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Ogresh

The populace races of Etharis all have stories about the ogresh, although few have seen them in person. Stories describe them as solitary wise men and women who serve as founts of information and advice for the nearby communities. Adventure tales abound where the protagonist receives council from an ogresh before setting off on their quest, and yet others describe royal advisors with a distinctive set of wide features. Regardless of the veracity of such tales, the ogresh still exist across the continent, viewed as something of an exotic oddity.

 

In truth, the scarcity of ogresh is a result of their particular biology. Young ogresh mature slowly, and in their extended youth, which may last decades, they are driven by a deep-seated sense of wanderlust. This feeling compels them to travel in search of a suitable area to settle, consisting of ample natural resources, a local population of sentient creatures, and a lack of other ogresh nearby. Once they decide upon an area, an ogresh enters the second stage of their life, which is marked by a drastically increased appetite and a mostly sedentary lifestyle. More than a single ogresh could deplete the surplus of a small village, so the reason for their wanderlust is a simple case of biological necessity.

 

Given their reliance of other species, it comes as no surprise that the ogresh are masters of social interaction. Each individual is born with an inherent ability to read body language and vocal cues helpful in discerning the attitude of others. Indeed, the vast stories of knowledge often attributed to the ogresh is a reflection of their uncanny ability to glean information about an individual through these subtle cues. Even a casual conversation could end up revealing far more than one would intend to these keen observers, and all ogresh are smart enough to capitalize on such information.

 
 

Ogresh Traits

Ogresh possess inborn traits that contribute to their reputation as master communicators.

 
  • Ability Score Increase: Your Charisma score increases by 2 and your Constitution and Wisdom scores increase by 1.
  • Age: Ogresh reach maturity around age 25 and can live as long as 300 years.
  • Alignment: In order to fit in with the societies they attach themselves to, ogresh are usually flexible when it comes to ideas of alignment, meaning that most of them lean towards neutrality.
  • Size: While only a little taller than a human, around 6 to 7 feet tall, an ogresh have a distinctively wide build which makes them significantly heavier than humans, even before they enter the sedentary portion of their life. A young ogresh usually ranges from 200 to 300 pounds, while an older, settled ogresh can get upwards of 700 or 800 pounds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Takes One to Know One: You have advantage on Saving Throws against being Charmed.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Gift of Gab: You gain proficiency with two of the following skills of your choice: Persuasion, Intimidation, Deception, and Performance.
  • A Friendly Ear: Once per short rest, you can attempt to charm a non-hostile creature you are conversing with if you converse with them for at least one minute. The creature must make a Wisdom Saving Throw, the DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the target becomes charmed by you for one hour, and you learn one piece of information that target knows that relates to the topic of your conversation, at the DM's discretion. Regardless of whether or not the target makes the save, they remain unaware of your attempt.
  • Languages: You can speak, read, and write three languages of your choice.

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