Ogre

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Ogre

A fearless and terrifying race of nomadic monsters, Ogres are the children of the earth itself. A race of violent giants, they answer the Call to War of their gods.

Quick References: Go here for the page on Ogre Lore.

Go here for tips on Playing an Ogre in-game.

Contents

Physiology

Ogres are the largest and strongest of the monster races standing over six feet tall with thick, powerful limbs. According to legend, ogres of the past were even more colossal, towering at 10-12 feet tall. Females are often smaller than males but not always. Ogres have large hands, boney skulls, and thick skin. Ogre males called bulls when full grown at approximately the age of 50 have large horns, whereas the females have two bony protrusions on their forehead. Ogres have three fingers and an opposable thumb.

Ogres can live to around 300 naturally, but often live to about half that due to death in battle, or environmental stress. It is unknown how often ogres live to extreme old age as many go wandering. They typically do not really start to show great age until well into their 200s. Ogres are extremely hardy and get sick rarely. Injury and infection from injury are their main health woes.

Pregnancy lasts for 1 year, and is typically well-tolerated if the environment is not unduly stressful. Pregnancy rate is low though, for reasons I will discuss later. It is a common belief that an ogre's heart lies within its belly. When a female becomes pregnant it becomes difficult to travel. Ogres infants are born about the size of human infants, but grow and develop rapidly. A two year old ogre would be roughly the equivalent of a 5 year old human child.

Ogres reach sexual maturity around 18-23 (i.e. when many people start fighting/decide to be ogres).

Ogres are omnivores, but prefer to have meat in their diet. Ogres can consume meat from a very young age, and in times of hardship are often given a greater share to encourage their growth so the tribe can move quicker to better feeding grounds.

Ogres have a low birthrate not due to infertility, actually ogres are very fertile, but through chosen abstinence. This is due to the problem of ogre souls. The original ogre souls were created by Uron, and were recycled as he refined his creation. The Four were not whole gods, but rather pieces of a god and did not themselves have the ability to create new souls. When ogres reproduce, a piece of the father and a piece of the mother’s soul is broken off to become the new ogre. This vacancy in the parental soul is then filled with enhanced elemental affinity. Therefore the birth of a child is usually a very conscious decision, and while a time of joy, also a time of great change. Sometimes the parents are barely affected; this is particularly true if they are strong of will and force of spirit. However others who are of weaker constitutions can find themselves greatly changed by the process. This is not necessarily bad change, but change nonetheless. This is why only strong ogres are ever encouraged to reproduce, and why ogres are typically older when they do. Interbreeding with other races is strongly discouraged because the soul of the child would only come from one parent. The exception being in the rare event that the union is with an elemental being/spirit of sorts.

Ogres primarily have singleton pregnancies and in the rare case of twins, the effect on the parents is doubled.

Offspring from mixed races will be decidedly one or the other, i.e. they would be decidedly ogres with cosmetic characteristics of the other race, or that they would be decidedly the other race with ogre physical characteristics. This has to do with where the souls come from. If they come from the river of souls then they are Goblyn, but if they are broken off the parents' souls, they are ogre. You cannot have a "mixed soul", so to speak. You could have twins though, one ogre and one of the other race.

In general it would be most odd to have an ogre father and a mother of a different race, Kra'nok (daughter of Utezni and the thunder spirit) being the exception. Is the bull ogre really going to wait around and see if the offspring is ogre, and if it is what will he do then? It is not impossible but really would be rather unheard of.

Ogres also traditionally do not get along well with most other races. It is significantly less odd, though frowned upon, for ogre females to interbreed. If the offspring are ogre they will be accepted into the tribe like any other ogre, if they are of the other race they are typically abandoned to the whims of fate. The mother, if not too weakened by the birth, may make arrangements for the non-ogre offspring to be taken to groups of its own kind. This sort of thing can happen if a female is desperate for a child but can find no bull willing to reproduce. In that case, though still frowned upon, it is generally accepted as the only way. If that is the reason, spells and blessings are placed over the pregnant female hoping for ogre offspring.

Personality

Ogres have 2 general kinds of personalities. But like any race, there is variety and nuance. Many tend to be reserved and stoic, preferring sitting to the edge of fire rings and speaking rarely. But when they do, other smaller things tend to listen to their booming voices. Others are booming and loud all the time. Ogres are menacing brutes that have the power to crack shield walls and halt charges. They can be loud and commanding, but also silent and deadly. When worked into a rage they are essentially unstoppable. Ogres are very independent even when part of tribes and personality traits can be somewhat aligned to their elemental affinity. Just because they are normadic and elemental does not mean they are touchy-feely. They take what they want, as the earth and all that is in it belongs to them. Most ogres seek death in battle over dying of old age, and many of the fiercest warriors hope to be called to Uganggi’s hunt after death. When an ogre dies, their bodies are burned and offered to Uganggi first, then the ashes are scattered into wind and water, and over the earth.

Sometimes an ogre might choose to wander alone. This could be for many reasons, and sometimes it is simply because they prefer it. Many ogres love the wilderness and the challenges they face alone in it. Visions come when secluded in the wilds and ogres often seek solitude for contemplation or adventure. Shaman ogres tend to be more hermetic, sometimes spending time with a tribe before moving on. After their totem ceremony, young ogres may be encouraged to go off on their own for time to discover truths for themselves.

Ogres are typically very uncomfortable with deep and large bodies of water. Most ogres cannot swim. They will ride in boats crafted by others, but are not comfortable in them. The exception to this is those who are water aligned, and who are touched by Una directly. They more often than not are very good swimmers and find being in water to be extremely comforting.

Society, Art, and Technology

Ogre crops and animals

Ogres do not usually plant/harvest their own food. They forage and hunt. Even when settled in an area for a long period of time they do not really cultivate their own crops, but rather rely on the natural lifecycle of the area to provide what they need. They can and do sometimes keep small herd animals which can also forage and be driven along with them. Ogres are pretty adaptable, they can typically easily adapt to different climates and terrain encountered in their migrations, and their clothing will reflect that. Wolves and wardogs are a commom motif in the lore and it would make sense for Ogres to take on useful animals such as these, I could even see some have trained birds of prey. Ogres have large territories they traverse, so anything easily moved/carried would make sense.

Goblin Slaves

Large tribes will often have goblin servants/slaves. Goblins are often killed for insubordination, or they escape leading the numbers of such slaves to be in a constant state of flux. Some prefer to stay as they are typically well fed, or particularly enjoy participating in war bands. Sometimes the goblins in warbands are often somewhat crazed from the long captivity and are more similar to war dogs than sentient beings anymore. Well trained/behaved ones often get better treatment/rations. No one really knows why some goblins are content to remain, and goblins should never be trusted even if they are well behaved. It is entirely likely that they have some ulterior motive for remaining that could lead to the destruction of the entire tribe if not watched closely. Shackles and restraints are often employed to keep them under control, and for many smaller tribes it is just not worth the risk/ hassle to keep them around.

Typically only male goblins post molt are kept. Snotlings and pre-molt goblins are to be avoided at all costs, and should be killed immediately if accidentally captured. Never ever keep pre-molt goblins! Especially since the genders often look very similar so it can be hard to tell the difference. Your camp will be filled with terrible little snotlings before you know it. Plus no one, and I mean no one, wants to witness a goblin molt. A tribe with infant/very young ogres will typically not keep goblins around as the babes are more vulnerable. A goblin will rarely try to assassinate its keeper alone as ogres are significantly larger and stronger than goblins, but were a young one to wander into its clutches... The goblins in warbands are often somewhat crazed from the long captivity and are more similar to war dogs than sentient beings anymore.

Ogre Art

Ogres do not have much in the way of art, other than their developed rituals and runes. They tend to prefer rugged well built weapons as opposed to filigree and finesse. Ogres will often have elaborate war paint, and shamans will often have decoration depicting their deity. Ogres also often paint their skin (which is a dark fleshy color) with black/red/white war paint. This is a unique identifier for each ogre. As a result of their nomadic way of life ogres have no architectural styles, or common form of writing. They have a complex system of symbols and totems which they carve into rock, bone, and wood which they are also well equipped to fashion. The closest thing to written language would be the short branch code often utilized by shamans, but it is still quite crude.When ogres end up staying in one location for a time they will often construct basic huts out of felled trees, or large boulders. However, It is also not uncommon for ogres to sleep out in the open. We are well designed for most climates and terrain

Ogre Technology

Although they are generally incapable of mining, some ogres are capable blacksmiths and easily refashion weapons taken from dead enemies. One consequence of not having a form of writing or permanent record is that over time the dividing ogre tribes have become isolated and their myths have slowly changed from region to region, tribe to tribe, as have the skills of each tribe. Some may be better craftmen than others.

Ogres are relatively adept medicinally. They know how to use honey and some fungi to prevent infection. They do not know why, but they know that water blessed by Uganggi (i.e. boiled) also helps cleanse wounds and bandages. They do believe it must still be boiling at the time though. They will use fire to cauterize wounds, and will perform rudimentary surgery to remove objects lodged in a body and reset bones. They are pretty good at using foraged herbs for rudimentary pain relief. They are also adept at using surrounding materials for splints. Ogres do not do much fine sewing, and so also do not do much stitching of large wounds. If the skin remains, they rely on bandages to hold it in place until new skin grows, or if the flesh is completely torn away they will use hide to try and protect the open wound. This can lead to mighty thick scars, but ogres tend to heal pretty quickly, especially if provided additional rations.

Ogres tend to care for their injured and sick, however, if it is obvious that recovery will not be possible, they will end the suffering. Due to their nomadic lifestyle, loss of the ability to walk is somewhat akin to a death sentence, so great effort is made to try and ensure the ability to walk, even if that requires the use of a cane or staff. Ogres are too large and heavy to ride on horses. It is said that during Utezni's time ogres would ride on mammoths. While rare, if a particularly venerated ogre does lose the ability to walk, volunteers may offer to pull that ogre in a cart. This would be a huge blow to the pride of the injured ogre and is not in any way common. An ogre without the ability to walk may request euthanasia, or may decide to leave the tribe and "wander" until fate claims them.

Nomadic Tradition

Ogres travel in loosely organized groups over many lands almost nonstop. These tribes are lead by a chieftain and shaman (often two separate individuals but not always). The legends say it was Utezni, the god of earth, that first led his people from their homeland, wherever that may have been. He led his people for nearly 1000 years before passing the duty onto his great-grandson. Ever since ogres have been forming and dividing into many different tribes that occupy many different lands. Some tribes wear their clothes in a style to expose their bellies, others leave their arms bare. Both of these styles are to show the strength of the individual (and may play a part in choosing a mate). Ogres also paint their skin (which is a fleshy color) with war paint. Designs vary between individuals but are commonly painted in black but sometimes include other colors like red.

As a result of their nomadic way of life ogres have no architectural styles, or common form of writing. This is not to imply that they are not artistic. They have a complex system of symbols and totems which they carve into rock, bone, and wood which they are also well equipped to fashion. Although they are incapable of mining, some ogres are capable blacksmiths and easily refashion weapons taken from dead enemies. One consequence of not having a form of writing or permanent record is that over time the dividing ogre tribes have become isolated and their myths have slowly changed from region to region, tribe to tribe. (See below.)

Ogres live in tents made from hide or dug out hovels if they settle in a place for longer than a year (typically due to a prominent females pregnancy). Ogres can live for nearly three hundred years but rarely do since they live hard lives in the field and often fall in battle. Dogs are welcomed by ogres. These pets help guard their camp, hunt, and are good traveling companions. This practice may have been first adopted by Uganggi who enjoyed the company of wolves but it is also likely to have been started after feral packs were caught following a ogre warband feeding on their scraps. Goblynz also tend to follow ogres scavenging from their kills.

Sometimes a ogre might chose to wander alone. This could be for many reasons be it because they were ostracized, or their tribe destroyed. Sometimes it is simply because they prefer it. Many ogres love the wilderness and the challenges they face alone in it. Visions from the gods come when secluded in the wilds and ogres often seek solitude for contemplation. Shaman ogres tend to be more hermetic.

Most ogres seek death in battle over dying of old age. When an ogre dies their bodies are burned and ashes scattered into wind and water, and over the earth so that they may find the gods.

There was once many tribes, but in recent years ogres have lost contact with each other. The ogres of the Karanduawn who have settled in the Blood Valley (called Eriador by the pinkfolk) may be the last tribe of ogres although there are rumors of tribes in the west and other distant lands.

Society

Except for bugbears, ogres have the most defined society amongst monsters to date. Ogres are nomadic, usually only stopping for awhile if called to by a shaman, krolton, or to rear children. They like to use simple tools as weapons (axes, clubs, long knives, spears) which are easily mended or replaced. Their clothing is generally combinations of simplistic shapes augmented with crudely prepared furs, leathers, rough spun fabric - anything that is travel tested and weather resistant. They seldom repair worn garments preferring to add more pelts as the old ones wear out. In smaller tribes an old ogre will often go wander in their twilight years rather than slow down the tribe. They sometimes reappear for a while and then leave again. In a larger tribe, however, the older ogres may stay to help with younglings/tribal affairs. Both are equally respected options. As long as they are not a burden, age is not looked down upon.

Children are rare and precious and the whole tribe cares for and protects them. Once an ogre comes of age and identifies their elemental affinity they can choose to stay with the tribe, or go wandering on their own for a while. As mentioned before, Wandering is sometimes encouraged so that they can gain experience and wisdom. To shield a pregnant ogress from undue stress, a tribe will often stop for awhile in a hospitable place until the children are born and at an acceptable age for travel. This can cause a tribe to stop in a place for several years if additional children are born and lead to tribes gaining a geographical association. Tribes can have a small footprint migrating to the same areas over and over again, or large pilgrimages. Tribes with younglings will often have a smaller radius, whereas war bands of mostly bull ogres will often roam far and wide. Large tribes will often have a basic class system as well with the priest class and warrior class being the highest. In smaller tribes work is shared somewhat equally, but in large tribes there is more segregation of duties.

Chieftains are declared rather than truly chosen. It is not hereditary. It is usually quite clear who is chief, and if there is disagreement, the tribe will usually schism. What makes a chief can vary, but they are usually looked to for leadership on the field and off. (They are often associated with fire or earth ie (Ugaingi or Utezni but any can be a chief) It is kind of a forced position. If all Ogres in the tribe agree one is the leader, then they are declared chief whether they really want it or not. This is another reason some ogres wander, because they do not want to risk the added responsibility. Most chiefs are honored to be considered as such and take the wellbeing of the group into great consideration. Ogres only follow who they choose and can/do choose to leave if things change.Chieftains provide direction and unity without impeding the independence of their people. Krolton is a title within ogredom and after the ceremony the Krolton is the chief until no one follows them.

Other times packs of wandering unaffiliated ogres (who either wandered and lost their tribe, or disagreed with both options in a schism) find themselves in the same region and naturally form a tribe without an official Krolton. Ogres will sometimes form extremely large tribes when there is a particularly charismatic leader. This is a rather rare occurrence but such groups are a nearly undefeatable force. To have that many ogres dedicated to a singular cause is truly an event.


Large tribes will often have a basic class system as well with the priest class and warrior class being the highest. In smaller tribes work is shared somewhat equally, but in large tribes there is more segregation of duties. In smaller tribes an old ogre will often go wander in their twilight years rather than slow down the tribe, they sometimes reappear for a while and then leave again. In a larger tribe however the older ogres may stick around to help with younglings/tribal affairs. Both are equally respectable options, and as long as they are not a burden, age is not looked down upon.

As mentioned before, ogre children are precious and to shield a pregnant ogress from undue stress, a tribe will often stop for awhile in a hospitable place until the children are born and at an acceptable age for travel. This can sometimes leave a tribe to stop in a place for several years if additional children are born and can cause the tribes to gain a geographical association. Sometimes tribes will have a small footprint migrating to the same areas over and over again, and some wander farther afield. Tribes with younglings will often have a smaller radius, whereas war bands of mostly bull ogres will often roam far and wide.


Known Tribes

  • Karanduawn of Blood Valley (Eriador)
  • Throgan Ya of the Poison Plains
  • Blood Hills Tribe
  • Blue Mountain Tribe - extinct, remaining members became the Blood Hills Tribe
  • Northern Tribe, the Thurar - scattered

Chieftains

Ogre chieftains, called are unlike other cultures where leaders are elected, chosen, or go through a process of initiation. Ogre chieftains simply are the leader. Ogres tend to follow who they choose, these ogres often are the wisest and strongest. Chieftains provide direction and unity without impeding on the independence of their people. Naturally challengers may rise up against them. Sometimes this leads to duels to the death. Every once and while these conflicts of interest result in a schism that rifts the tribe in two. This is often how new tribes are founded. Other times packs of wandering unaffiliated ogres (who either wandered and lost their tribe, or disagreed with both options in a schism) find themselves in the same region and naturally form a tribe.

Shamans

In-Lore

Shaman often operate above normal tribe functions and only answer to the gods. They often live in secluded places as hermits or nowhere at all. This secluded life allows them to commune more regularly with the gods and study their arts. Their are many types of shaman who can possess skills in medicine, magic, runes, and war. They also work to preserve the oral history of the ogres that has been passed down for thousands of years. Shaman often advise their chieftain using this vast knowledge.

Not all tribes have associate shamans since they are rare. More often a representative of the priestly class is present although not as powerful and knowledgeable as a full shaman. These priests know a lot of tribal lore, and know the rituals, but have not found their direct connection to the gods.

A tribe will not always have a shaman as they are a rare occurrence, but will often have at least one person from the priestly class. The priests know a lot of lore, and know the rituals, but are not yet touched directly by the gods. In game mechanics these could be shamans in training, or just people who like learning about the lore but not necessarily contributing to it.

When a shaman is about to pass on they consider finding a pupil to train and pass on their sacred knowledge to. If no pupil presents itself they may at least bestow their relics upon a like-minded ogre. However, its common for these relics to go missing shortly after their shaman's passing - possibly retrieved by the gods.

In-Game

Within Belegarth, Shaman is a title that is achieved after a period of apprenticeship and passing the Ra’un trial.

A shaman is by nature touched by one God. This goes beyond a set elemental affinity. The deity communicates directly with the shaman through different means, but often gives them knowledge to pass on to the tribe at large. Shamans communicate with one god, but must understand the nature of all 4 gods. This is not to say that they truly understand all 4, but they must understand the stories, and the different facets of the different gods.

(Practically, it is crucial for a shaman, as someone trusted with writing lore for the whole race, to have an understanding of all 4. The 4 should remain somewhat balanced. That is why the telling of the story of the 4 is an important part of the ceremony.)

A shaman divines knowledge and wisdom from their associated deity, but has no qualms performing rituals that are associated with the others as well. This would involve performing death rites which are primarily an Uganggi ritual, even though you may be a shaman of a different god. A shaman also though often affiliated with a tribe has a responsibility to teach ogres in general the history and the knowledge. It would be just as common to find a shaman wandering as with a tribe. A shaman must acknowledge all 4 as gods, and refer to all 4 as such. Also outside of the fluff, they must learn and understand the lore that has been created so that they can add to it without affecting the core principals of it.

An initiate shaman may declare themselves and seek out a shaman to begin their Ra’un (initiate period). Or an existing shaman may see the spark of shamanhood and approach an ogre about the possibility. You are not considered a true acknowledged shaman until an existing one has so declared, seen you divine information from your god, and seen you through the ceremony. In the past some ogres have claimed shamanhood without really specifying what they mean by that.

(This designation is not intended to cripple personal lore or RP, but rather create some standardization. IE if you say you are an Ogre shaman, Belegarth players will have an idea of what that means. )


Past Shamans: Ulvat Beergarde--Shaman of Uganggi
Goron aka Arioch--Shaman of the Four Urungar

Known Shamans: Ghanima (Naonda)--Shaman of Una
Sigurd (Svarr)--Shaman of Utezni
Tova -- Shaman of Una

Initiates of the Priest Class:


Avatars

Now an avatar is different. An avatar is an older "title" similar to shaman. It is something that is just claimed. It was used in a couple of Kazi’s stories, and I think when Bhakdar claimed to be an Uganggi shaman he actually meant he was an Uganggi avatar.

An avatar is someone who is essentially acting as a physical representation of one of the gods. They may acknowledge the other 3 but often in a very reduced capacity. For an avatar there is only their deity's will, the wisdom and facets of the other 3 do not concern them. An avatar will also often only take on one facet of their deity’s personality. To my knowledge, since it is an older idea, there were only ever Uganggi avatars in the past. In one of Kazi's unpublished stories there is an Uganggi avatar and an Una avatar. An avatar is not necessarily interested in the rituals, or education of other ogres, they are essentially acting as a present version of the deity's will and do not necessarily take past events into consideration. It is technically possible to be both a shaman and an avatar but in reality I see them as kind of opposed to one another. Any lore work done by an avatar should be considered personal lore, unless the shamans feel it fits with everything else. To be clear, though the god may be pleased by their extreme piety and faith, they are not talking with them as they would a shaman. Their blessings may be abundant, but you should view them as you would a movie depiction. It is an interpretation, not necessarily “truth”.

Game wise, an avatar is someone who is completely obsessed with one of the gods, but does not really care about the other 3. It is a way to incorporate Rp involving their deity without real concern of affecting the lore as a whole, or responsibility to maintaining anything. In a way it is a pass for someone to go hogwild with one facet of their deity without having to worry about what in my mind is a carefully crafted balance between the 4. If people have questions though make sure you indicate you are acting out in an extreme devotee way and it is not necessarily compatible with everything else.

Gods, Religion, and Lore

Ogres have a pantheon of 4 gods. Our original god, who created us was killed by an act of treachery which let the other races onto the Earth. In his death 4 new gods appeared from pieces of his spirit. They started out in mortal forms, but ascended in different ways.

  • Uganggi, the god of fire, war, hunting, rage.
  • Utezni, god of Earth, wisdom, leadership, ceremony.
  • Una, goddess of water, healing, life, destruction, dual in nature: she is chaos and calm, maternal protection, and irreconcilable wrath.
  • Uchronos, the god of wind, death, speed, sneakery.

Una loved Uganggi, but Uganggi loved only war and hunting. Ucronos loved Una, but she thought of him only as her brother. After an altercation with Ugangi, Ucronos finds Una weeping. Ucronos is overcome by rage and stalks Uganggi and stabs him in the back. Uganggi ascends in a fire, and as he does so he in turn slays Ucronos. Ucronos also ascends in the wind, and the great fire nearly destroys all. Una uses all of her power to protect the tribe with water, but is weakened and maddened she is never truly the same. Utezni leads the tribe and Una eventually recovers enough to assist. Every year on the anniversary of the ascension violent storms are summoned. In one particularly bad incident the entire race is threatened by the storms. Una throws herself into the water, and she ascends and calms the storm. Utezni lives long, and after he has largely passed on leadership of the tribe wanders like Odin giving wisdom to Ogres in the wild. Eventually he too ascends.

Ogres have the best and most extensive lore in the game. Explore the tales of their gods and heroes here: Ogre Lore

For a note on the origins of Ogre Lore and those facets that are unchanging, see Ghanima's Note on Ogre Theology.

For more information on how Belegarth ogres and other races came to be, see Ghanima's Note on the Origin of Monsters.

The Three Planes and an Ogre's Afterlife

The first plane is called Myrk meaning 'abyss' or 'dark'. This plane is vastly unknown to ogres and is the home of creatures we do not understand. It is here that the secrets of the cosmos are reflected in the inky depths and laid bare to the eyes that behold them.

In a way Myrk represents the seas and oceans, places ogres do not tread. The Hafgufa or leviathan is the bridge between the second plane, Yord, and Myrk. Hafgufa is capable of traveling between both realms and was the creature that pulled Utezni beneath the sea's surface so that he could see the universe's threads. Only a god or creature of immense power can witness these things without be overcome by them and destroyed. The Hafgufa then towed Utezni back to Yord.

As aforementioned, the Myrkar or the 'creatures of the abyss' are not well known to ogres. Besides Hafgufa we know that D'Zono the Cannibal's soul was banished to Myrk and there she dwells, however, her power reaches beyond Myrk in the form of unnatural mists conjured by her dark powers.

The second plane is Yord, or 'earth'. Uron ruled over Yord in coexistence with the spirits. When other gods began to place their creations upon the earth, Uron created ogres from the elements and with pieces of the "Great Soul", U'ond. When Uron was destroyed, his soul split into four, the Four Gods, the Urungnar. The four now rule over Yord with the help of the spirits.

Unfortunately ogres do not know how to make new souls and neither did the four. That is why when a new ogre is born its soul is created from the souls of its parents. When Uron still ruled if any ogre parished among the Garad (that first generation crafted by him) he would retrieve it and recombine it with the U'ond or perhaps improve it before returning it to Yord in a new body. After Uron, during the lives of the Four, a fallen ogre's soul was doomed to wander unheeded on Yord. After Uchronos betrayed Uganggi, Utezni bound their spirits to Yord and created the U'tiek, Great Tree, or Tree of Souls from the Burr Oak that survived Uganggi's fire.

Uchronos is cursed to fly around the world fleeing from Uganggi who will not depart until he has taken his revenge on Ugangi. Una, after her ascension, would not abandon any of her brothers and remains on Yord. Utezni, who loves the world and the ogres on it, will not abandon it either and remains to teach wisdom to ogres and to monitor his siblings. In that way the Four ascended into Yord and still dwell here with living ogres.

But what of the dead? A dead ogre's soul has several paths to walk down. The first is with Uchronos, who was given with the Fate Eye that can see the deaths of ogres cared for those souls lost and doomed upon Yord, much like himself. Uchronos foretells death and sends his raven companion Yrr to lead the ogre's soul to the U'tiek which bridges Yord to the third plane, Aug. Here Utezni awaits to help the ogre ascend to Aug where it rejoins with the spirits of the fallen ogres, and the twin spirit of Uron. Here it slumbers forever.

The second path lies with Uganggi. Uganggi hunts after Uchronos endlessly. He is accompanied by his pack of wolves, the children of Gor the father of all wolves. His favorite is Karn. When an ogre who has captured Uganggi's attention with his/her exploits falls in battle, Ugangi will send the wolf Karn for their soul upon the battlefield. Karn leads him back to Uganggi and the soul then joins his warband in the hunt for Uchronos. The first soul to join him was that of Ulv, the son of Utezni.

The final path is reserved for ogres who have committed the greatest of sins: slaying another ogre dishonestly (from behind) or consuming another ogre's flesh. These ogres are abominations. Uchronos ignores them, understanding why they must be abandoned just as he is. Uganggi does not desire them for his warband since they are cowards. Utezni wrote these laws and therefore does not pity them, and Una cannot heal their curses, so even they turn their backs to these lost souls. Cursed they wander. Their ultimate fate is to stumble upon the dark mists and be claimed by D'Zono. Her shadowy fingers take hold and bring their soul to Myrk where it is consumed to increase her power.

As mentioned there are three planes, the third has been touched on already. The great spirit U'ond, the twin of U'ron, rules here. It is not really a consciousness but rather a collective. From it came the original souls used to craft the Garad and eventually those souls return to it. The land spirits also came from the U'ond. After they came to Yord they diversified and learned their wisdom. If a spirits earthly body is slain that spirit returns to the earth and briefly rejoins with U'ond before returning in a new form to Yord typically as a very large, albino animal.

To be clear Hafgufa, D'Zono, and U'ond are not gods. They are simply the strongest forces on the other planes. Uron who had true consciousness and his four children that rule after his passing are the gods. They control Yord where we ogres reside.

Some ogres believe there might be an end to Yord. D'Zono gathers strength from the souls she consumes and seeks revenge against Utezni who banished her to Myrk. If she grows strong enough she may reach for Utezni himself and consume his soul. Yord, destabilized, would collapse. A similar destabilization would occur if the Great Hunt lead by Uganggi ever caught Uchronos and destroyed the wind god's soul. However, Una works to reconcile her brothers and, as goddess of the seas, watches over the gateway to Myrk. If D'Zono ever attempted to break free from the abyss, Una would resist her and alert Utezni. So sleep easy, young ogres and ogresses, for the gods are watching.

For more lore see the Ogre Lore Compendium page.

Known Ogres

Goran
Ulvat the Beerguarde
Bhakdar
Gorlock
Tuatha De'Naan o' Throgan Ya
Inanna
Tay
Ghanima
Shi'nok
Anthrax
Aislynn
Ryno
Dagganoth
Ogre of Andor
Aslaug
Kraylose
Sigurd
Rotten
Titan
Tova

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