Ogres
Ogres are solitary and odd creatures that come wandering out of the depths of Davokar, fully grown but devoid
of memories and with no sense of identity. It is up to the
humans or goblins who eventually take them in to give them
a name and teach them the ways of the world.
The tales told of ogres vary from being hilarious to horrific. What is known is that the witches of Davokar sometimes
take ogres under their wing and raise them to be guards
and servants. Explorers have also reported that an Ambrian outpost near the Black Pitch Mire has adopted an ogre
called Armstout and the soldiers there have the giant dig
ditches, lift heavy equipment and draw the plow from time
to time. A similar phenomenon is the ogres that are snatched
by goblin gangs in the slums of Yndaros to serve as heavy-handed enforcers.
In southern Davokar they tell of the companions Deterror and Vitrona, the latter a skillful scout employed
by the witches and the former a huge ogre and the scout’s
best friend. Word of the duo has also reached Thistle Hold
where they have become the subjects of a series of popular
songs, supposedly recounting their adventures in the ruins
of Symbaroum.
Ogre Backgrounds
The following backgrounds represent three of the most
common outcomes for a newly discovered ogre.
1) Learned in Magic
You were discovered or brought to a group of mystics, most
often the witches of Davokar or Ordo Magica or possibly a
troll singer. You made careful and quiet study of the techniques you were taught and have proven yourself to your
instructors and are now ready to prove yourself again to
the world.
• Skill Proficiencies: Arcana
• Tool Proficiencies (choose one): Any musical
instrument
• Equipment: An instrument to match your proficiency,
tattered clothes and 1d4 + 1 shillings.
Feature: Spellbound
Ogres usually have a little bit of their own magic about them
and those that study the magical arts gain a resistance to
force damage.
Suggested Characteristics
You are naturally attracted to the forces of magic and feel
like it is almost a personal concern for yourself. However,
it is difficult to give voice to these feelings, especially as
everything seems at once new and old to you.
2) Raised by Common Folk
You were discovered by the average folk of a village, town or
other community. Noted for your large size and endurance
you were soon put to work. In exchange, you are fed, allowed
to sleep in a shed and sometimes, just sometimes, allowed to
listen in as a teacher instructs the children of the neighborhood or an expert passes on their trade to junior workers.
• Skill Proficiencies: Athletics
• Tool Proficiencies (choose One): Carpenter’s tools, mason’s tools or smith’s tools
• Equipment: A kit to match your tool proficiency, thick
working clothes and 3d6 + 2 shillings.
Feature: Unending Labors
You don’t tire as easily as the humans and you recover faster.
When you take a long rest and have some food and drink you
reduce your exhaustion level by 2.
Suggested Characteristics
You were accepted by the sort of people who usually scream,
run and hide from ogres. That warms your heart and gives
you a bit of hope that you might have more in common with
other peoples than it would first seem.
3) Sellsword
You were pressed into service as a warrior almost as soon
as you were discovered. The people who found you might
have had good intentions and you might have defended a
village or patrolled a patch of roadway. But more likely the
folks you fell in with were robbers and thieves and you were
taught that might made right, and your might helped make
them right more often than not.
• Skill Proficiencies (choose one): Athletics, Acrobatics,
Deception or Intimidation
• Tool Proficiencies (choose one): Carpenter’s Tools or
Mason’s Tools
• Equipment: A kit to match your tool proficiency, thick
working clothes and 1d6 + 4 shillings.
Feature: Routine Punishment
You have been in many scrapes over the years and lost your
share of conflicts, but you you always got back up, every
time. You have advantage on your first death saving throw.
You must complete a short or longer rest before using this
feature again.
Suggested Characteristics
You haven’t known any other life than that of a mercenary.
You might feel that you have done nothing but good with
your weapons, but there’s still some hint in the back of your
mind that you were meant for something more than just
killing people (even if you are really good at it).
Children
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