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The Slayer's Guide to Ogres
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The
Slayer’s Guide
To
Ogres
Shannon Kalvar
Contents
Credits
Editor
Ted Chang
Line Developer
Paul Tucker
Introduction 2
Physiology and Psychology 4
Habitat 9
Studio Manager
Ian Barstow
Society 12
Methods of Warfare 16
Cover Art
John Hodgson
Scenario Hooks 20
Interior Illustrations
Tony Parker
Ogre Characters 24
Production Manager
Alexander Fennell
Proof-Reading
Richard Ford
Ogre Reference List 27
Licences 32
Statistical Analyst
Steve Mulhern
Open Game Content & Copyright Information
Slayer’s Guide to Ogres ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. Slayer’s Guide to Ogres is
presented under the Open Game and D20 Licences. See page 32 for the text of the Open Game Licence. All text paragraphs
and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document
are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are
copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any
material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of
this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of
Wizards of the Coast, Inc. in the United States and other countries and are used with Permission. Printed in China.
Mongoose Publishing
Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news
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INTRODUCTION
Introduction
These three races represent an amalgamation of three basic
folklore creatures: the ogre (large, strong, dumb), the merrow
(a rather ugly merman from Irish legends) and the Japanese
oni (literally ogre, demon, or fierce god). Ogres belong to
all cultures. Merrow, as a specific type of relatively friendly
merman, really only appear in Irish folklore. Oni come in
many shapes but the Core Rulebook III limits ogre magi to
relatively mundane forms.
instalment in the long running ‘Slayer’s Guide’
series. Each book in the series focuses on a single
monster or monstrous race from the pages of Core Rulebook
III . This allows us to explore the monster in depth, providing
details about its history, culture and physical presence that
might not be immediately obvious.
Although it is tempting to discard the folklore as irrelevant to
a gaming supplement, that lore also provides some clues to
the solutions we seek. Specifically, it points towards several
particulars that can be woven together to form a coherent
narrative. These particulars form the framework of this book.
By picking and choosing which elements fit in a specific setting
the Games Master can easily add depth to his ogres. Similarly
players can create interesting ogre characters from all three
racial strains.
This book, and the others in the series, seeks to provide
the reader with a ‘ready to use’ monster template that both
entertains and intimidates the players. For Games Masters it
needs to provide a sufficiently setting neutral yet detail rich
description to be easily applied to any campaign. For players, it
should provide sufficient information to both entice the player
to make a character of the race and bring a level of believability
to hostile encounters with them.
Organisation of
Elements
Rather than stating a single ‘truth’ about ogres, the Slayer’s
Guide to Ogres outlines a variety of possible connections
along common themes. These connections and origins are
all mutually interchangeable; although some represent rather
extreme versions of the ideas presented they all work together.
These elements are backed up with rules designed to assist
players and Games Masters in portraying ogres in a specific
light.
Why Ogres?
The most difficult question this book must address, more
complex than anything to do with fictional physiology or
subcultures, finds its clearest expression in the simple question:
Why ogres? Why do players want to create ogre characters?
Why do Games Masters want to use ogres as villains, minions,
or setting elements? What about them attracts attention? What
about them makes them the laughable buffoons encountered
in song and story?
The basic image of ogres, of monstrous stupid men who
can sweep cattle up in their arms, reoccurs in the folklore of
hundreds of cultures. Every single time the ogre appears, a
clever human or god appears right behind it, tricking the mighty
creature to its death. Despite its strength and cannibalistic
ways the ogre stands no chance against the tricky mind of an
alert human being.
Welcome to the world of ogres. Do not fail to pay attention,
or someone may eat you.
What We Know
From the Core Rulebook III we know that ogres are large,
vicious and extremely lazy. They do not work well together, nor
do they believe in bathing. Although they use some basic tactics
most ogre encounters involve running away from foes.
The same source describes two (or possibly three) races of ogre.
The common ogre stands nine to ten feet tall, smells like a dung
heap and avoids direct confrontations. The merrow resemble
their land-bound cousins but breath water and swim like fish.
Finally we have the ogre mage, a creature somehow related
to the common ogre but remarkably different; although they
share a similar physical appearance the ogre mage represents
a much greater threat than an ogre.
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INTRODUCTION
Quinlan Gray’s teeth cracked together as his back impacted against the rough pit wall. The handle of his
throwing axe bit into his hip. ‘Right. Keep your teeth closed when fighting.’ He spat a wad of blood and
white shards onto the moss covered stones. ‘Lovely. Tall, strong, and it smells bad.’
Footsteps echoed around him like a hail of thunderclaps. Quinlan slid sideways, slipping between the wall
and what he hoped was a large rock. The buzzing of flies and general stench suggested that his shelter
might be something else entirely.
‘Who said these things could see in the dark?’ Faint rays of light illuminated the pit floor, the sun having
touched the western sky when he started his descent. Locals claimed the creature went out to feed during
the afternoon hours. It should be out there somewhere, eating a cow.
The footsteps faded. For a moment the fly’s buzz filled the space. Then, from somewhere to his left, Quinlan
heard a great sniff, followed by an almost human exhale and another sniff. He leaned forward onto the
wet, loose stone. It gave under his weight, but held enough for him to lift his head up.
The great beast stood in the last rays of the dying sun. Ruddy light cast shadows along his skin, accenting
the heavy muscles and long torso. Its comically short legs looked almost normal, bathed in shadows that
revealed the depth of their strength. With its head thrown back like that, sucking air into its snout, Quinlan
could not see its black eyes. Which was just as well.
He turned around, sliding on his back down the heap. ‘Even better. It’s sniffing for me.’ He groped around
for his sword. ‘Maybe I can kill it while it is distracted.’ His fingers found the cool hilt of the blade he had
liberated from a goblin chieftain that summer. He took a deep breath, driving strength into his bones.
Quinlan allowed the explosion of his breath to carry him up, past the pile and the place where the creature
first hit him. He stopped instantly, his studded leather and chain jingling like tiny bells, when he saw the
creature’s eyes on him. It reached down to its feet and picked up the log it used as a club.
The warrior shifted his weight from foot to foot. His ankles shook as they took his weight. ‘Well. Not
much chance of dodging in this shape.’ He looked at his straight sword then back at the battle-scarred log
the creature held. It roared, and echoes multiplied the sound a thousand fold. As the last reverberation
ceased, Quinlan seized his axe and tossed it. The runes in the head cut circles of light in the dark air before
it buried itself in the thing’s chest.
The creature roared again. Its irises flared with unholy power. ‘Gods. Strong, fast, tough and magical…is
there anything this thing isn’t?’ Quinlan lifted his sword back to the centreline. The creature, blooded for
the first time, bellowed once more then charged.
Quinlan rolled the creature’s swing, lashing out at its belly as he dove past. He felt a rush of heat across his
hands, then landed face first in a pile not unlike the one he just leapt away from. Behind him, the creature
roared again. Then again, and again, each roar weaker than the last.
The mighty warrior dragged himself out of the heap, spitting foulness out past his broken teeth. He looked
around while shaking muck off his hands. The creature shuddered on the floor, loops of intestines and
blood flooding the space around it.
‘Well, good. Strong, fast, tough, magical and rock stupid. That I can live with.’
One of the bits of muck rang against the stone floor. Bending down, Quinlan picked up a hard round metallic
disk. His agile fingers found embossing on it, although he could not make out the design.
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