From Lost Fables Wiki

Artwork by Unknown
Skin Tone: Green to Brown to Red
Height: 8’ to 10’
Eye Color: Green, Brown, Black, Red
Hair Color: Black, Gray, Brown
Age Range: Adulthood at 12, Middle-age at 30, Elderhood at 55
Block Speed: 8

Primary Author(s): MagicTurtle, Louis Carlos Fer

(Rehk-Ogris are a CA race, and may not be played without making one)

“Hurr hurr. When me hit little man with hammer, he go sploosh.”

-Ramses, arguably the greatest Rehk-Ogri philosopher


Rehk-Ogri are huge, hulking behemoths. Rehk-ogri are much like Rehk-Urs, but generally about 3 meters tall, incredibly strong, and built like a brick house. Ogris, thanks to their prodigious appetites, are generally on the pudgier side, although this does not make them any less strong, most Ogris possessing a “Dad bod.” Due to their low intelligence, Rehk-Ogri do not typically care for themselves sanitarily, and most of their skins are covered with warts, bumps, and other blemishes.

Like the race that they are a mutation of, Rehk-Ogris have horns and hooves, albeit ones that are far greater in size than those belonging to their smaller kin. Their horns, like a Rehk-Ur’s, can curve like a ram’s, or merely extend straight out like a deers.

Rehk-Ogris also have, like their Rehk-Ur counterparts, giant claws that jut from their hands, which can reach up to 7 inches in length. The size and condition of these claws varies from Ogri to Ogri, or rather, from Ogri handler to handler. Most Ogri’s handlers have their claws cut, so that they can wield large mauls and maces to smash their opponents. Ogris in the wild, or without a handler, or with a handler that does not wish to arm them, have their claws long.


This is almost entirely dependent on the Ogri’s handler. Most are almost permanently outfitted with close-fitting plate, which annoys the Ogri, but they are too stupid to take it off of themselves, so they are forced to wear it. Ogris can, however, wear anything. There are even cases of travelling circuses who found stray ogri and dressed them up in clown costumes, although most realized the danger of keeping an Ogri around and ended up letting the creature go. When they are left up to it, most Ogri’s prefer to go around with as little clothing as possible, ideally only wearing a loincloth. Most Ogris, however, never get to live this dream. Ogri also like to display the skulls of their kills on their person, as a way of flaunting their prowess and strength.

Racial Abilities

War-Beast: Ogris are built for war. They have long, jagged claws, with horns and hooves to compliment it. Their hide is also thick, offering protection akin to light leather armor. In addition, Ogris are typically aggressive creatures, and, unless ordered otherwise, will typically pursue a fight till their death or victory.

Numb to Pain: Ogris do not feel pain, only feeling it as an itchy sensation, albeit an annoying one. This is both a boon and a curse, as, while it does make it harder to stop Ogris in combat, they also tend to ignore wounds to the point of fatality. Many, many Ogris have received great wounds in battle, but then simply walked around with them, practically ignoring them, until they bled out and died, even though medical care was readily available to them.

Ogri Strength: Ogris have a maximum strength equivalent to 3x that of a human at peak strength. While this strength has obvious combat applications, it also, thanks to their general slowness, allows them to wear armor without being encumbered by it. As such, Rehk-Ogri suffer no movement penalties due to armor, and can wear and use armor that is too heavy for other races to bear due to their enhanced strength.

Ogri Stupidity: Ogris are very, very, very, dumb. They, unless having done extensive training, typically can only speak in very short sentences, and, even for those who have achieved higher realms of mental thought, to speak in longer sentences takes a level of concentration akin to doing advanced calculus for humans. Furthermore, they find great, great difficulty in wielding any weapon of any significant complexity, to the point where any weapon requiring thought beyond smash, stab, or slash them with this bit is virtually unusable by them. It is not uncommon to see Rehk-Ogris be given massive, wooden longbows, only to use it as a club once fighting breaks out. Even when given spears, Ogris can, in the heat of battle, end up using them as merely a slim wooden club.

Easily Manipulated: Ogris, thanks to their intelligence, can be fairly easily swayed. When not in the presence of a being that they trust, they are susceptible to persuasion by a being to which they do not have a hatred towards to do, well, just about anything, as long as it does not obviously result in the Ogri’s death.

Rehk-Ogris are infertile, and may not produce any offspring.


Rehk-Ogri may not wield weapons while their claws aren’t trimmed, and their claws may grow to be up to 7 inches in length. Their claws, horns, and hooves are of equal strength to those found in nature.

Not feeling pain does not mean that wounds do not exist. If a spear is buried in an Ogri’s thigh muscle, they will still have a hard time walking, and they still suffer from blood loss.

Rehk-Ogris not suffering a movement penalty from armor may be overruled in the description of any armor, per the et/lt who made its discretion.

Whether or not an Ogri complies with given requests is entirely at their discretion, or the moderator overseeing the scenario. You may not force actions upon them without consent.


Ogris, by themselves, don’t really have a unique culture. Due to both their intelligence, and easy persuasion, Ogris’ lives revolve around their handlers, and the commands that they give them. As long as the food, shinies, and people to smash keep flowing, most are content to and do follow their handlers in whatever endeavor they wish, even if it results in the Ogris’ death. Do not mistake this with undying loyalty, however. If a handler pushes an Ogri too far, or makes an Ogri do something that the Ogri does not wish to do and the handler does not convince it to do, Ogris can and will snap. This will likely result in the bloody and violent deaths of the handler, and all other living beings caught by the Ogri’s rampage.

Customs and values wise, most typically follow an adaptation of the culture of their handlers. Given that almost all Ogris’ handlers are Rehks, most loosely follow Rehkish customs, although, if their handler is not Rehkish, Ogris will still likely adopt their culture, given time. Ogris, however, are very aggressive creatures, and most typically won’t follow customs that advocate for peace and non-agression. In addition to this, most will shift the customs of their handlers to be more violent, or aggressive, as to accommodate their needs.

Naming Conventions

Rehk-Ogri, being the spawn of Rehk-Ur, mostly follow Rehk-Ur naming conventions. But, if given a different name by their handler, they most likely will adopt it. If following Rehk-Ur tradition, their names consist of a Given name, sometimes more than one, and prefixes and suffixes that are appended to a Rehk-Ogri's name throughout their life. Rehk-Ogri’s names, however, due to their low intelligence, are often far shorter than Rehk-Ur’s, so that the Rehk-Ogri does not have trouble saying it.

Example Male Names: Grug, Tut, Maat, Nour, Gorr, Akash
Example Female Names: Xonsu, Aua, Eshe, Glarg, Naunet


Much like their culture, Rehk-Ogris typically adopt the religion of their handlers, or, if they have none, that of whomever raised them. Since most Rehk-Ogri’s handlers are Rehk-urs, most of them adopt a more simple variation of their religion, which can be found here. While some Rehk-Ogris cling to their religious beliefs long after separation with those who gave them to them, most will, given time, slowly adopt a more violent version of the religious customs of their new handlers, whomever they may be.

Birth and Family

The birth of a Rehk-Ogri is a violent, morbid, and deadly process. Rehk-Ogri are a rare mutation present in Rehk-Urs, which results in the far larger, albeit stupider, Rehk-Ogri. After conception, birth takes the normal process, until the Ogri’s mother needs to vomit up her child so that they may grow from the ground, as all Rehks do. Due to the Ogri’s giant size, however, said vomit gets stuck in the mother’s windpipe, resulting in her choking to death. Any attempts to remove the Ogri to save its mother will result in the babe’s death, although such a procedure is incredibly hard to do. Regardless, once the Ogri’s mother is dead, her corpse, as per Rehk-Ur tradition, must not be touched. Rehk-Ogris are considered a great asset, especially in the warfilled land of Rehkara, and a trained Ogri is worth many rehk-urs in combat. Thus, the Rehk-Ur’s family, although in mourning, will not care for her corpse as it should be cared for in their culture, instead leaving it out in the open. Over the next eight months, the Rehk-Ogri’s “cabbage” (from which all Rehks are born) will quite literally feast off of its own mother’s corpse, using the corpse’s meat and flesh to fuel the ever-growing Ogri. By the time that eight months are up, and the Ogri is ready to be born, even its mother’s very bones will have been consumed by the cabbage in which the Rehk-Ogri is formed.

As a result of Rehk-Ogris quite literally killing their own mothers to come into the world, they are not well-loved by their remaining relatives. But, they are far too valuable to be given to the wolves, so most Ogris find themselves in the care of their kingdom’s marshall, or, if it is an especially wealthy kingdom, its Ogri-Trainer. This is where most Ogri spend their childhoods, and is the closest thing to a family that they will have. They aren’t especially well-liked there either, however. Ogris, due to their vast strength and being prone to anger, are often fatal to their sparring partners, which is not exactly a good way to make friends.

Not all Ogris end up in the arms of Rehkish warriors, however. Some, if their family is desperate for money, get sold into slavery, or, in very rare cases, are taken in and raised by their family. Both of these options almost always end in tragedy. If sold into slavery, the Ogri is condemned to life as a freakshow amongst other, non-Rehkish nations, and, if kept by their family, the Ogri’s presence is soon discovered, resulting in the Rehk-Ogri being forcibly torn from its family and placed in the care of the kingdom’s Marshall or Ogri-trainer.


Hahahahhaha…. no.


Ogris are highly gluttonous, and can and will eat just about anything put in front of them and have room for more. They also have a great love of booze, and can drink gallons or even barrels of it before passing out in a drunken stupor. Ogri are not, however, good chefs, and almost always rely on others to prepare and deliver their meals to them. If not disciplined well by their handlers, they are even known to attempt to forcibly take food from any in their vicinity, or, during a raid, drop everything and make a beeline for the tavern, eating and drinking everything in sight without a care in the world.

Notable Rehk-Ogris

Not many Ogris achieve greatness, or any sort of recognition during their lives. Their incredibly low intelligence makes that virtually impossible for most of them, unless they are incredibly lucky. The stories of Adom, Xulraxis, and Grug are the most well known and significant tales about the race, albeit not the only ones.

Adom, King of the Rehk-Ogris

Adom’s tale is both old and well known, amongst almost all of the races, albeit a farcical one. Adom was a fairly ordinary Rehk-Ogri, who, like almost all other Rehk-Ogri, grew up in a coliseum training in the arts of war. Adom, however, was different. He dreamed constantly of freedom, and a world away from the whips and chains of his handlers, who were particularly cruel, even for Rehk-Ogri handlers. This is not to say that he was particularly intelligent, but he was self-aware, at least in that regard. Adom kept these thoughts to himself, until, one day, after a particularly violent beating, he snapped. He bashed his tormenter’s head against the wall, before breaking free of his chains and freeing the other Ogri in the encampment. The Rehk-Ur guards proved no match for the revolting Rehk-Ogri, and were quickly overwhelmed and killed. Adom then took charge of his now-free companions, proclaiming himself King of the Rehk-Ogri and beginning to roam from kingdom to kingdom, freeing their captive Rehk-Ogri and adding them to his own host.

Once his host had grown to sufficient size, Adom began to carve a trail of terror through Rehkara, raiding and pillaging every settlement in his path to feed his ever-growing army. Any armed resistance to the Ogri horde was swiftly and brutally crushed. God-King after God-King tried to stop the Ogri mob, but their legions of Rehks could simply not stand against the vastly stronger and fearless Rehk-Ogri. To see Adom’s Ogri host marching would both inspire terror and awe in any observer. Thousands of massive hooves thumping against the earth, the clanking of tons of heavy armor, accompanied by a massive dust cloud. This is not to say that the host was organized, as it most certainly wasn’t. The Rehk-Ogri didn’t march in formation, they just walked in a clump towards their destination, and their members often broke off from the group to search for food. On one fateful day, while trudging through a mountain range, an Ogri whose name is unknown to history spied a nearby deer, and began a mad dash at it. The Rehk-Ogri around the would-be hunter, as a result of the horde not pillaging a settlement in quite some time, were rather hungry, and thus charged after their companion, hoping to earn a piece of the fleeing animal. Enough Rehk-Ogri were drawn into this pursuit that it started a chain reaction amongst the mob, and, before long, the entire host was charging after the deer, simply because the Ogri assumed that there must be a good reason as to why those around them were charging, and decided to follow along.

The poor, terrified deer, now being chased by thousands of drooling behemoths, bolted as fast as it could, heading higher and higher into the mountains until it reached a sheer cliff-face. The animal was then faced with a choice. Die by being torn apart by the Rehk-Ogri, or die, in a less painful way, by jumping off of the cliff. It made its choice in an instant, jumping to its death at the bottom of the giant cliff. This meager distance, however, did not dissuade the Ogri. With an enraged yell upon seeing his prey escape, the hunter charged forth, running off the cliff in a fruitless and suicidal attempt to catch the deer. Then his companions followed him. Then the entire host followed him. Thousands upon thousands of clanking, stomping, roaring Ogri charged off the cliff, plummeting to their deaths in awesome fashion. By the time the dust at the bottom of the cliff cleared, almost the entire army, including Adom, lay dead in a pile beside the deer, ending the first, and only, Rehk-Ogri kingdom.

God-King Xulraxis the Indomitable:

One of the very few Rehk-Ogris gifted with intelligence, Xulraxis rose to power quickly, famously shattering the skull (and head) of his kingdom’s previous god-king with his bare hands. From there, his reign was bloody, quick, and violent. His host stormed up and down Rehkarra, with Xulraxis himself at its lead, slaughtering anyone in its path. So great was Xulraxis in battle, it was said that he could route whole companies of Rehk-Ur single handedly, and it seemed as if he was poised to finally unite the entire continent. That is, until he marched his host into brightscale lands. It took one battle to end Xulraxis’ conquest, the Ogri having finally met his match. During the clash between Xulraxis’ host and the vastly outnumbered brightscales, he was cornered by a group of five of them, and, although he, with the help of his bodyguards, eventually prevailed, the wounds he sustained were great. But, by the time the sun set that day, the brightscale host was routed, and it seemed as if Xulraxis had won. He strode past the hospital tents, ignoring the itching sensation across his body, the warlord smiling as he breathed in the smells of another successful conquest. Truly, he thought, nothing could stop him. Then he fell to the floor, dead. Unbeknownst to him, since he only felt pain as an itch, the wounds inflicted on him by the Brightscales were fatal, and, by waving off potential treatment for them, he had condemned himself to die.

Over the following days, Xulraxis’ once great empire was divided between his many squabbling chiefs, and Rehkara was once more thrust into chaos.


Grug is the biggest, strongest, and dumbest Rehk-Ogri to have ever existed. Born as the result of a very, very rare mutation, he stood at 25 feet tall in his prime, and could crush just about anyone he wished. Clad in full tungsten plate, even castles could not withstand his fury, the Ogri often being used as a siege weapon by his handlers. Grug’s fate, however, is rather tragic, even for a beast who had killed as many as him. Grug, you see, was prone to friendly fire in the extreme, as, thanks to his incredibly low iq, he had a pretty hard time distinguishing friend from foe. Battles were lost as a result of him “changing sides,” the force of pure chaos slaughtering his allies in the field without even knowing it. Eventually, Grug’s handlers, after losing another company of Rehk-Ur to him, had had enough of his shenanigans, and, to prevent him from falling into enemy hands, decided to put him down. Grugg was given several barrels of poisoned ale, which brought about a quiet end to the giant.

Major Settlements/Points of Interest

Rehk-Ogri have no settlements on Anoma right now. Perhaps you can change this…

The only purely Rehk-Ogri settlement to have ever existed was Adom’s kingdom, which was both nomadic and very short lived. Apart from that, there are none.