Myths & Gears
Ogrun and trollkin have slowly worked their way into acceptance within the kingdoms of men; though with their great size and imposing bulk both races are, of course, viewed with some trepidation. I’ve been amazed to discover just how well the ogrun and Rhulfolk get along. In my studies on Rhul, I have discovered that ogrun live alongside the dwarves in many of their communities and the ogrun warriors swear fealty to the dwarven clan heads, just as they would to a korune of their own race. This union might almost be comical, if it were not for the fact that both races take great exception to any insult directed toward their affiliation. Apparently, it is a grave matter, and those who make light of it learn to regret such ill-timed mockery.
Ogrun are easily the tallest of the enlightened races, and while their society may be a bit backward and disorganized by our standards, they live by an inspiring code o honor; dare I say, on occasion, to a fault. Still, these beings fulfill many uses within the workforces of the human kingdoms, as well as the military. Indeed, ogrun have lately become a more frequent sight on the battlefield, eagerly helping men age their wars.
Sometimes standing over eight feet tall, with long arms and jutting jaws, their bottom teeth protruding like small tusks, ogrun may appear quite brutish; yet, brute strength is not their most valued trait. Rather, ogrun have always held wisdom in the highest regard, and a wise individual of any race is most worthy of their esteem.
They are also a spiritual race. Most tribes of the north gave up Devourer worship long ago, embracing the enlightened message of Dhunia, the Mother of Mothers. This mantra fits them well, for ogrun are strong individualists, believing each must find his own way in life. They have little love for hierarchy or bureaucracy. To them, loyalty is a matter of personal service to their korune, or sworn lord. To an ogrun, there is no chain of command; only korune and vassal, and to be unsworn, or bokur, is a state of youthful emptiness, only appropriate until one has found his purpose in life.
Weapon Proficiency: Ogrun gain any one polearm proficiency (usually halberd or warcleaver).
Bonus Hit Die: Ogrun start with +1 hit die at 1st level.
Oath of Fealty: Once an ogrun swears and oath of fealty to a leader or cause, he is virtually incapable of betraying that oath (as a lesser geas). He can choose to disobey specific orders, but in all other ways must act in the best interests of his sworn leader or cause.
Automatic Languages: Cygnaran or Rhulic.