Kiern Vale Handbook

 

Chapter 2: The Races of Melestra

 

Prologue | Introduction | En'miri | Far'lil | Gurg | Mistweavers | Ogres | Ralg'kril

 

 

Ogres (Ur’maagur)

Race type: Demi-Humans

Lifespan: 60-70 years (non-casters), several centuries (high level casters)

Everage height: 2.3m (males), 2.1m (females).

 

 

Uncommon Race: this race is uncommon in Kiern Vale, and is usually not considered appropriate for players who are new in Melestra.

 

 

Ur’maagur (or Ogres, as they are called by humans), are large-sized demi-humans who are both taller and wider than "lesser" races such as humans. Their bodies tend to develop round bellies, and large breasts in females. Their skin tone ranges from pinkish-white to light stone-grey; the eyes are relatively small, usually brown but can be in any color which exist in humans, and also brown-red or yellowish-green. The head is rounded and slightly elongated; the jaws are robust, and the mouth is wide, with lower fangs (especially those of the ogre male) slightly longer and more prominent then in humans. The hair is coarse and abundant, ranging from dark brown, through various shades of brown, to a rare murky yellowish color. Ogre ears resemble human ears; In males, a small horn (up to 10cm at most) protrudes from the top of the skull – either straight or slightly curved in shape, and its color ranges from grey to mottled white, sometimes with a hint of pale green or pale blue. Females have no horn; instead, they have a smaller, tough protrusion in the same location, often partially or fully covered by their hair.

 

 

Low status Ogres, especially those who have degraded into barbarism, will wear a crude loincloth. Sometimes supplemented with acoarse body covering made from fur, and adorn themselves with bone and coarse stone trinkets and crude jewelry. Skillful warriors are fond of sturdy metal armor, crude but effective, often with menacing spikes, and will adorn it with necklaces made from colorful stones and carved bones (sometimes taken from defeated foes). They are very fond of enchanted jewelry, if they can afford it.

Ogre mages, on the other hand, prefer traditional attire, which combines exquisite magical cloaks, with a tunic or a traditional ogre robe which covers only part of their body. They often add various magical jewelry, enchanted stones carved with runic symbols. Their flesh is marked with intricate tattoos enchanted with magic. Their most favored jewelry is an adorned filigree, engraved with precious, highly magical gem, carved in runic shapes or in a shape that resembles on of the ancient gods of wild magic – for example a winged snake or a scarab engraved with lightning marks.

 


Origin and history

The Ogres are an ancient and brutal race, with a strong affinity to magic, originating from the dense forests and mangroves of Magaarun, in the distant northwest of the continent of Melestra. Thousands of years ago, the ogres ruled over a vast empire which was called Ur-Naarum, led by the iron fist and powerful staves of legendary wizard-emperors.

Ur-Naarum was eventually riven by internal strife and slowly declined over many centuries, long before the rise of the En’mirian Empire. It left behind massive stone structures, albeit coarse and unattractive in the eyes of humans or Mistweavers, unique legends about ancient gods of wild magic, and epic tales about the deeds of proud wizard-emperors and other powerful spellcasters, who frequently endangered themselves by making risky deals with the ancient gods of magic or even by challenging the gods directly. Legends also recount tales of powerful constructs and even living races that were created and bred to serve the ogre mages.

Over the centuries, the Ogres split into numerous tribes, and sank into internecine conflicts. Some of those new factions were led by sorcerer-lords, but their power was but a shadow of the legendary wizard-emperors; other factions were ruled by elder councils or local warlords, while others degenerated into total barbarism, becoming nothing more than bands of half-naked bullies wielding crude clubs.

It was during this period of near-collapse that the fragmented Ogre lands were invaded by a massive En’mirian war host who struck them a devastating blow, reaching the heart of Magaarun, plundering its ancient strongholds and cities and carrying back a massive train of loot containing treasures from the days of Ur-Naarum – a humiliation the Ogres never forgot or forgave.

At the time of the campaign, following the Great Shattering and the destruction of the En’mirian Empire, the Ogres are once again on the warpath, having spread out and invaded lands beyond the borders of Magaarun, most of them outlying provinces of their empire of old, Ur-Naarum. Over the past few decades, a powerful and ruthless sorcerer-prince has united many ogre tribes into a vicious horde which has infiltrated the Urgaka swamps, just north of Kiern Vale – conquering and enslaving lizard-folk and other local races. His power seems to grow with each passing year. While the sorcerer-prince and many other Ogres follow the path of war and fire, others – albeit much fewer in number, believe that the right path their race must take to restore its rightful greatness, is one of regaining their lost magical knowledge, not smashing human skulls in an orgy of brutal conquest. Those Ogres, mindful of the looming evil that is slowly devouring Melestra from the south, and think that the role of the true descendent Ur-Naarum is to stand against it and repel it with their magic – and thus, create new epic tales that will be sung in Magaarun and outside it for countless generations to come.

 

 

Society and Values

Ogre society, excluding tribes which have degenerated into utter barbarism, is a magocracy, where leadership is rightfully held by those possessing the greatest magical power. If a tribe lacks a sufficiently powerful mage to rule over it, it is led by elders who preserve the ancient knowledge, or at least tales about it. Since most non-caster Ogres are unable to read and write in the ancient language of Ur-Naarum (not to mention its magical runes), much of the tradition and lore is passed down orally, often in boasts and wild songs within the tribe's “Hall of Roars”. Ogre society is brutal and ruthless, and violence and danger – both from the outside and inside, are a natural part of life.

Ogres do not engage in long-term marital ties, and care little about lineage (except those of the emperor and few extremely powerful wizards). Women with no magical power are usually taken by force, or by paying a bride-price to one of her tribe elders (or their parents if one of them is a sufficiently powerful mage). Marriages – even those between spellcasters - only last a few years, typically lasting until the offsprings are weaned from breast milk, then each of the parents goes their separate way. Most children grow up “with the whole tribe” and need to find their place within it, with little importance given to the identity of their parents. In many of the Ogre tribes, the fate of the young ogres will be determined in initiation trials, where they must demonstrate their talents – and hope that a respected ogre, hopefully a mage, will choose them as an apprentice.

 

 

Relations with other races

The Ogres are a brutal race, who above all values strength –physical but especially magical. Ogres often look down upon smaller and weaker races, viewing them as tiny, despicable creatures, legitimate targets for war, plunder and enslavement – unless the tiny creatures know their place, and grovel for the mercy and beneficent protection of the mighty Urmaagur, who ruled a mighty magical empire when humans were nothing but savage sheepherders.

Most ogres take great pride in their heritage as ancient, powerful race – and anyone who interacts with ogres, even a degenerate, weak tribe of savage swamp-dwellers– had better keep this in mind. Some ogres are still fond of cooking and eating humans and demi-humans, though most contemporary tribes turn their noses up at this archaic tradition. Nonetheless, there are still some expressions in Ogre language which recall that old tradition, like “Too small and ugly, even for the pot”.

Most Ogres despise the En’miri – the humans who ravaged their homeland and stole many of their ancient magical artifacts. Many Ogres are sure that it was some kind of honorless mischief which let those humans to gain victory over the children of Ur-Naarum; some filthy trick one might expect from an insidious race that obtained its own magical powers by siphoning the energies of wicked extradimensional sentient gems. Either way, now that the Empire of those pale midgets has fallen, the time has come to settle the score, and restore the rightful greatness of the Ogres in this way. Some ogres also believe that the power of those wicked extradimensional gems was responsible for the Great Shattering, by disrupting the balance of the magical energies. Few Ogres might nonetheless be prepared to ally themselves with En’mirian individuals or even nobles or wizards, either for the greater good or against other, more local enemies who endanger their tribe or faction.

 

Most ogres see themselves as utterly superior to the Far’lil humans. In ancient times, Ogres frequently raided the ancient Far’lil homeland in Northern Melestra, but from time were also willing to negotiate or even trade.

In spite of this, some Ogre factions are willing to deal or even consider allying themselves with the new Farilic “Great Prophet”, which they appreciate his vast powers of nature magic.

Ogres consider the Gurg to be nothing more then prattling slaves, bred to serve and be lowly – but as the years passed, too many of them had forgotten their rightful place, and nowadays became so despicable and useless, that they are not even worthy of being cooked (not to mention that their smell is vile, and their taste is even worse) – so “there is nothing to do with those green vermin, other than stomping on them”.

 

The Mistweavers are nothing but a group of soft, miserable and blabbering females with miserable waning magic and a goddess even more laughable them her believers; however, many Ogres learned to value the wonderful weaving Mistweavers can produce (some even nickname them “Silk worm” for this) – which is a good reason to keep them alive. One exception, however, is an Ogre tribe called Nal-Mithraar, who accepted the Queen of Light as their deity long ago, and were great influenced by Mistweaver culture (which makes them good weaver and valuable slaves, according to other, more ruthless Ogre tribes).

The Ogres are suspicious and even somewhat fearful (although most will deny it) of the Ralg’kril – that race with the burning-red eyes and their legendary cities under the fiery mountains. Some ogres suspect that the fiery magic of those Ralg’kril is far too similar to the magic of their ancient enemy – the Kor’slag. Be it one way or the other, most ogres prefer to keep their distance from the “Dust Fairies”. 

 

 

Ogre Language

The native tongue of all ogres is called Magaaru., There is also an ancient and secret language called Ur-Vagdarr, which was spoken only in the court of the ancient wizard emperors of Ur-Naarum. Legends tell that the most ancient and powerful spells and rituals were written in this language – though nowadays even powerful ogre mages find it difficult to read it, let alone use it for spellcasting. 

 

 

Ogre Names

Ogre names are constructed from a prefix, followed by the core of the name.

 

Prefixes are usually a closed syllable of three letters (sometimes four, with two stops at the end) with a double central vowel: usually “U” for males and “A” or “O” for females.

Male examples: Kur, Kug, Rum, Bur, Bug.

Female examples: Kar, Kor, Rom, Ram, Bar, Bog.

 

Name cores are usually composed of a four-letter syllable with double vowel in the center (like the prefixes), like: Gaar, Muuv, Guum, Taam, Ruum,

and sometimes a syllable composed out of a five-letter syllable ending with two stops, like: Rumb.

The same core names are usually used for both males and females.

 

Example for common male names: Rumgaar, Burkuum, Kugtaar, Kurruum.

Example for common female names: Ramgaar, Borkuum, Kagtaar, Karrumm.

 

Surnames

Most ogres do not have a surname. The most honorable form of address is made by using their private name, followed by the gender prefix “Ku” (male) or “Ko” (female), then the name of their tribe.

For example: Rumgaar Ku Shaag-Gumraam, who comes from a notorious raider tribe from Southern Magaarum; or Sagguum Ko Zag-Ashraan, a proud daughter from the guardian tribe of the sacred fire beacons of the western coast.

 

Honorary titles

Highly respected ogres will have one of the following honorary prefixes before their name:

Male

Female

Meaning

Ur

Nor

A wizard emperor or an extremely powerful spellcaster.

Rur

Rar

A warlord.

Rug

Rag

An elder or veteran warrior

Nut

Nol

A wizard who is not a ruler or tribe elder.

 

The “Noble Reversal”

Frequently, ogres tend to reverse the two parts of the name of a highly esteemed individual, so the core (usually with the double vowel) will come before the suffix.

Examples:

Dumkaar, the emperor wizard who refused to pass his titles to his daughter, becomes Ur-Kaardum. That daughter's original name was Durnkaar, and later became Nor-Karrdurn.

Bugdaar, who was a nameless mercenary, rouse to greatness, became a warlord and is now called: Rur-Daarbug.

 

 

 

 

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Created and edited by Gideon Orbach (2017) © All rights reserved. Commercial use and/or any profit-making purpose is strictly prohibited without explicit permission from the creator, in writing and in advance. Noncommercial/personal use with no profit aim is allowed (and even recommended!)