Attributes:
- Strength: 24
- Intelligence: 15
- Wisdom: 15
- Dexterity: 17
- Constitution: 23
Classes allowed:
Berserker
Cleric
Shaman
Healer
Ranger
Warrior
Size: Large
Anatomy Category: Giant
Gains resistance to the following damage type(s):
Bashing
Is vulnerable to the following damage type(s):
Piercing
Extra ablities:
The following skills are automatically 100% proficient when acquired by class, as appropariate. Skills have a natural maximum of 101%:
Bash
Bodyslam
Mace
Flail
Will ignore monk chakeras (level/2) percent of the time.
Gains an additional 5 to 9 hp per level.
Change to reduce incoming damage based on the amount of damage received to 5. | |||
Incoming Damage | Chance | Total | With Bloodhaze |
1-50 | 0.5% | 0.5% | 2.0% |
51-120 | +0.5% | 1.0% | 2.5% |
121-350 | +8.0% | 9.0% | 10.5% |
351+ | +4.5% | 13.5% | 15.0% |
Ogre will see: You roar in pain and ignore [attacker's] [damage noun].
Attacker will see: [Ogre] roars in pain and ignores your [damage noun].
Everyone else will see: [Ogre] roars in pain and ignores [attacker's] [damage noun].
Treated as one size category larger for purposes of bash/bodyslam/etc lag.
Stacks with warriors and berserkers wearing shields but not shield lore.
History
The first time the ogres appear as a race in the history books of Aabahran is around the years 100 - 125 PC when talk started about a strange new race having been spotted in the lands. These odd intruders had come in from the Great Chasm, where they supposedly had lived for some time rather unnoticed. Their true origin is lost in time.
In time the ogres founded the city of Marak, located north of the Great Chasm. Not long after its founding it was embroiled in what became known as the 'War of Night'. Sparked by a cave-in caused by dwarves digging beneath the city, the ogres found themselves gripped in combat with the invaders upon their land. In the end the ogres triumphed over the dwarves and were able to rebuild their home of Marak using prisoners of the war for labor. After the city had been rebuilt an example was made out of these prisoners, and they were kept chained in the new palace of Marak.
With peace and order restored to Mark, the ogre Crunch took the duty upon himself to keep these laws, becoming Chieftain of Marak. He rules in Marak still, an ancient ogre sitting on his throne of bones, surrounded by portraits depicting his past and the founding of Marak.
Soon, many ogres ventured out beyond Marak, seeking glory and riches. These ogres have become a common sight across the lands, inspiring hope in some and striking fear in others. Over time the trolls have mutated from the ogres, leaving the ogres with some changes of their own.
Religion
Ogres are a superstitious people in general. While some ogres follow the various religions preached to them by their spiritual leaders since early childhood, others reject all faith in the supernatural and prefer to believe solely in their own brute force and the power of their club.
Appearance
The ogres are larger than minotaurs, only slightly less tall than the bigger giants. Their skin color varies from a deep dark brown to tans or greenish grays. Their eyes are often shadowed by heavy bone ridges. Their features are heavy-boned and square. Most ogres care little about hygiene and let their thick hair grow wild. Their females tend to be only slightly less broad and tall and often are as fond of physical combat as their male counterparts.
Society
Most ogres live in the city of Marak, however many ogres still adhere to ancient traditions from before the founding of Marak and live in small nomadic villages, moving often as they forage for food and prey. These tribes are usually led by a chieftain. Wise men or women tend to be their spiritual leaders. In both these tribes and Marak, their social order is determined by skill in combat. Their chieftains are often chosen in battle and the leadership is usually not hereditary, though Marak does hold certain bloodlines, descendants of great Warleaders, as nobility. All ogres receive some martial training in their youth. In some of the more barbaric tribes clubbing your prospective wife or husband unconscious and dragging them off is the usual and socially accepted way to find a spouse. Customs and traditions vary from the most bloody rites and unholy sacrifices to a caring and mostly harmonious way of life, the martial aspect however features in all ogre communities.
Relationships with other Races
While ogres usually get along well with giants and minotaurs as well as any others who value physical prowess. They look down upon the slighter built races such as faeries and elves, considering them flimsy and weak. After the War of Night the relations between the ogres and dwarves has never mended. Many ogres exhibit a heavy distrust or even enmity to mages and scholars; communers however are broadly accepted. Other races often consider them stupid strong beasts, employing them as guards, bouncers or 'meat shields'.
Physical Features
Large, broad and thickly muscled ogres are anything but graceful. While their general body-shape is humanoid, they are far taller than humans. Ogres are in several ways superior to the giants they are sometimes mistaken for. Due to their robust size, ogres are naturally resilient to physical damage from bashing or bludgeoning sources, but their bodies are vulnerable to being pierced. Their constitution and internal composition make them exceptionally healthy.