Ogre Magi in Mystara

Post/Author/DateTimePost
#1

graywolf-elm

Aug 25, 2005 17:56:10
Have any of you had the need or desire to work Ogre Magi into your Mystaran campaign. I'm considering how they would fit into the world, and at what populations. Possibly as refugees from another plane, or "sphere". Any thoughts on this?

GW
#2

ripvanwormer

Aug 25, 2005 20:10:13
There are definitely ogre magi in Ochalea, the Asian-themed island in the Thyatian empire.

I can also see them living on Patera, Mystara's invisible moon.

Being magi, they're undoubtedly some living among the humanoids of Alphatia.
#3

zombiegleemax

Aug 25, 2005 21:49:25
I always had them existing in small numbers in Ochalea. I also have them in areas where there are large numbers of ogres, like the Northlern Reaches, Heldann and Norwald. I also have them in Ethengar and Hule, but they are much more rare in those locations.

I never thought of Alphatia, but that would make since as well as Glantri.
#4

zombiegleemax

Aug 26, 2005 1:58:29
After discussing the thing with other people, we came out with this idea: Ogre magi are an offshot of the N'djatwa of Davania.
Since the N'djatwa are a magical cross between elves and ogres (I dare say elves and beastmen), and they are well versed in magic up to the point of being themselves magical, that's one possible solution to also limit their diffusion in Mystara.
Basically the only mention of Ogre-Magi we have is in Bruce's Dragon article about Lupins, when he says there were ogre-magis in OChalea who dominated lupins for a time.
My idea is that these could have been the descendants of an expedition or colonization party who traveled northwards from the N'djatwa lands back in BC1900 and finally settled in largely unpopulated Ochalea, enslaving many of the lupins and rakasta and any other living there through the use of their superior magics. With time, these N'djatwa became the Ogre-magi through magical rituals to empower their kin.
Later a great war erupted between the slaves and their masters, and the slaves won their freedom. It is not known where the surviving ogre-magi went, but most likely some still dwell in the mountains of OChalea, while others may have escaped to Myoshima, nearby Davania, or later to Alphatia. I do not think there are many ogre magi in Mystara, but these places sound the right ones for them. ;)
#5

thorf

Aug 26, 2005 3:27:37
What are the ogre magi? How are they different from normal ogres? And most importantly, what product introduced them? From what DM says, it sounds like they were AD&D 2nd Edition creatures, and the only link is a mention in Dragon by Bruce Heard.

If they are a normal part of AD&D, that would explain why I don't know about them, I suppose. Can someone please enlighten me?
#6

pointman

Aug 26, 2005 3:38:31
quick description.

Ogre magic users with a oriental twist to them, dress, behaviour, also tended to favour using katana's or similar weapons. They also had some natural magic abilities i think.

Long version after grabbing MM books. :D

Oriental Ogre mage with slightly better hit points and armour then a standard ogre. They are taller then standard ogre reaching 10/11 ft tall.

Natural spell abilities used include anytime :- fly, invisable, cause darkness, polymorph self, regenerate 1hp rnd.

Once a day spells include cone of cold, charm person, sleep, assume gaseous form.

An intelligent foe strinking first with magic before wading in, willing to flee if up against a strong opponent
#7

Cthulhudrew

Aug 26, 2005 4:08:55
What are the ogre magi? How are they different from normal ogres? And most importantly, what product introduced them? From what DM says, it sounds like they were AD&D 2nd Edition creatures, and the only link is a mention in Dragon by Bruce Heard.

As Pointman points out (ouch- didn't mean to say that) the Ogre-Magi are generally considered AD&D monsters- I am pretty sure they were modeled after the Oni from Japanese legend. These are presumably the ogre-magi that Bruce was referring to in his article on lupins.

However, they do have an OD&D precedent- the rules for shamans and wokans in the Rules Cyclopedia mention that "some very rare and exceptionally intelligent ogres can rise to W12, but these types usually live entirely separated from their normal kin."

So they can be the Ogre-Magi/Oni from AD&D, or just powerful wokan ogres, as you please.
#8

zombiegleemax

Aug 26, 2005 6:19:17
I use both. I use the ogre spellcasting rules as those who have learned magic from Ogre-Magi. The Ogre-Magi themselves I consider offspring that was magically enhanced by their Ogre-Magi parents in rituals that have made them not only solitary from other ogres but nearly a new species of ogre. Although ogres will follow their lead if they are together.

I was thinking, ogre-magi usually have a blue tint to their skin right?
#9

pointman

Aug 26, 2005 9:13:50
3.5 puts their skin as a blue tint, 2.5 gives the option of Light green or blue, or pale brown for skin colour.
#10

graywolf-elm

Aug 26, 2005 9:44:09
Thank you for all the good response. We are playing the Mystara setting, with 3.5 rules, for any that care. I still like to have a good reason, or locale for creatures not normally mentioned in the game materials of yore. We are having a good time with it at least. I now have a better direction for what I can do in the setting as given with regard to these creatures.

GW
#11

Hugin

Aug 26, 2005 10:47:15
We are playing the Mystara setting, with 3.5 rules, for any that care. I still like to have a good reason, or locale for creatures not normally mentioned in the game materials of yore.

I feel the same way. For the most part, I place the weird 'new' creatures in remote places, generally Davania, Skothar, or one of the larger islands or island groups.
#12

katana_one

Aug 26, 2005 12:12:00
I feel the same way. For the most part, I place the weird 'new' creatures in remote places, generally Davania, Skothar, or one of the larger islands or island groups.

To add to that, my players just recently arrived in the Hollow World (you can read a little bit about it in another thread I started, but don't feel like looking up at the moment). I am going to use this trip to the Hollow World as an excuse to feature a lot of the creatures from the Monster Manuals that I would normally never use in a Known-World campaign. The HW setting just seems perfect for throwing in all those wierd monsters that you don't want to work into your KW campaign.
#13

zombiegleemax

Aug 27, 2005 15:47:20
The Hollow World is a perfect place for a lot of these "new" monsters. That's where I always put most, but I still make them as rare there as I do for the few I throw in on the surface.