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* ARROGANT: The culture of ogre-kind is one of great boasts and deeds. Others see them as haughty and distant, giving them the Arrogant Hindrance.
Where the Jutons are the towering giants of Dúnamhar, the Ogres are their smaller—though still formidable—cousins, standing well above human height without ever approaching the mountain-scale of their kin. The bloodline between the two races shows plainly in build: thick-boned, heavy-muscled, and dense in a way that suggests old Juton stock scaled down but not softened. What an Ogre lacks in a Juton's sheer height, it makes up for in a stockier, more compact power, built low and hard to topple.
* BIG: Ogres are thick and burly creatures with wide shoulders and great guts they take immense pride in. They subtract 2 when using equipment designed for smaller beings, and cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed price.
 
* CLUELESS: Ogres subtract 1 from Common Knowledge and Notice rolls.
If there is one trait the tome can record with total certainty across every Ogre encountered, it is the color of their skin: green, without exception, though the shade itself wanders considerably from one Ogre to the next—some as pale as new spring leaves, others as dark as a forest canopy at dusk, and a great many falling somewhere between, mottled or uneven in ways no two Ogres quite share. Where the Jutons vary in hide color by subspecies and region, the Ogres seem bound to this single hue by something deeper than geography, as though green were simply the color chaos settled on when it shaped their particular branch of the Juton line.
* CLUMSY: Ogres subtract 2 from Athletics and Stealth rolls.
 
* OUTSIDER (Minor): Their awkward and imposing size makes other beings nervous. Ogres subtract 2 from Persuasion rolls.
Beyond that single constant, the Ogres defy easy description as thoroughly as their giant cousins do. Intelligence among them ranges as widely as it does among Jutons—some Ogres are simple, driven by hunger and impulse, easily led or easily provoked, while others are shrewd enough to run warbands, broker trades, or out-think opponents who mistake their green hide for a promise of dull wit. Attractiveness, too, varies enormously and without any clear pattern tied to intelligence, temperament, or lineage; it is entirely possible, the tome notes, to meet an Ogre both handsome by any race's standard and sharp-minded to match, just as it is possible to meet one neither.
* HARDY: Ogres are exceptionally tough. A second Shaken result from damage does not cause a Wound.
 
* SIZE +1: Ogres are eight to nine feet tall. This adds +1 to their Toughness.
This dual unpredictability—never knowing, on meeting an Ogre, whether one faces a brute or a schemer, a face that repels or one that charms—has made Ogres uniquely difficult for the other races to categorize or dismiss. Where a Juton's danger announces itself from a horizon away, an Ogre's danger, or lack of it, must be discovered up close, and by then it is sometimes too late to matter.
* VERY STRONG: Ogres have a starting Strength of d8 and a maximum Strength of d12+2.
 
* VERY TOUGH: An ogre’s starting Vigor is d8, and the limit is increased to d12+2.
 
* '''ARROGANT:''' The culture of ogre-kind is one of great boasts and deeds. Others see them as haughty and distant, giving them the Arrogant Hindrance.
* '''BIG:''' Ogres are thick and burly creatures with wide shoulders and great guts they take immense pride in. They subtract 2 when using equipment designed for smaller beings, and cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed price.
* '''CLUELESS:''' Ogres subtract 1 from Common Knowledge and Notice rolls.
* '''CLUMSY:''' Ogres subtract 2 from Athletics and Stealth rolls.
* '''OUTSIDER (Minor):''' Their awkward and imposing size makes other beings nervous. Ogres subtract 2 from Persuasion rolls.
* '''HARDY:''' Ogres are exceptionally tough. A second Shaken result from damage does not cause a Wound.
* '''SIZE +1:''' Ogres are eight to nine feet tall. This adds +1 to their Toughness.
* '''VERY STRONG:''' Ogres have a starting Strength of d8 and a maximum Strength of d12+2.
* '''VERY TOUGH:''' An ogre’s starting Vigor is d8, and the limit is increased to d12+2.

Revision as of 09:34, 4 October 2026

Where the Jutons are the towering giants of Dúnamhar, the Ogres are their smaller—though still formidable—cousins, standing well above human height without ever approaching the mountain-scale of their kin. The bloodline between the two races shows plainly in build: thick-boned, heavy-muscled, and dense in a way that suggests old Juton stock scaled down but not softened. What an Ogre lacks in a Juton's sheer height, it makes up for in a stockier, more compact power, built low and hard to topple.

If there is one trait the tome can record with total certainty across every Ogre encountered, it is the color of their skin: green, without exception, though the shade itself wanders considerably from one Ogre to the next—some as pale as new spring leaves, others as dark as a forest canopy at dusk, and a great many falling somewhere between, mottled or uneven in ways no two Ogres quite share. Where the Jutons vary in hide color by subspecies and region, the Ogres seem bound to this single hue by something deeper than geography, as though green were simply the color chaos settled on when it shaped their particular branch of the Juton line.

Beyond that single constant, the Ogres defy easy description as thoroughly as their giant cousins do. Intelligence among them ranges as widely as it does among Jutons—some Ogres are simple, driven by hunger and impulse, easily led or easily provoked, while others are shrewd enough to run warbands, broker trades, or out-think opponents who mistake their green hide for a promise of dull wit. Attractiveness, too, varies enormously and without any clear pattern tied to intelligence, temperament, or lineage; it is entirely possible, the tome notes, to meet an Ogre both handsome by any race's standard and sharp-minded to match, just as it is possible to meet one neither.

This dual unpredictability—never knowing, on meeting an Ogre, whether one faces a brute or a schemer, a face that repels or one that charms—has made Ogres uniquely difficult for the other races to categorize or dismiss. Where a Juton's danger announces itself from a horizon away, an Ogre's danger, or lack of it, must be discovered up close, and by then it is sometimes too late to matter.


  • ARROGANT: The culture of ogre-kind is one of great boasts and deeds. Others see them as haughty and distant, giving them the Arrogant Hindrance.
  • BIG: Ogres are thick and burly creatures with wide shoulders and great guts they take immense pride in. They subtract 2 when using equipment designed for smaller beings, and cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed price.
  • CLUELESS: Ogres subtract 1 from Common Knowledge and Notice rolls.
  • CLUMSY: Ogres subtract 2 from Athletics and Stealth rolls.
  • OUTSIDER (Minor): Their awkward and imposing size makes other beings nervous. Ogres subtract 2 from Persuasion rolls.
  • HARDY: Ogres are exceptionally tough. A second Shaken result from damage does not cause a Wound.
  • SIZE +1: Ogres are eight to nine feet tall. This adds +1 to their Toughness.
  • VERY STRONG: Ogres have a starting Strength of d8 and a maximum Strength of d12+2.
  • VERY TOUGH: An ogre’s starting Vigor is d8, and the limit is increased to d12+2.