Ogre Worldbuilding: Gularton
History: In Othran Ogres are one of a number of "Bloodborn" races created by the Sanferri or "Iron elves" during a desperate war with their southern counterparts.
Following the war's rather disappointing end the dissatisfied and hungry Ogres marched up into the western mountains where they violently displaced settlements possessed by various local species and began to fortify their new holdings against the ensuing retaliatory attacks. This brief period of war ended far more favorably for the ogres than their previous efforts under the Sanferri due to a number of factors, but the end result was a small, relatively hardy nation that grew steadily stronger through a mix of tentative trade with their progenitors and surprisingly stable internal government.
In modern times, the ogre nation of Gularton is powerful and wealthy to the point of excess, and the westernmost member of the Valkadian Dominion that now stretches the continent, working to expand their reach and influence ever further.
Physical: When the ogres were first created, they were intended as elite soldiers, they range from seven and a half to nine feet tall with a broad range of skin colors due to odd magical variation in their gene pool, running the gamut from earthy browns, blacks and greens, to vibrant pinks, reds, golds and oranges.
Their broad builds and modest magical capacity make them terrifying opponents on the battlefield, most ogres make use of their height and size to intimidate their opponents.
Due to being created late in the Sanferi's war early ogres had a greater degree of instability than most Bloodborn, sometimes running rampant and violently insane, suffering gradual mental degeneration, dropping dead seemingly at random from aneurysms and heart attacks and even developing horrific deformities. These early flaws gave rise to modern myths in the southern territories of ogres being monstrous, unintelligent brutes, modern ogres are generally no less intelligent than your average sapient.
Most ogres have a set of bony protrusions coming from their skulls which can manifest as anything between a single prominent spike to antlerlike crowns or even pointed manes that can continue partially down their necks and backs. On occasion these horns can grow improperly and maim their bearer, as can the sometimes large tusklike teeth some ogres develop, but careful application of blood magics and mundane surgical techniques, as well as the gradual stabilization of the ogre's gene pool have made this a rarity in modern times, and thankfully for female ogres they regularly develop a few months after birth.
Ogres generally live for sixty to seventy years, after which Bloodborn instability grows more pronounced even in previously healthy ogres, exacerbating other health issues already brought on by age, though each successive generation tends to push the date farther back, and Ogres that are sufficiently skilled in the practice of blood magic, or have access to such practitioners, can often live longer.
Like most other Bloodborn species Ogres are highly resistant to mundane disease, but not immune.
Society and Culture: First and foremost, the vast majority of Ogres believe themselves superior to other species in most respects. Most ogres will acknowledge they are not perfect, and that other species might surpass them in one regard or another, but on average ogres are rather certain in their general supremacy. In their minds this is glaringly obvious from their size, strength and impressive/attractive appearance.
This viewpoint originated among early ogres surviving those suffering from Bloodborn instability among their people developing a sense of superiority as their Sanferi handlers interacted with them, noting the survivors comparative excellence. Because the Sanferi were rather open with the ogres concerning their origins and purpose this gradually developed into a mix of entitlement and arrogance among the Ogres, reinforced by their early success on the battlefields, and the apparent imperfection of their creators, as evident in the flawed Ogres and the loss of the war which resulted in the exodus of the vast majority of ogres as they sought to carve out territory of their own and live as their own masters.
In reality the ogres defeat of their early mountain adversaries, while impressive due to their relative youth and inexperience was also due to a number of environmental factors, but regardless of the causes the ogres had succeeded in their first major effort, leading to a sense of near perfection that endures to this day.
Ogre society is a meritocracy, if you do not succeed, or at least show something impressive for your efforts despite failure, then you are likely to be demoted at best. Beatings, Exile, slavery and execution are not uncommon punishments for lawbreakers and those who fail to live up to their responsibilities alike.
But for those who succeed and attain high positions, ogre society can be exceedingly luxurious. Ogres are lovers of wealth and comfort, they enjoy pleasures in excess, whether it is blood sport or art. They appreciate beauty and finery in all forms, whether it is a hard won trophy of battle still dripping with gore, or a jewel encrusted goblet.
But above all else, Ogres love food
It's believed this trend began early in their settlement of their mountain homes, when food was scarce providing vast amounts of food, whether through plunder or skillful ranching and farming, became a mark of high status, and sharing this bounty became a surefire way to prove both competence and secure loyal followers. As they grew more prosperous, lavish public banquets in large, newly constructed halls became the center of political discussion as rulers, visiting diplomats and common folk could intermingle. To this day, the ruling groups of Ogre Society are called Banquets, rather than clans, tribes, or legions.
The Charnel Banquet: The largest of the three groups, Charnel ogres tend to run closest to the general concept of an Ogre. They are the simplest dressed and housed, tending to live in massive cavern systems that were at one time, or may still be connected to mines which are adorned with carved bones, painted furs, and polished stones. They love meat above all other foods, they hunt and farm animals, selling their surplus to the other Banquets, and are exceptionally brutal melee warriors, finding great beauty in strength, combat and bloodshed.
The Grandiose Banquet: These ogres represent higher society, wearing fine sashes and clothes of imported silk and managing businesses or affairs of the state as often as they manage battlefields while dining on extravagantly prepared exotic dishes. The Grandiose are magically inclined, with a penchant for dramatic displays of power, often mingling training with public displays of skill and competitions. The Grandiose are great patrons of the arts, and training in at least one artistic skill is the social norm, with the current favorite being singing, as it involves only those most perfect of gifts, an ogre's natural lungs and voice.
The Sublime Banquet: Ogres do not worship gods, they know full well their creators are mortal and imperfect, and they see no reason to adopt an existing god. Instead, the Sublime ogres seek to attain enlightenment and divinity themselves. The Sublime are noted for their dedication to scholarly knowledge and philosophy in this pursuit, and have in fact developed a form of subtle magic distinct from the primal powers of the Charnel or the extravagant forces commanded by the Grandiose. Ogres from other Banquets often visit the Sublime as they are held in high esteem despite their somewhat more austere tastes.
Relationships: While it is true ogres are supremely racist in their sense of superiority and typically arrogant, this is not to imply that Ogres all aspire to rule or cannot abide subordinate positions or dealings with other species, if that were the case their society would have crumbled long ago due to no Ogre being able to bear subservience or interaction with another. Nor are they blind to the fact that some Ogres are simply -not- perfect.
In reality, Ogres are simply firm believers of "A Place for Everything, and Everything in its Place", this colors their relations with their Sanferi Progenitors, as well as their Bloodborn siblings, and other species.
The Sanferi created Ogres, and Ogres are 'perfect' and thus the Sanferi must at least be -good-.
Orcs and other Bloodborn were created in a similar manner to Ogres and so they must have a place in the world.
Other races are sometimes seen as inferior, but a popular trend of thought championed by a prominent Sublime ogre has recently been spreading a refined version of this view:
"It is not that they are weak, it is that we are strong, it is not that they are ignorant, it is that we are intelligent. Does the mountain belittle the stone? No, it takes it into itself, and presses it to diamond, it improves it! This is what we must do, this is the path we must take!"
Some Ogres may feel their place is as the subordinate of another high ranking ogre, or perhaps they will find fulfillment as bodyguard or servant of some kind to a member of another species (typically Sanferi or other Bloodborn), so long as they perform their duties excellently there is no shame in such a life.
Ogres rationalize 'bad' ogres as having 'spoilt' or 'gone bad', blaming it upon remaining flaws from their initial creation causing someone to break social norms or fall from grace, and in rare cases of mental illness they may not be wrong.
Magic: Ogre magic is derived in large part from their Sanferi creators. The shaping of metal, the manipulation of flame, and the alteration of biology are all prominent forms practiced by Ogres, particularly the Grandiose.
However, in the years since their exodus and the establishment of their own nation, the Ogres have also developed their own unique magical form, commonly called "Glortus".
Ogres will consume matter, whether it's actual food, a magical object, or even pure magical energy, and take on its traits.
Depending on the method, this absorption can be permanent or temporary, and there are a number of spells to protect against the obvious hazards of such consumption.
A few examples are an early Glortus ritual developed by the Charnel for funerary rites to protect against the transmission of generational disease by cannibalism, a Grandiose spell that enables the caster to consume objects made of gold and jewels without ill effect, and a Sublime spell that allows the caster to recall with perfect clarity the contents of a document they have consumed.