Half Ogre
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Source Handbook: HalfOgre_Handbook_v2.pdf from the Half Ogre FINAL folder.
HALF OGRES
Introduction
This packet is designed to provide general information about typical Half Ogres as well as more detailed information about Half Ogres that have been born and raised in the Kingdom of Evendarr, however, as with every race of Tyrra, there are always outliers. The information included here is from the Half Ogres point of view and may differ significantly from the accounts told by others outside of the Half Ogres people.
Out Of Game Information
Half-ogres have a physiology that closely resembles that of humans, with a few significant differences. The most prominent of these is their striking yellow skin, which is bright and eye-catching. Additionally, half-ogres are characterized by their large tusks and pointed ears. Many half-ogres also display various tattoos, which can differ greatly from tribe to tribe.
On Ogres Combat is King
Half Ogres are generally regarded as the finest fighters on Tyrra. Few enemies dare to even contemplate the havoc a blood-raged Half Ogre war party could unleash, let alone confront them on the battlefield. Their prowess as formidable warriors is well known among Half Ogres themselves, often leading to a culture of boasting and bravado. This behavior stems from a core belief in their spoken traditions: Half Ogres were born to fight. For them, every challenge can—and likely should—be resolved through combat, which is why they have established a dueling system to address conflicts and assert their strength.
Show No Fear
Fear is nearly absent from the Half Ogre language. The only instance in which they experience fear— aside from mind control—is when confronted with the undead. For reasons unknown, Half Ogres possess an intense and irrational fear of all forms of undead. In their perspective, there is no distinction between one undead creature and another. As a result, a Half Ogre may choose a specific name for a certain type of undead and use it to refer to any undead they encounter.
Half Ogres view fear as a sign of weakness, prompting them to retaliate against those who instill it in them—particularly necromancers. To these Tyrra-loving warriors, nothing is more abhorrent than chaos. Unless accompanied by undead, a Half Ogre will often attack any known necromancer on sight. Their belief is simple: once a defiler, always a defiler.
Dealing Non-Ogres
Half Ogres often approach most races with a degree of caution, largely due to the common use of the term "Half Ogre," which they consider an insult. This label is deeply resented, as it misrepresents their identity and diminishes their status as a race. Instead, Half Ogres prefer to identify themselves by their caste or tribe. Once a Half Ogre learns to trust someone, they become steadfast allies and companions, exhibiting unparalleled loyalty.
In unfamiliar situations, a Half Ogre typically gravitates toward those who seem to be formidable warriors, often forging friendships with orcs, barbarians, dwarves, and humans first. They may perceive elves, hoblings, and scavengers as weak or unnecessary unless these individuals have proven their worth through action or strength.
Braun Not Brains
Half Ogres often face the misconception that they are unintelligent, but this belief is misleading. Their thought processes are characterized by a pattern of linear reasoning, which allows them to excel in practical, concrete situations. While they may struggle with complex or abstract concepts, this does not reflect a lack of intelligence. In fact, Half Ogres can demonstrate sharp wit and problem-solving skills when dealing with straightforward tasks. Their speech tends to be choppy and direct, often filled with "um"s and "uh"s, which can further contribute to the misunderstanding of their cognitive abilities. Ultimately, Half Ogres are capable of being just as bright as the average person, even if their communication style may differ from others.
While this linear thinking presents certain challenges, it also offers unique advantages. Half Ogres possess an intuitive understanding of runic magic, grasping its principles on a subconscious level. Additionally, they are attuned to the subtle signs that the Tyrra provides to her children, allowing them to engage in a limited form of divination.
History on Avalon
The Half Ogre shamans tell of two ancient tales, each carrying the spirit of their land—one from the rugged, frozen North, and the other from the lush, perilous South. Each story is a lifeline to the past, a thread of wisdom woven into the Half Ogre culture, grounding them in survival, honor, and kinship.
The Shamans of the North
The origins of the Half Ogre people are recorded only on the ancient Rintah Tablets. These crumbling stone texts claim that thousands of years ago, Half Ogres were born from the earth itself, emerging from a massive chasm known as the Great Cave. Interpretations vary: some shamans believe the account is metaphorical, while most Half Ogres take it literally, convinced they crawled from the cave like newborns, marking the start of their race.
The Rintah Tablets further describe how the Half Ogres were initially blinded by sunlight and survived by hunting bats in the cave. As they adapted, they developed rudimentary communication, creating a basic language. Numbering about 300, the Half Ogres eventually found the cave too cramped and divided into smaller groups, each with 20-30 members, to venture north in search of hunting grounds.
Upon reaching valleys south of what would later be known as Evendarr, the Half Ogres encountered a similar species, the Ogres. Ogres were physically larger and more brutish, yet remarkably similar. Initially, relations were amicable, and some tribes tried uniting with the Ogres. However, cultural and physical differences soon created friction. Though Half Ogres were more adept with weapons, they lacked the strength of their Ogre counterparts, and without guidance in advanced combat, the larger Ogres maintained dominance. Attempts to communicate and strategize often failed due to the Ogres’ lack of tactical insight, leading to tension and eventual separation. Returning to independent tribes, Half Ogres maintained trade and occasional alliances with the Ogres. During this time, they began to notice an unusual ability to sense impending natural disasters through random, heightened sensations. However, without literacy to document these experiences, knowledge of this faded over generations.
A new challenge emerged as the Half Ogres faced internal strife due to a deep-seeded instinct for combat. Freed from the restraint of stronger Ogre authority, they descended into violent feuds over resources, pride, and mates. To preserve their society, tribal leaders developed a government system based on ceremonial, non-lethal duels. These duels allowed them to resolve conflicts, establish hierarchy, and choose mates without descending into chaos. This system of structured conflict has continued to the present, preserving their culture and reducing deadly in-fighting.
The Shamans of the South
In the days of young Tyrra, when no intelligent life existed, Mother Tyrra felt a profound loneliness. To alleviate her sorrow, she laid several eggs, which hatched into magnificent, winged serpents—the dragons. Proud and joyful, the dragons kept her company, and Mother Tyrra imparted her knowledge to them. As they grew in power, the dragons eventually split into two factions, leading to fierce quarrels that marred the land. Mother Tyrra wept for her children, powerless to intervene, as their conflicts weakened her own strength.
Determined to bring peace, Mother Tyrra gave birth to a new offspring. Giants. These beautiful beings, as tall as mighty oaks, loved their mother dearly and sought to end the dragons' fighting. A great battle ensued, and the giants emerged victorious, but the land was torn asunder, leaving the two dragon factions separated by a great river.
In her grief, Mother Tyrra filled the skies with soot, choking the dragons and forcing them to remain grounded for a thousand winters. During this time, they forgot the origins of their conflict and, instead, focused their hatred on the giants. Learning from Mother Tyrra, the dragons created smaller beings to combat their foes: they carved Elves from trees, formed Dwarves from stone, and shaped humans from river clay. One dragon ventured to the edge of the world, believing the toughest creature would be found there. He found only a clump of lichen, which he cursed. When it survived his fiery breath, he realized this humble plant was the toughest of all, and from it, he formed the noble orc. Other dragons created the Scavengers from animal flesh, and one made a clever but weak creation called the Hoblings.
Eventually, the dragons gathered on a frozen island and breathed life into their creations, commanding them to serve. Each race learned a skill, but the dragons withheld their greatest abilities for fear of rebellion. The races were urged to multiply, and when they had grown in number, the dragons disguised themselves and manipulated their creations to wage war against the giants. Only the hoblings refused, choosing instead to pursue happiness.
To aid their children in battle, the dragons taught them the arts of defilement, and the dragons’ offspring unleashed their fury on the giants, resulting in great bloodshed. Finally, one dragon sought help from Mother Tyrra in her great cave. Awakened and outraged by the violence, she used her diminished power to instill fear in the races. For three hundred years, rivers ran with blood, and the skies were blackened with soot. In a final act of desperation, Mother Tyrra birthed the first thousand Glorax from the great cave before succumbing to a deep slumber.
The newborn Glorax were resilient, bearing golden skin and tusks to vanquish enemies, with pointed ears to hear the whispers of their slumbering mother. For a year, they wandered until a giant discovered them. Calling them brothers, he led them to his village, where the giants taught them the ways of combat. Equipped with weapons, the Glorax were sent to destroy an elven village, leaving none alive. Afterward, they feasted on their enemies, awakening a bloodthirsty urge among their kin, which led to internal conflict.
Once the bloodlust subsided, the Glorax returned to the giants’ village only to find them battling a dragon. As they fought alongside the giants, the enraged dragon noticed the Glorax carrying the heads of his fallen elves. Realizing his life was at risk, he inhaled deeply, preparing to unleash his deadly breath, but instead, he cursed, seizing a giant child and a Glorax.
Three days later, while sharpening their weapons, the Glorax witnessed a large shadow pass overhead, followed by a rain of blood and body parts from the captured children. Preparing for war, they set out to slay a Stump Beard settlement. Upon arrival, they heard cries of "Ogre!" as the inhabitants fled underground. The Glorax razed the city, discovering little treasure. On their way back, they encountered a grotesque creature—the ogre—mistaken for their kin. They fought and killed it, dragging its body back to their deserted village, where evidence of struggle but no blood was found.
Investigating further, their shamans discovered a message in the giants' runic tongue, revealing a truce between the giants and dragons. They learned of a rogue dragon named Granvex, responsible for creating the ogre and threatening their mother. The giants urged the Glorax to join the fight against the abomination and to keep their connection to the giants a secret from the other races.
The Glorax shamans decided to wait two generations before seeking out other races, establishing a warrior’s code where everything must be earned through battle. The strongest fighter would choose a leader, and the victor took the vanquished as their mate. However, complications arose during childbirth, leading to the realization that Glorax females could not bear children normally. Thanks to the shamans’ healing abilities, the Glorax survived, and their children quickly grew, learning combat skills and eventually proving themselves worthy of their tribe. For twenty years, the Glorax lived apart from the dragon spawn until an envoy from a nearby fiefdom arrived, seeking peace. Mistaken for ogres, the Glorax defended themselves when ogres attacked. After the battle, the humans recognized the Glorax as distinct from the ogres and expressed gratitude. In the aftermath, the name "Half Ogre" emerged, mistakenly associating the Glorax with their monstrous kin.
As the treaty was ratified and a week of feasting commenced, a troubling vision emerged among the Half Ogres: tremors shook the Tyrra, signaling imminent danger. In a mass exodus, they fled the valley just as disaster struck, leaving the human settlement in ruins but sparing most settlers. This event solidified the Glorax’s ability to sense doom, leading to their growing reputation.
Rebuilding began, and the settlers, alongside the Glorax, prospered, sharing combat skills and celestial magic. However, the power of the runes diminished, attributed to a comet trapped in the orbit of Tyrra. The remaining knowledge of the runes was inscribed on a tablet and buried deep within the Tyrra.
Thus, the settlement became a thriving hub of trade, marking the beginning of both a prosperous era and the curse that would follow the Glorax.
First Contact with Outsiders
Approximately 4,000 years ago, the Half Ogres made their first contact with the civilized races of Tyrra. At this time, they had little knowledge of these other peoples and were wary of interaction with them.
A large group of Humans and Elves settled in a valley inhabited by some Half Ogre tribes. Initially mistaking the Half Ogres for a tribe of Ogres, the settlers noted several differences: the Half Ogres were smaller, possessed less harsh features, and exhibited a more controlled temperament. This led the settlers to believe they were a mixed-blood race, and they named them "Half Ogres" for the first time, suspecting their blood was intertwined with that of Humans. The settlers aimed to establish relations with these creatures.
The Half Ogres were cautious as their new neighbors approached, having been warned by their ancestors that civilized races might view them unfavorably due to their possible connections to the savage Ogres nearby. Any mention of the Great Cave, where they originated, could evoke memories of past conflicts. Negotiations with the settlers took several months as the Half Ogres carefully scrutinized their intentions before agreeing to peace. Eventually, the settlers demonstrated their desire for peace, leading to a treaty among the three races.
Trade between the Half Ogres and the settlers flourished, with the settlers relying on the Half Ogres for their superior knowledge of the local terrain. In return for guiding them through the dangers of the valleys and protecting them from local monsters, the Humans and Elves taught the Half Ogres combat skills they had never encountered before. With these new abilities, the Half Ogres gained the confidence to face Ogres in combat. More importantly, they learned the skills necessary to wield magic, a practice previously unknown to them.
However, teaching magic proved challenging, as many Half Ogres struggled with literacy. Those who persevered and learned to read and write were able to grasp the magical teachings from the Elven settlers, earning respect and reverence within their tribes. As a result, the tribal chiefs decided that these knowledgeable Half Ogres would serve as Shamans, or wise individuals for the tribe. Eventually, a Shamanee, or shaman council, was established in each tribe to oversee the initiation of those aspiring to become shamans.
Several tribes' Shamanees collaborated to find a way to repay the settlers' kindness. They sought to negotiate a peace treaty between the settlers and their Ogre counterparts, who sometimes raided the Human and Elven settlements. After successfully brokering an agreement to cease hostilities temporarily, the Half Ogres managed to get both parties to sign a peace treaty. However, relations between the Ogres and settlers soon became strained. The Ogres sought weapons and magic from the settlers but offered nothing in return, believing their mere restraint from attacking justified such demands. The settlers refused to arm the Ogres, fearing a disadvantage if the Ogres decided to breach the treaty. Furthermore, disputes over land rights emerged, as the Ogres claimed much of the settlers' land was actually theirs.
Eventually, the Ogres threatened to kill all the settlers if they did not comply with their demands. Recognizing the growing tension, the Half Ogre Shamanees decided to end the treaty and allow the two factions to resolve their own conflicts. Nonetheless, they continued to mediate disputes between the settlers and Ogres, occasionally succeeding in preventing bloodshed.
In the following years, the Half Ogre tribes expanded, reaching a total population of about 5,000. Their relationship with the settlers solidified, and the Half Ogres learned to embrace their identities. They began to enjoy life fully and looked forward to the challenges ahead, establishing a robust place for themselves in Tyrra.
The Shamans eventually learned to interpret signs from nature that indicated dramatic shifts. They maintained written records to identify different signs and sensations that preceded events. Initially, they taught their tribes how to recognize these signs; however, misinterpretations by illiterate Half Ogres led to tragic consequences. When a tribe mistook a sign for an avalanche as one for a flood, they sought higher ground only to face disaster. Many lives were lost, prompting the Shamanees to restrict this knowledge to themselves to prevent further misreading of signs. A few years later, the Shamans received a powerful sign they interpreted as an impending earthquake. In a remarkable display of foresight, the Half Ogres guided the settlers and Ogres out of the valley before the disaster struck. Most residents survived, and the Humans and Elves were in awe of the Half Ogres' ability to predict such an event.
The Art of the Duel
The ‘Racoosee Reyva’ is the embodiment of the fierce dueling culture of the Half Ogres, rooted in their history and social structure. This ancient practice serves as a means of conflict resolution, establishing honor, and determining leadership within their tribes. Duels are initiated for various reasons, ranging from personal insults and theft to the pursuit of dominance or leadership. The rules are stringent, ensuring fairness and respect for the combatants, with an emphasis on melee weapons and the presence of healers to prevent unnecessary bloodshed.
Through these duels, the Half Ogres not only uphold their traditions but also navigate complex social dynamics, reinforcing tribal bonds and the importance of honor. The Racoosee Reyva stands as a testament to their resilience and identity, reflecting a culture that values strength, skill, and the ability to resolve disputes through honorable combat.
Racoosee Reyva Rules
According to the Racoosee Reyva, duels among the Half Ogres are governed by strict rules and may be initiated for several specific reasons:
1. Accusation of Dishonesty: A duel is warranted if one party is called a liar.
2. Insults: Insults directed at oneself, friends, family, tribe, or martial abilities justify a duel.
3. Theft or Attack: If someone steals from or physically attacks you, your friends, family, or tribe, a duel may be initiated.
4. Cheating: Attempts to deceive you out of money or possessions can lead to a duel.
5. Provocation: Continuous annoyance through offers of fruit or its derivatives intended to incite blood rage can provoke a duel.
6. Poaching: If someone steals from your kill, a duel is justified.
7. Dominance: A duel may be fought to assert dominance over a previously unknown Half Ogre. Such duels can occur every season, and the loser must recognize the winner as their superior.
Additional Purposes for Duels
- Selecting Tribal Leaders: Serious challenges to leadership are resolved through duels, conducted once a year. All Half Ogres can enter, and the process involves marking pebbles that are drawn to determine combatants. The last two fighters can challenge the current Chief for leadership. The winner receives a tattoo from the high shaman, signifying their status.
- Choosing a Mate: In the pursuit of mates, individuals of both sexes duel for the right to choose first, following a similar process as above.
- Trial of Criminals: A criminal may duel with the chief to prove their innocence. They also have the option to accept the punishment without engaging in combat.
- Resolving Civil Cases: For civil disputes, both parties must agree on the terms and conditions of the duel, clarifying what will be at stake for each contestant.
Racoosee Reyva Regulations
1. Announcement: The duel must be formally announced by one of the parties involved.
2. Refusal: A duel may not be refused.
3. Arbiter Selection: An arbiter must be chosen to ensure the duel is conducted fairly, and both contestants must agree on this individual.
4. Combat Restrictions: Only melee weapons are permitted. No missiles, magic, gases, armor, shields, enhancement spells, enchanted weapons, or blade poisons are allowed. Both contestants must have identical spell protection (e.g., bless, shield).
5. Presence of a Healer: A healer or someone trained in first aid must be present during the duel.
6. Declaration of Stakes: Prior to the duel, each participant must announce what they stand to gain in the event of their victory.
7. Allowed Combat Styles: All fighting styles not explicitly forbidden are permitted. Combat concludes when one participant is incapacitated, bleeding, or surrenders. The healer may treat those who are bleeding or unconscious.
8. Prohibition of Finishing Moves: The use of a finishing move is strictly forbidden and punishable by death. Humiliation in defeat is deemed sufficient.
9. Acceptance of Outcome: The defeated must accept the outcome of the duel and abide by the ruling.
10. Finality of Rulings: The ruling of the duel is absolute, with no possibility for rematch. Both parties should not harbor bitterness; violators will face a six-month banishment.
Dueling Non-Half Ogres
Exercise caution when dueling members of other races. They often complain about the rules and lack honor, sometimes attempting to kill a defeated opponent. If you have doubts about dueling someone from another race, seek an alternative way to resolve the conflict. If no other options exist, request the highest-ranking noble in town to act as an arbiter. While this doesn’t guarantee your opponent won’t try to harm you, most nobles can summon a life spell if needed.
Criminal Matters
In Half Ogre society, formal written laws rarely exist. Typically, when an offense occurs, it leaves some party feeling wronged. The slighted party may then petition the chief, who can request the Shamanee to formally accuse the individual. If accused, the individual must either accept the punishment or attempt to prove their innocence before the chief. However, if the Shamanee decides not to accuse, the slighted party may still challenge the individual to a duel.
Occasionally, an offense impacts the entire tribe. In such cases, the matter is brought before a council of the youngest shaman, the Grand Shaman, and the chief. After hearing all evidence, they deliberate privately. If they decide to accuse by majority, the accused must either accept their judgment or face the chief in a duel.
Half Ogre Crimes and Punishments:
- Arson: Death and permanent banishment
- Extortion: Banishment, duration set by Shamanee
- Extreme Cowardice: Banishment, duration set by Shamanee
- Homicide: Death and permanent banishment
- Missing Guard Duty: Six-month banishment
- Necromancy: Branding, followed by death and permanent exile
- Slavery: Death and permanent banishment
- Treason: Death and permanent banishment
- Breaking Banishment: Death for all but the permanently banished, for whom the penalty is Obliteration
Race within the Kingdom of Evendarr
The Half Ogre homelands are not defined by expansive territories or towering strongholds, as many other races claim. Instead, they are fragmented lands scattered across the North and South, with each clan staking claim to small stretches of forest, jungle, or hillside. These pockets of territory are rarely fortified and blend into the natural surroundings, allowing the Half Ogres to live in harmony with the environment rather than imposing their will upon it. Without a central homeland to unite them, each clan has developed its own customs and traditions based on the land and resources specific to its region, creating a rich, if fractured, tapestry of cultural practices across Half Ogre society.
This dispersed nature has historical roots. Half Ogre clans were never given or able to seize large territories, nor were they bound by a single identity or political structure. Instead, their earliest clans adapted to survive in whatever land they could find and hold, often the less desirable regions avoided by more established races. This has led to the development of tight- knit, resourceful clans that rely on shared heritage and adaptability to survive in environments that range from frigid mountains to tropical jungles. The harsh conditions and scarce resources in these areas have fostered a profound respect for nature and resilience within Half Ogre culture.
The Half Ogres’ fragmented territories are often overlooked by neighboring races, allowing them a measure of independence despite their small numbers. Clans within forested areas have developed intimate knowledge of the flora and fauna, becoming adept hunters and foragers with minimal impact on the land. Those in the jungles have adapted to navigate dense foliage and treacherous terrain, often using stealth and cunning to avoid more aggressive neighbors. Meanwhile, clans in the rolling hills have become nomadic, moving frequently to follow resources, and are experts in small, portable dwellings that can be assembled or dismantled quickly.
Despite the separation of Half Ogre clans, they share a collective identity rooted in survival and adaptability. When clans encounter each other, there is often a sense of camaraderie and respect, despite differences in dialect, customs, and appearances. Many clans have oral traditions passed down by shamans, who tell of a time when Half Ogres will unite across regions, guided by common ancestors and shared purpose. This shared lore, while not binding, strengthens their identity and creates a vision of kinship that transcends the physical boundaries between clans.
In the absence of a unified homeland, Half Ogres value the land they inhabit and have a sense of belonging tied to their immediate surroundings rather than to a distant capital or ancestral seat. This connection to their own small territory defines their sense of place and identity. For a Half Ogre, homeland is a personal, intimate space—a forest grove, a hidden valley, or a secluded hilltop. It is this fierce loyalty to their scattered patches of land that sustains them, creating a decentralized yet deeply connected network of clans bound by a common way of life.
Despite their scattered and diverse existence, one tradition binds all Half Ogre clans together: the Racoosee Reyva dueling practice. This ancient tradition is revered across all clans, from the northern forests to the southern jungles, serving as both a means of settling disputes and a demonstration of personal honor and strength. Each clan may have its own slight variation in dueling customs—some incorporating specific rituals or types of weapons—but the core principles of Racoosee Reyva remain consistent. These duels are often overseen by a chief or shaman to ensure fairness, with combatants respecting a code of honor unique to the Half Ogre way. For Half Ogres, Racoosee Reyva is more than a physical contest; it is a sacred connection to their shared history and the one ritual that all clans recognize as a mark of true Half Ogre identity. Through this tradition, they honor their ancestors, demonstrate resilience, and forge bonds across regions, reinforcing a sense of unity amid their dispersed homelands.
Half Ogres who venture beyond their clans and find themselves within the borders of the Kingdom of Evendarr are rare. Drawn by the promise of exploration, fortune, or simply out of necessity, these Half Ogre travelers often arrive as strangers in a foreign land. Their sheer size and distinctive appearance make them stand out in the kingdom’s bustling cities and villages, where Half Ogres are seldom seen. Many Evendarrians regard Half Ogres with a mixture of awe, fear, and curiosity, uncertain about the intentions of these imposing visitors. For their part, Half Ogres are equally wary of the bustling kingdom, unaccustomed to the formalities, dense populations, and intricate social hierarchies that define life within Evendarr. Those who adapt to life within the kingdom often find work that values their strength and resilience. Many become mercenaries, guards, or laborers, putting their natural abilities to use in ways that earn them a measure of respect, if not full acceptance. However, some Half Ogres have learned to navigate Evendarr's complex social networks and have gained notable positions, using their loyalty and honor-bound nature to form unexpected alliances. Their straightforward way of thinking can be refreshing to those who grow tired of court intrigue and duplicity. Some Half Ogres have even earned titles, albeit informal ones, as noble families or influential guilds see the value in an ally who speaks plainly and fights without hesitation. Yet, trust remains hard-won, and they are often regarded as outsiders, leaving many Half Ogres to form small, supportive communities with one another for companionship.
While their numbers are small, Half Ogres in Evendarr carry with them the traditions and values of their clans. They maintain the Racoosee Reyva dueling tradition, occasionally performing it in the presence of curious onlookers who are intrigued by its formality and intensity. These Half Ogres see themselves as emissaries of their culture, representing the strength and honor of their people in a land that rarely acknowledges them. Some harbor a quiet pride in being among the few to leave their scattered homelands, and they bear the responsibility of showing Evendarr what it means to be a Half Ogre. Though far from their clans, these adventurers hold onto the identity and customs of their ancestors, finding strength in their roots as they navigate a land both fascinating and alien.
The Iron Gauntlet
The Iron Gauntlet began as a modest band of mercenaries led by Garrog, a Half Ogre known for his iron will and unwavering loyalty. Garrog had grown up on the outskirts of Evendarr, familiar with hardship and survival in a world that often distrusted his kind. Driven to prove himself, he established The Iron Gauntlet with a vision of an honorable, elite force that upheld a code of loyalty, discipline, and respect. Though Garrog’s initial recruits were few, his firm belief in discipline and his unmatched skill in battle quickly attracted a diverse group of warriors—humans, dwarves, and even a few adventurous elves—all bound by a common respect for Garrog's leadership and a shared sense of purpose.
Over time, The Iron Gauntlet’s reputation spread throughout Evendarr. They took on missions that most companies would balk at, clearing dangerous bandit strongholds, escorting vulnerable caravans through treacherous lands, and protecting towns on the border from marauding raiders. Garrog was strict but fair, ensuring each mission was carried out to the highest standard. When his warriors returned from a mission, they knew they could rely on his unwavering support and the camaraderie of their fellow Iron Gauntlet members. Under Garrog’s leadership, they came to see themselves not just as a mercenary band but as a family, each member supporting the others with loyalty that ran deep. Their growing reputation as an honorable outfit caught the attention of the city’s officials, who soon began hiring them for more sensitive assignments within Evendarr itself.
As the Iron Gauntlet began to take on contracts within the city, they caught the attention of the Prince, who saw in them the loyalty and integrity he sought in his personal guard. Though his father, the King, had an established force of knights and noble-born guards, the Prince felt the need for a unit that was adaptable, discreet, and unwaveringly loyal. He quietly sent word to Garrog, inviting him to a private meeting. When Garrog arrived at the palace, the prince offered him an opportunity: the chance to serve the royal family directly, to become the trusted shield of the prince himself. Garrog was honored, but he knew what the responsibility entailed. After deliberating with his fellow Gauntlet leaders, they accepted, with Garrog committing his life and those of his most trusted warriors to the prince's protection.
Under Garrog’s command, the Iron Gauntlet underwent rigorous new training suited for their royal duties. No longer would they operate as a standard mercenary outfit; they would adopt the role of noble protectors, prepared for everything from close combat to defense strategies. Garrog emphasized restraint and precision, understanding that they were now entrusted not only with the prince’s safety but with preserving the delicate reputation of the royal household. His command was absolute, and his warriors respected him deeply for it. Their missions became more demanding, often escorting the prince through political negotiations with foreign diplomats and guarding him at public events where threats might lurk unseen. The Iron Gauntlet’s vigilance earned them the respect of the palace and the people, who marveled at the stoic, disciplined soldiers always at the prince’s side.
Years passed, and Garrog and the Iron Gauntlet became legendary within the kingdom, revered as much for their loyalty as for their skill. Garrog, the Half Ogre who had defied the odds, had built more than a mercenary band—he had created an elite guard that commanded respect from the highest noble to the humblest citizen. The Prince, now on the verge of taking the throne, held Garrog and his warriors in the highest esteem, viewing them as more than guards but as allies in the stewardship of his kingdom. The Iron Gauntlet’s story became a tale told in Evendarr for generations, a story of loyalty, courage, and an indomitable will, led by a Half Ogre whose vision of honor and unity brought together warriors of all kinds to protect the heart of the kingdom.
The Ogres Mill
Gorvuk, a stout and rugged Half Ogre with arms as thick as tree trunks, ran the timber mill just outside Tyrangel, a small but prosperous city on the edge of Evendarr’s dense, ancient forests. The mill had been established decades before by a local family, but when hard times hit, they sold it to Gorvuk, whose strength and experience with timber work quickly made him the obvious choice to manage it. Known for his relentless work ethic, Gorvuk transformed the mill into one of the city’s most successful operations. He maintained the perfect balance between productivity and respect for the forest, a value deeply ingrained in him from his upbringing in a nearby Half Ogre clan that revered nature’s strength and bounty.
Despite his intimidating appearance, Gorvuk was well-liked by the townsfolk of Tyrangel. He hired workers from the local community, paying fair wages and ensuring that his mill was a safe place to work, rare in the industry at that time. He also taught his crew to respect the forest as he did, emphasizing sustainable practices. Trees were felled selectively, and for every tree taken, Gorvuk made sure two were planted in its place. The townspeople admired his respect for the land and his unyielding dedication to his trade. Gorvuk even had a reputation for looking out for the smaller farms and homesteads, offering discounted lumber to those in need, which further cemented his place in the hearts of Tyrangel's people.
Over the years, the timber mill grew, and Gorvuk's reputation spread to nearby towns and cities. Merchants sought him out for high-quality lumber, and soon he was supplying wood to builders and craftsmen throughout Evendarr. He became somewhat of a local legend—the Half Ogre with a heart as strong as his axe, who balanced the demands of industry with the honor of stewardship. Occasionally, traders or nobles passing through Tyrangel would stop by to watch him at work, marveling at his raw power and skill, but also at his quiet pride in his work and his clear dedication to the community. Gorvuk, however, remained humble, always returning to his duties with a sense of purpose, unmoved by praise or profit.
As the timber mill flourished, Gorvuk found himself mentoring younger workers who were eager to learn the trade. He taught them not only how to handle an axe but also to appreciate the patience and strength required to master it. He instilled in them the respect he felt for the land, the importance of hard work, and the responsibility they held in shaping their community’s future. For Gorvuk, the mill was more than a business—it was a way to give back, to build something lasting for future generations. The younger workers often looked up to him not just as a boss but as a figure of wisdom, and his teachings left a deep impression on them.
As the years passed, Gorvuk became a fixture of Tyrangel, known to all as a symbol of strength, honor, and integrity. When times were hard, people would look to him, finding comfort in his steady, dependable presence. He was more than a timber mill owner; he was a guardian of the forest, a mentor to the young, and a friend to the city. Gorvuk’s mill continued to thrive, and in Tyrangel, his legacy grew as a Half Ogre who had carved out not just a place in the world of men, but also a lasting bond with the people and the land that sustained them.
Half Ogre Legends
Brogar the Hulk
Long ago, when the Half Ogre clans lived in scattered but fiercely defended territories across the north, a threat emerged from the dark edges of the mountains. A relentless troll army, led by a twisted and cunning troll king, began to push into Half Ogre lands, ravaging villages and terrorizing clans. This troll horde was unlike any seen before, numbering in the hundreds, their grotesque forms swelling with unnatural strength and their skin regenerating faster than blades could bite. Fear and dread spread across the clans, and they turned to their warriors for protection. Among these warriors was a Half Ogre named Brogar, a hulking figure with a reputation as an unstoppable force in battle. His weapon was legendary: a massive warhammer known as The Anvil, forged in ancient times and said to carry the strength of the mountains themselves.
Brogar's skill with The Anvil was unmatched, and his presence on the battlefield was as awe- inspiring as it was terrifying. When the elders of the clans gathered to discuss their strategy, Brogar stepped forward and swore a solemn oath to drive the trolls back into the mountains. He took a small band of seasoned warriors, each fierce and loyal, and set out to intercept the troll army before it could reach the heart of the Half Ogre lands. His journey was grueling, but Brogar’s resolve never faltered. As he led his warriors through shadowed forests and icy ridges, tales spread through the clans of the mighty Half Ogre who wielded a hammer so powerful that one swing could shatter stone and send shockwaves through the earth.
The two forces clashed at the edge of a ravine known as the Bleak Divide, a narrow chasm surrounded by jagged cliffs and dark forests. Brogar and his warriors had the advantage of the high ground, but the trolls’ numbers seemed endless, pouring from the shadowed forest in wave after wave. The clash was brutal; the trolls, with their regenerative skin, shrugged off wounds that would fell any mortal creature. Brogar, however, was relentless, swinging The Anvil with thunderous force. Each strike was a devastating blow that sent trolls flying, crushed skulls, and shattered bones beyond repair. He wielded the hammer with such force that the ground itself seemed to tremble, and the trolls, who had never feared anything before, began to feel the cold sting of terror. The battle raged for hours, and Brogar’s warriors fell one by one, but he stood firm, a beacon of defiance against the darkness. As the sun began to set, casting a blood-red hue over the battlefield, the troll king finally stepped forward to face Brogar. Taller and more monstrous than any troll before him, the king wielded a jagged sword that gleamed with a sickly, unnatural light. Brogar met the troll king’s gaze, his own eyes burning with determination. Their clash was one for the ages: Brogar’s warhammer met the troll king’s sword with such force that the sound echoed across the ravine like thunder. The troll king’s strength was monstrous, but Brogar’s heart and resolve were unbreakable. With a final, earth-shattering swing, Brogar brought The Anvil down on the troll king’s head, crushing it and ending the creature’s reign of terror.
The trolls, seeing their king fallen, fled back to the mountains in a panicked swarm, broken and leaderless. Brogar, bloodied and battered, watched them retreat, his breaths heavy but triumphant. The battle was won, and the clans were safe once more. To this day, songs and legends are sung about Brogar the Unbreakable, who stood alone against a troll army and wielded The Anvil with the might of a god. His tale is told around fires, a reminder of the strength and courage that flows in the veins of all Half Ogres, and The Anvil itself is said to be hidden in a secret mountain cave, waiting for another hero worthy enough to wield it in the clan’s darkest hour.
Torgath the Eye
In the early days of the winter season, as leaves turned to frost and the northern winds grew bitter, a powerful Half Ogre shaman named Torgath had a vision. Gazing into the fire during a midnight ritual, he saw deep snowfalls burying the landscape and bitter cold suffocating life. The vision was unrelenting—a winter more dangerous than any in memory, where crops would freeze, animals would die, and humans in the far-off villages would struggle against starvation and frost. Disturbed by this omen, Torgath sought counsel from the clan elders, who advised him to remain with his people. But Torgath, feeling a great sense of duty, knew he couldn’t ignore the plight of the human villages outside of Evendarr City.
Torgath set out before the snow thickened, carrying supplies and a warning for those he encountered. He moved quickly between villages, urging them to gather every bit of food, firewood, and supplies they could muster before the snow trapped them in their homes. Many of the villagers, skeptical at first, quickly heeded his warning after Torgath demonstrated his abilities, casting protective charms and predicting small occurrences as signs of his truth. Soon, word of the Half Ogre shaman’s foresight spread, and villages began to fortify their supplies and ration out food. Torgath taught them how to dry meats, preserve roots, and weave thicker clothing from their meager resources, sharing survival techniques passed down through his people.
As the winter worsened, snow piled high, and the air turned deadly cold, just as Torgath had foreseen. By then, however, the villages had enough supplies to endure. On the coldest nights, Torgath made his rounds, strengthening the fire charms he had taught the villagers and performing rituals to ward off the frost. Thanks to his vision and tireless efforts, the villages survived the brutal winter with few casualties, their respect for Torgath and his people forever deepened. Torgath’s tale became legend among them—a tale of the great Half Ogre shaman who braved the bitter cold and saved lives not out of duty to his kin, but out of compassion for others, leaving a legacy of wisdom and bravery for generations to come.
Racial Traits and Features
NERO 10th Edition, preview v1; retained separately from the race handbook.
- Racial Traits: Strong and Tough.
- Racial Features: Two Handed Weapon Mastery.
Publication Credits
A Tyrran Guide On:
Half Ogres
A NERO™ Larp Publication
NERO – A Tyrran Guide On: Half Ogres is ©2012, 2021, 2022, 2023, 2024, 2025 by Joseph Valenti
All Rights Reserved.