Kharndam Guide: Ogres

Nov 08, 2008 23:23


Originally published at The Codex Continual. You can comment here or there.

These lands have always had ogre problems, even at the height of the Pegasus Throne’s power. They have always been a threat to more civilized races, whether they were the mottled ogres of the southern plains, the web-fingered marsh ogres, or the gray-furred stone ogres. The massive creatures are almost half again larger than the average human and grow two horns from their foreheads they sharpen for battle. Ogres can see through darkness and do not suffer when exposed to smoke or flame.
Brutal and savage, ogres only respect physical strength or power. Anyone who meets an ogre will be considered food unless he withstands at least two punches and remains standing. Ogres rarely wield more sophisticated weapons than clubs or large weapons they scavenge from their victims. They also dress in crude animal skins, if bothering with clothes at all.

Ogres live in loose tribes with the strongest (or largest, numbers-wise) family ruling over all; a family/tribal leader is a thul, but the tribe overlord (when there are more than three families beneath his rule) always subsumes his original name beneath the title thar. To the thul or thar go the first spoils of all hunts or battles. The only ogres who tend toward more civilized behavior or dress are those in power in Llluranal, ruling over the westernmost region of the Imperam.

The most prominent ogre all across the lands of Old Kharndam is Dorrek’thar (leader of Tribe Dorrek). This conqueror ogre-general is the first nonhuman territorial Impralnor for the Imperam, overseeing all the Impral territories of Lluranal. Dorrek’thar personally slew Laothril, General of the Fourth Legion during the Daysblaze siege of Three-Spires to lay claim to its rule.

(C) 2008 by Steven E. Schend

genre-fantasy fiction, ogres, dorrek'thar, world-bulwark pulps, twelvelands, guide, three-spires, lluranal, medium-role-playing games, medium-magazines & pulps, world-kharndam

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