The ogres typically don't bother with ideals of where they came from, only maintaining that they exist. Often they will speak of The Reclaimer giving them shape and The Enforcer giving them minds, that they were before humans and halflings, but there is no way to know for certain. What is certain is their tendency to be somewhat slow, and perhaps not always the brightest, but in no way are they unintelligent.
Most clans still live in tribal settings with a slow progression of technological advancements as they are provided or have stolen from other races. This tendency has brought a distance between them and other races, mostly due to an ogres physical capability to take what they want. Their advancement would also be helped if they allowed non-ogres into their strongholds, but few clans allow other creatures in. Trade is still possible with them of course.
Lifespan: Typically 95 - 110 years
Those dedicated to the progression of the tribe's tools and practices. They often work with scouts and search for technologies of other species nearby, or just to experience new things in hopes of generating a new idea to better the efficiency of a task. None exist in the Oret clan.
Often revered as the leader, or in the case of a female Shaman the wise counselor of highest rank next to the leader. They possess an inherent ability to read the energies of an area or individual, though not precisely. It is within their ability to determine the nature of a natural quint, thus allowing the tribe to safely utilize them. There are no shamans in the Oret clan.
Only known in Clan Oret, witch hunters are highly trained specialists who make their focus the detection, pursuit, and containment of witches and tainted Quints. They vary greatly in skills, disposition, and purpose. While some are extremists who make the eradication of witchcraft their lifelong goal others see themselves as a harmonizing force attempting to bring balance between the Witch-born and the rest of society. One thing is true of all Witch Hunters, though: in some way, shape, or form they have aptitudes that are useful in either identifying Witches or countering tainted quints.
The Clans (Sub-Races)
Resistances Poison & Disease Physical Damage
Weaknesses Red Objects
Standing on average about 7' to 8' tall, these ogres have a deep red skin and muscle heavy build. Small black horns with stray bits of hair accompany a flat face often skewed into an intimidating expression. The Blakkrut retain a more tribal demeanor, split between many tribes in the Arigel region, and don't often interact with outsiders without special purpose; unless they possess something that is red. Red is known as the 'Blessed Color', blood being a divine trait that they share with other mortals. The Blakkrut are very sensitive to the many shades of red and become transfixed by red objects not in their possession, or in the tribes, which can cause them to act erratically or become enraged. However, the adults of the culture are tamed into understanding from their Shamans, of who are trained extensively to control this desire, that the needless spilling of blood is wasteful and deserving of punishment. Those who cannot temper the craving are called 'Pups'.
Resistances Cold & Blind Physical Damage
Standing at most 5'11, these ogre's possess enlarged arms and stubby thick legs. They move about much like an ape, walking on fours but with their large muscular arms they practically walk with a straight back. Their skin is a sandy color, lower jaw protruding two large fangs over the upper lip, and a relatively flat face hinting toward their omnivorous diet. Despite their remote location interactions with the Ler'rikian have been insightful and pleasant, their demeanor being a careful curious with little tendency toward hostility.
Resistances Fear Physical Damage
Large and bulky standing around 7' tall, but otherwise very human-esc proportionally for an ogre. Their skin is a dark grey tinted blue with darker blue spots littering their bodies, eyes sunken onyx gems under a strong unibrow, thick wrinkled nose, flat ears, small black horns, and an underbite showcasing their pearly whites over the lip. They do not have any particular homestead, only gathering for ritual breeding somewhere in Frais. They wander, offer mercenary services, and love dirty work. Well practiced in combat they tend to be a bit sharper than other ogre clans in that area, and have a strong kinship between themselves and other ogres.
Last Edit: Apr 12, 2018 7:37:00 GMT -7 by The Maven
Credit to the original artists of all displayed artwork. Themes designed by The Maven.