Ogryn (Dragonstar)

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Ogryn is the generally accepted name of ogres that have been integrated into imperial society. Though few and far between, some duties and environments fit these rough-cut humanoids and allows them to compete on equal ground with smaller, nimbler, and smarter competitors.

Like the major races of the empire, ogres can be found in many planets all over the galaxy. Feral ogres are common on many outlands worlds, and generally form a menace to galactic civilization. Tough enough and stupid enough to stand up against imperial weaponry, raiding parties of ogres can cause major damage to imperial property and interest. With the spread of galactic civilization, ogres are often driven to extinction or placed in small preserves in far-off areas.

The armies of Asamet have become the entry-point for ogres into imperial civilization. If trained in the use of such technology that they can understand, ogres become fearful warriors. With little training, they can take on regular imperial troops whose experience and training is far superior. Survivors and stragglers from such units often end up in small enclaves among other peoples, forced to adapt or perish.

Ogryn are descended from such survivors. Forced into a more sedentary and well-adjusted existence than that of feral ogres, they have a higher average intelligence and adaptability, while losing some of their native ferocity. The wild savagery of feral ogres is replaced with a kind of dumb devotion. They tend to work as laborers, bouncers, or enforcers for various organizations. Strangely, they prosper more in lawful, repressive communities than in more chaotic settings. After all, the might of their brawny fists play a greater role on a world where weapons are prohibited.

Personality: Ogryn are gruff and quiet. The general ogryn attitude to the world can be described as stoic; they tolerate that life is uncomfortable in a civilization designed for smaller creatures. They perform most tasks set for them with little complaint. They are fairly hard to rouse to anger, but when they snap, things around them start to break very quickly.

Physical Description: Ogryn stand from 9 to 10 feet tall and weight 300 to 350 pounds, though their stooping posture make them seem smaller. Some ogres bend so low their heads become level with those of medium-size humanoids. Skin color ranges from a dull yellow to brown. They often trim their hair and beard short in order not to be bigger and more in the way than they normally are. Like feral ogres, they often have lumpy and warty skins, but they lack the scabs and sores common among their wild cousins. Ogryn do not enjoy pruning themselves like many civilized races do, but they have learned to be stoic about the need to shave and rinse, often doing so with cold water, crude tools, and grim determination. Because of this, the repellent stink of the feral ogre is reduced to a soft curdled-milk odor.

Relations: Ogryn themselves generally lack enough cultural homogeneity to have any racial attitudes toward others, instead reflecting the attitudes of the society in which they live. Orcs generally respect ogryn, though they do not always like them, and other evil creatures tend to follow this trend. Among the more civilized races, halflings have the best relationship with ogryn. The tolerant halflings know how hard it can be to live in a society designed for creatures of different size. Some elves and many drow have also come to appreciate their loyalty and servile devotion. Their greatest adversaries are dwarves and gnomes, who have an instinctual defensiveness around giant-kind. Even if they would try, most simply cannot overcome their instincts.

Alignment: Ogryn tend towards lawful or neutral alignment with a secondary tendency towards evil. They respect strength, and they have come to accept that breaking rules have bad consequences. Their attitude is like that of domesticated animals; obeying rules makes life simple. But like all races, some ogryn break out of this stereotype, particularly the brighter ones.

Ogryn lands: The ogryn have few lands of their own. If they achieve local prominence, they usually revert back to their ogre ancestry and descend into anarchy. Instead, ogryn form small communities in other lands, often living in slums or ghettoes. Many have taken to living in lean-tos of their own construction on garbage dumps, in abandoned factories, and other left-over spaces. This is more comfortable for them than living in cramped housing built for smaller creatures.

Religion: Many ogryn worship DS:The Judge or DS:The Warrior. Some worship DS:The Father or DS:The Creator. But ogryn have a hard time separating different divinities, and often confuse them or mix them up. Most want a strong divine authority figure to follow, and care little what that figure is called.

Language: Ogryn speak giant and common, or at least a bastardized combination of these two languages. Few learn more languages than that, though an ogryn group living in among other races usually pick up a few words of their language.

Names: Ogryn have giant names, but often shortened or bastardized.

Adventurers: Ogryn have much to get away from. With no home to speak of, they are usually willing to leave and go for better opportunities elsewhere. Their willingness to accept terrible conditions and great burdens make them assets to adventuring groups who accept them.

Ogryn Racial Traits

  • +8 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence, -4 Charisma: Ogryn are strong and tough, but their bulk makes them somewhat less than nimble. While smarter and more agreeable than feral ogres, their servile nature makes them very poor leaders.
  • Large: as large creatures, ogryn have a -1 size modifier to Armor Class, a -1 size modifier to attack rolls, and a -4 modifier on Hide checks. They can use larger weapons than humans use, and their lifting and carrying limits are double those of medium-size characters. Because of their unusual size, most armor has to be custom-fitted for them at double normal cost, and is twice as heavy.

Race Guide

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