become the person they were meant to be. It is a horrific and painful process, a wretched adolescence. But those that survive it, and not all do, gain wills of steel, the proud birthright of the hobgoblins ([i]yarcha-toh[/i]). No promise of agony brings fear to their heart for they have already suffered the unwarping of bone and unknotting of muscle. What terror could sharp steel or hot iron truly bring? The curse is not so easily outmanuvered. Most survive the process if they have the wit to understand and the courage to participate. Some are weak and die from the strain. A few, however, suffer tragically as something goes wrong. Their growth is accellerated and while the deformities are straightened layers of muscle are piled on the ever thickening frame. They grow to a great height and the light of wisdom never alights in their eyes. These unfortunates, the ogres ([i]gorrum[/i]), are well taken care of by the yarcha-toh. while pitied, their great strength is taken advantage of for the clan's needs. [center]* * * * *[/center] Not only are ogres the cousins of the war-like hobgoblins, they can be encountered in plate armor with massive bronze war-hammers in one hand. They wield tower shields like the characters wield regular shields. A force of these guys is sure make my player's characters reconsider where they need to be at the moment. [/QUOTE]
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