Spirit folk who legendarily were cursed for eating children.
Taxonomic Order: TheFolk
Alignment: Infernal
Energy: Pravum
Lifespan: 70-120 years
Diet: Meat
Habitat: Temperate forests / hills
When mortals, perhaps humans or giants, killed and ate children and were cursed. Legends say
Ogres stand between 7’ and 9’ tall. They have a disproportionately large head. They tend to be hirsute and have skin ranging from palest white to dark green in color. They find it easy to maintain muscle mass.
Most ogres are incapable of reproduction. If they have eaten children (of any mortal species) ever, they will not be able to reproduce, and eating mortal children is a major part of their culture. Therefore, they must kidnap mortal children, not eat them, and turn them into ogres through pravic blood rituals.
Ogres who have never eaten mortal children can reproduce sexually. They do so in secret to protect themselves from other ogres. They are capable of reproducing with other similarly sized and shaped spirit folk. Reproduction outside their species is otherwise not possible without supernatural intervention.
Ogres are always hungry, and they are capable of eating almost any kind of meat without fear of poisoning (see Weaknesses for exceptions). What meat they are eating may give them other powers. If they eat the meat of a mortal child, they gain bonuses to their strength. They do not need to eat mortal children to survive, though they often claim this is so.
For any meat that they eat, they may gain other powers. If they eat a child of that species, they gain more bonuses than if they eat an adult.
Abomination: resistance to pain.
Adaalts'iisigii: exaggerated strength.
Aeonian: varies by individual.
Aerligian: read people bonus.
Akh: hard-to-kill edge.
Akka: they become seriously ill.
Ambage: they are not made of meat.
Ancestor: they are not made of meat.
Ancient: varies by individual.
Angel: resistance to celestial energies.
Animal Folk: varies by animal species.
Anin: presence bonus.
Anzilaq: worm sense.
Asduidah: bonding to people.
Asterian: space-breathing.
Athak: resistance to all esoteric powers.
Aummeglekh: split personality.
The Baleful: rage bonus.
Barhana: bonding to location.
Bocador: reduced emotional capacity.
Brannish: quick learner edge.
Bukhana: they are not made of meat.
C'hoar: non-linear thinking.
Centaur: endurance bonus.
Cephalan: logic bonus.
Chthonian: cave sense.
Cocidian: hunting bonus.
Coeligian: bonus to highest stat.
The Contagion: they are not made of meat. Infected give the ogre the contagion if eaten.
The Cunning: esoteric sense.
Crystal Folk: they are not made of meat.
Cyclops: stealth bonus.
Cytheulig: empowerment through domination.
Dantakatha: karmic sense.
Demon: infernal powers.
Destroyer: they are not made of meat.
Divinity: varies by individual.
Diwata: first-strike bonus.
Dongxue: metalskin.
Doppelganger: beautification.
Dragon: equivalent to scale power.
Dreorcwenn: blood empowerment.
Ejderha: massive prowess bonus.
Elf: amplified lifeforce.
The Eldritch: doom gaze.
Elimo: faith bonus.
Eloko: crafting skill.
Emet: True Name sense.
Emi: legend memory.
Empath: empathy.
Ender: wounding touch.
Eximus: take high die.
Fairy: glamour.
Festucam: they are not made of meat.
Fluer: they are not made of meat.
Flussjungfrau: singing bonus.
Froemmler: blood purification.
Fuliginite: resistance to ambrosial powers.
Gargoyle: they are not made of meat.
Geliqurofi: resistance to aligned energies.
Giant: strength bonus and reduced hunger.
Gnome: systems sense.
Goblin: nightmares.
Golem: they are not made of meat.
Gondal: phase through stone.
Greater Elemental: they are not made of meat unless they embody nzwara murazvo or ashar. These two greater elemental types give them animal influence or longevity.
Grile: emotion devouring.
Harpy: increased hunger and hunger resistance bonus.
Hinkypunk: they are not made of meat.
Hollow Child: control of relevant vermin.
Homunculus: small bonuses to all physical stats.
Hueyotl: bravery.
Human: bonus to any base stat the ogre chooses.
Iksisstoohkot: generous body.
Ilaaliye: visual perception bonus.
Ilitkuaik: observation bonus.
Imyuka: language learning bonus.
Ispilu: twinning.
Iwi Atua: island finding.
Jamuqa: they are not made of meat.
Jark’aqaña: toughness bonus.
Jasad: will-breaking presence.
Jingshen: work endurance.
Jinni: limited prescience.
Ka'ar: heat resistance.
Karangunnu: they are not made of meat.
Kashirum: venomous bite.
Kokeb: sun-empowerment.
Lemniscate: counting skill.
Lilithian: defense against attacks by men.
Living Metal: they are not made of meat.
Lutipariant: they are not made of meat.
Mafi Girma: celestial energy immunity.
Mahpiyatuwawa: they are not made of meat.
Mammonite: no bonus, but their white sludge is delicious.
Managpanunot: logic bonus.
Mangeur: mind-draining.
Manifestation: any attempt to eat them will result in being turned into a manifestation. They are not made of meat.
Mechanical: most are not made of meat; eating cyborg flesh will have the same effect as eating the flesh of the mortal they were before they became a cyborg.
Menywod: screeching.
Merfolk: water-breathing.
Mesecina: calm.
Minotaur: parry bonus.
Miro: they are not made of meat.
Muse: inspiration.
Mutumwa: speed bonus.
Myconian: they are not made of meat.
Naat: storyweaving.
Naga: journeying.
Nanmai: stunning smile.
Nightgaunt: night vision.
Nitotem: trusting presence.
Nymph: presence bonus.
Ogbanje: resistance to misfortune.
Ogre: major bonuses for all base stats.
Okugatta: magnetic hands.
Oni: advantage on rolls.
Other aliens: varies by alien if outside of Shem; within Shem, they give astral projection.
Pedigamek: initiative bonus.
Pesperian: fortune sense.
Plant Folk: they are not made of meat.
Psionist: mind-reading.
Pusaran: they are not made of meat.
Radande: they are not made of meat.
Rainbow Woman: empowered by light.
Roho: analysis bonus.
Runakuna: nature shaping.
Serpentine: wisdom bonus.
Shapeshifter: facial shapeshifting.
Shemir: shaping.
Sora: lunar breathing.
Specularo: cloud-walking.
Spirit: they are not made of meat.
Succubus: seductive presence.
Swan Maiden: swan form.
Sylph: they are not made of meat.
Taala: fast healing edge.
Tantum: seeing chaos.
Thaumar: energy absorb.
Transcendent: they are not made of meat.
Troll: unmovable stance.
Umurinzi: home sense.
Undead: phantasmal undead are not made of meat. Other undead vary by power, but often give some kind of minor undeath power. Most also cause corruption of the flesh so that the ogre becomes undead eventually.
Undine: they are not made of meat.
Uruvakankal: varies by individual.
Vaettir: mending bonus.
Validus: acid immunity.
Valkyrie: prowess bonus.
Viridianite: most are not made of meat. Ashar- or nzwara murazvo-connected viridianiates give amplified lifeforce or animal influence.
Vox: they are not made of meat.
Watcher: time stop.
Wathite: power based on the wathite’s most recent feat. If they have achieved no feats, the ogre gets a minor strength bonus.
Wearg: leaping bonus.
Wekufe: persuasion bonus.
Wild Hunt: revival.
Wild Talent: varies by power.
Yeti: cold resistance.
Yokai: historic memory.
Ysian: confidence.
Zile: drunk skill.
All bonuses and powers last for one day per sixty ounces eaten (an average 18-month old is 360 ounces, so six days of bonus if they eat the entire child, bones and all) or until a different child is eaten. Usually, they eat large portions compared to humans, but not an entire child in one sitting.
Banaru will harm them if they have eaten a mortal child.
There are several nations of ogre around the world:
Aigamuxa: south Taggaran ogres.
Berberoka: Vada’daro swamp ogres.
Buggane: Zandish shapeshifting ogres.
Căpcăun: dog-headed Rendruan ogres.
Dzunukwa: wealthy southwestern Palhuric ogres.
Ke’let: isolated southern Dabusenese ogres.
Mauditien: the original nation from the Galdish Westlands.
Stállo: clumsy Remaki ogres.
Vanapagan: Survan farmer ogres.
The Mauditien ogres live in the Galdish area called Vieux Terre (“Old Land”). It is said they originated from a group of either humans or giants who ate their own children and were cursed with voracious, cannibalistic appetites. The Mauditien encourage this origin legend as well as many other legends depicting themselves as tyrants, killers, and overlords to frighten the local populace into serving them. “Serve or your children will be eaten” is the message they send, and it is very effective.
In truth, most ogres don’t each children or even other mortals. They eat meat-heavy diets and tend to live in squalor due to the horrific reputation of the Mauditien ruling class. They face extreme repression in other parts of the world because of this undeserved reputation. Only the powerful among the Mauditien engage in such horrific practices.
The Mauditien lords live in luxury off the tithes and tariffs and taxes they levy upon the serfs they control. The serfs of Vieux Terre are of many different species and usually identity generally as Galdish and with the wider Galdish culture, while the Mauditien embrace a narrower, more grotesque culture. There is a gap between the culture of the lords and the serfs.
The culture of the lords is dominated by ensuring their power and frequent feasting. Most feasts do not involve mortal flesh, but every month, there is one feast that involves the eating of a mortal child, almost always a non-ogre. Different families have a different preferred species to devour, usually taken from the local serf stock or imported as slaves. Many breed slaves.
Children of the lords are raised by servants. They are trained from a very young age to be heartless killers, ruthless politicians, and cunning schemers. Any child who does not make themselves useful to their families are killed and eaten. By the time a Mauditien child is ten years old or so, they must have shown themselves to be skilled at some valuable ability. Combat and esoteric are the most highly valued, but other skills and abilities are accepted. Many ogrish children run away to survive and find safety among the serfs.
There is no specific date a Mauditien child is considered an adult - it is something they must earn through ruthlessness. Children are never truly allowed to be children among them.
Mauditien nobles spend their days ruling or luxuriating. The weaker ones do the actual work of ruling; the most powerful engage in sport and decadence. Those in-between are the warriors, who spend much time idle but are called upon when needed, which is often. They keep themselves keen and ready.
The commonest pastimes among the nobles, other than feasting, are jousts and hunting for sport. They enjoy physical pastimes. They view the pageants, balls, board games, and poetry of their Galdish neighbors as the pastimes of the weak. Those who are not inclined to physical activity tend toward lazing about as slaves or servants perform music or puppet shows for them. The content of both are often glorifications of the Mauditiens themselves.
Mauditien serfs, servants, peasants, and other lower classes live very different lives. Because of the actions of the ruling class, they are scorned and feared by the other commoners, and though they live in abject poverty as do the others, they receive privileges - for example, their children are eaten less often - and are often recruited for special roles. This widens the gap between them and other species or nations. They generally do not eat other mortals (it is illegal) unless the rulers allow them to, inviting them to feasts. If they refuse, they are often ostracized by the ruling class and stripped of their privileges. Thus, many accept even if they prefer not to.
Their culture is a crude mirror of the ruling class in some ways. They enjoy similar sports, but they aren’t as brutally practiced. They hunt more for survival than fun, but they still pride themselves in their hunting abilities. They create music and puppet shows that glorify their culture and people, but with more self-deprecation.
However, they are also more loving and caring toward their children. They are cared for and raised to be strong and proud, but they are not taught to kill and scheme. They are instead taught about the curse and what it means for their people, and they are taught to avoid eating certain kinds of meat, such as non-mortal children (i.e., veal) or even eggs. Their children are sent to schools with mortals of other species or nations when possible, and they take part in the broader Galdish culture.
Other ogrish nations have different cultures:
Aigamuxa: in southern Taggarus, the Aigamuxa live on the fringes of society and prey on travelers. They refer to other mortals as “kwagga” (zebras), which they also eat. They often prey on people lost in the desert. Because of their diet of (actual) zebra flesh, their eyes grow in their feet, meaning they must stand on their hands to put their feet in the air to see. They are a small nation that believes they are morally and genetically superior and thus justified in eating others. They keep their teeth very sharp.
Berberoka: in the swamps of Vada’dar, the Berberoka eat animals that give them the ability to draw in massive amounts of water. Many of them use this to empty ponds, leaving fish there for others to collect. When someone tries to collect them, they release the water back into the pond to capture the victim. This method of trapping and hunting is used against both mortals and non-mortal animals. Culturally, they fear and despise crabs. This practice is hardly the extent of their culture, however, which is mostly focused on survival in the wetlands, living amongst the swamp animals, and their ancient musical traditions.
Buggane: on Zand Isle in Jesenranu, the Buggane ogres eat a diet that gives them shapeshifting powers. Culturally, they are known for taking equine or bovine features or forms, notably black cattle (especially calves), or taking on equine ears or hooves. They also sometimes take on bull’s horns. They are somewhat taller than other ogres, standing upwards of 12’ to 15’ tall, meaning they are often confused for giants. They keep their teeth sharp, their hair (which is usually black) unkempt, and their eyes gleam red. Their reputation has made it such that locals place wards on sacred spaces to keep them out. They are known for terrorizing the locals, tearing up their buildings, killing their herds, tormenting housewives, and generally being bullies. They are among the most esoterica-inclined ogrish nations, practicing weather magic, the lore, and bonecasting especially.
Căpcăun: in the forests of Rendru, ogres are very similar to the Menditien, but with less power. They eat a lot of canines and therefore have dog’s heads, and they often eat other meats that give them extra eyes or legs. They are bandits, kidnappers, and robbers who capture victims, usually women, to eat.
Dzunukwa: in southwestern Palhur, the Dzunukwa are honored for their role in bringing wealth or abundance to the local mortal clans. However, they also have a reputation for eating mortal children, whom they kidnap and carry away in baskets. Their diets cause them to have very dark skin and resistance to cold, meaning they don’t always wear clothing. They are said to have sagging breasts and unkempt hair, but this is not always true. They have distinctive voices that allow them to mimic the sound of wind through trees. Some of them are known for practicing necromancy and malmedicine. Their eyesight is often bad because of some aspects of their diets, and they are stereotyped as being dim-witted because of this. Many local mortal clans wear masks of Dzunukwa faces as part of ceremonies.
Ke’let: in the tundras of southern Dabusen, the Ke’let are often confused with other local spirit folk. They are the most dangerous, however, as they view other mortals as seals, which they hunt and eat. They live in remote places and raid the rare settlements they find out there. They are especially fond of liver. They keep black dogs. Some of the meats they eat allow them to alter their own size. Legends say they come from the sky or the moons, but there’s no evidence of this. They prefer to be nocturnal.
Stállo: in the cold of northern Remak, the Stallo are stereotyped as clumsy and foolish by other mortals. They are, however, builders of great buildings and structures which last for millennia. Famously, they placed a massive boulder atop tiny pebbles in a place where this has lasted for centuries. This is something they do to prove their strength. They are hunters and live as nomads in the cold.
Vanapagan: in the southeastern Jeseranic country of Surva, the Vanapagan are ogres who work or own farms. Sometimes called Vanatühi, they are demonized by other local mortals for the cruel actions of some of their nation. They are also considered stupid by many. In truth, they are the one ogrish nation who spend most of their time farming and working. They love music; there is a myth among them of one of their own (a culture her who wore a crown of fingernails that made him invisible) stealing the power of thunder to make music. This is why many of them practice weather magic.
The curse upon ogres is a source of pravum, an ancient and evil power derived from the cruel deaths of children. This infernal power is innate to them and the reason they gain powers from eating mortal children’s flesh. However, they do not use it in other ways, such as the methods wielded by the Stillborn Cult. Instead, they practice other infernal arts to complement their innate powers, wielding mollesse, arnum, hollow energy, razdavit’, quaestus, and gossamer light. They are known for wielding other infernal and shebvic powers as well.
Mauditiens speak of the legend of their origins as a holy thing, referencing the curse almost as a deity at times. They use it as a swear, reference it in rites, and even praise it if they are among their own. The most powerful among them do belong to their own cultural equivalent of the Stillborn Cult, worshiping a deification of the curse as the Stillborn God, which they call Glissant (“Slithering God”). However, most ogres worship a combination of deities, including Dernier Recours, L’Ortie, Cassée, and Tacite. Their pantheon is similar to the wider feudal Galdish ruling class.
The Mauditiens use a strict binary system of gender. Any deviation is punished.
They live in a feudal economy.
The Mauditien have a strong feudal military dominated by ogrish warriors known as thekkruge and anukhage. The rest of their forces are poor conscripts.
The Mauditien language is French.
The Mauditiens raise livestock and trade it.
Other common occupations among ogres includes the following:
Anukhage: artillery
Bone crafter
Boucher: butchers and cooks
Builder
Magnat: lord
Thekkruge: warriors
The main stereotype of ogres is that they are dim-witted and cruel. They are all painted with the same brush as the worst of them, and thus, the world over, ogres are hated.
Gorge Vide, Ogre Manifest, Aeonian
Aigamuxa: 500,000
Berberoka: 500,000
Buggane: 2,000
Căpcăun: 10,000
Dzunukwa: 10,000
Ke’let: 10,000
Mauditien: 1 million
Stállo: 5,000
Vanapagan: 20,000
Other: 200,000
PRO 9
ATH 8
STR 11
AWA 8
WIL 8
PRS 7
STH 7
Copyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.