Category: Greyhawk

Demihuman Pantheons for 5th Edition D&D

Since I recently listed the 5th edition domains for the gods of Greyhawk, I figured that I should do the same for the extended demihuman pantheons.  These pantheons grew out of Roger Moore’s excellent Dragon magazine articles that fleshed out the demihuman races.

halfling priest

DEMIHUMAN DEITIES

Dwarven Gods  Spheres  Alignment  Gender  Symbol
Moradin, father of dwarves Knowledge LG M Hammer and Anvil
Abbathor, god of greed Trickery NE M Jeweled dagger
Berronar Truesilver, goddess of shelter Life LG F Two silver rings
Clangeddin Silverbeard, father of battle  War LG M Crossed battle axes
Dugmaren Brightmaren, god of learning Knowledge CG M Open book
Dumathoin, god of mountains and mines Knowledge N M Faceted gem inside a mountain
Muamman Duathal, god of wanderers Knowledge NG M Mace over a leather boot
Vergadain, god of wealth and luck  Trickery N M Gold coin
Elven Gods Spheres                   Alignment Gender Symbol
Corellon Larethian, god of magic and war Knowledge, War CG M or F Quarter Moon
Aerdrie Faenya, goddess of air Nature, Tempest CG F Eagle
Deep Sashelas, god of the sea Nature, Tempest CG M Dolphin
Erevan Ilesere, god of mischief Trickery CN M Nova star with asymmetrical rays
Fenmarel Mestarine, god of outcasts Nature, Trickery CN M Pair of elven eyes in the dark
Hanali Celanil, goddess of love Trickery CG F Golden heart
Labelas Enoreth, god of longevity Knowledge CG M Setting sun
Rillifane Rallathil, god of forests Nature CG M Oak
Sehanine Moonbow, moon goddess Knowledge CG F Full moon topped with a crescent moon
Solonor Thelandira, god of hunting Nature, war CG M Silver arrow
Lolth, Demon Queen of Spiders Trickery CE F Spider
Gnomish Gods Domains Alignment Gender Symbol
Garl Glittergod, god of the gnomes Trickery LG M Gold nugget
Baervan Wildwander, god of forests Nature NG M Raccoon
Baravar Cloakshadow, god of illusions Trickery NG M Cloak and dagger
Flandal Steelskin, god of mining Knowledge NG M Flaming hammer
Gaerdal Ironhand, god of vigilance War LG M Iron bracer
Segojan Earthcaller, god of earth Nature NG M Glowing gemstone
Urdlen, the Crawler Below Evil, fear, madness CE Mole
Halfing Gods Domains  Alignment  Gender  Symbol 
Yondalla, mother goddess Life LG F Shield with a cornucopia
Arvoreen the Defender War LG M Crossed short swords
Brandobaris, god of stealth and thieves Trickery N M Footprint
Cyrroalaellee, goddess of home and friends Knowledge LG F Open door
Sheela Peryroyl Nature N F Daisy
Urogalan, god of earth and death Death N M Silhouette of a dog’s head
Orcish Gods Domains Alignment Gender Symbol
Gruumsh, god of survival and strength Tempest, War CE M Unblinking eye
Bahgtru, god of strength and combat Strength, War CE M Broken femur
Ilneval, god of war and leadership War LE M Bloodied longsword
Luthic, goddess of fertility and healing Life NE F Orcish rune meaning “home”
Shargaas, god of undeath and thieves Death, Trickery NE M Red crescent moon
Yurtrus, god of disease and death Death NE M Rotting white hand

Demihumans also worship Greyhawk’s gods:

  • Bleredd, Fortubo, Jascar, and Ulaa are commonly worshipped by dwarves.
  • Ehlonna and Obad-Hai are commonly worshipped by elves.
  • Ehlonna, Fortubo, Jascar, Obad-Hai, and Ulaa are commonly worshipped by gnomes.
  • Ehlonna, Obad-Hai, and Ulaa are commonly worshipped by halflings.
  • Erythnul and Hextor are commonly worshipped by orcs.

Greyhawk God Clerical Domains for 5th Edition

One of my pet peeves with the otherwise excellent 5th Edition of D&D is the dearth of clerical domains to choose from.  At this point I’m going to work within the constraints of the rules and assign the current domains to the gods of Greyhawk.

deities

The People of Oerth worship many gods.  Only deities of the Flanaess are listed here.  In general, the greater gods are too far removed from the world to have much to do with humanity, and while they are worshiped, few people hold them as patrons.

These deities have been known to intercede directly in the affairs of men, but only if these affairs have a direct and crucial bearing upon the concerns of the deity. Even so, the annals of the historians list only a few such instances in the history of the Flanaess. Deities have weighty affairs to attend to, and in general they cannot be bothered with the trivial needs of a party of lowly mortals. However, under certain circumstances, a demi-god and a godling might well become embroiled in human affairs – as your further reading will discover. Because of the plots of Iuz and various demons and evil elementals, St. Cuthbert has become actively aware of events (and has indirect assistance from Beory, who resists elemental destruction). The enmity between Iuz and St. Cuthbert may yet result in direct confrontation.

A list of the greater, intermediate, lesser, and active demigod deities of the Flanaess is given hereafter. Following the name of each deity is the culture or cultures associated with that god:  Baklunish (B), Common (C), Flan (F), Oeridian (O), Olman (L), and Suloise (S).

The careful reader will note that certain deities are both of a certain racial origin and common, at the same time.  Next, the major attributes of the deity are listed and, finally, the deity’s alignment is shown. With respect to alignment, the following abbreviations are used:  L = Lawful, G = Good, N =  Neutral, C = Chaotic, E = Evil. The deity’s sex is indicated last.

HUMAN GODS

Greater Gods  Cultures  Spheres  Alignment  Gender  Symbol
Beory, goddess of nature FC Nature N F Green Disk
Boccob, god of magic C Knowledge N M Eye with pentagram
Incabulos, god of plague and famine C Death NE M Reptilian eye with a horizontal diamond
Istus, goddess of fate and destiny Bc Knowledge N F Weaver’s spindle with three strands
Nerull, the reaper FC Death NE M Skull with a scythe or sickle
Pelor, god of the sun and healing FC Life, Light NG M Sun
Rao, god of peace and reason FC Knowledge LG M White heart
Intermediate Gods Cultures    Spheres                                Alignment Gender Symbol
Celestian, god of stars and wanderers OC Knowledge N M Arc of seven stars inside a circle
Cyndor, god of time and infinity C Knowledge LN M Infinity symbol
Ehlonna, goddess of woodlands C Life, Nature NG F Unicorn horn
Erythnul, god of envy and slaughter OC War CE M Blood drop
Fharlanghn, god of horizons and travel OC Knowledge, Trickery NG M Circle crossed by horizon line
Heironeous, god of chivalry and valor OC War LG M Lightning bolt
Hextor, god of war and discord OC War LE M Six arrows fanned out downward
Kord, god of strength and athletics S Tempest, War CG M Four spears and maces forming a star
Lendor, god of time and tedium S Knowledge LN M Crescent moon over a full moon with stars
Obad-Hai, god of nature FC Nature N M Oak leaf and acorn
Olidammara, god of revelry C Trickery CN M Laughing mask
Pholtus, god of light and law OC Light LG M Sun or moon partially eclipsed by a moon
Procan, god of oceans and sailing OC Knowledge, Tempest CN M Trident above a creating wave
Ralishaz, god of ill luck C Trickery CN M Three bone fate-casting sticks
Saint Cuthbert, god of common sense C Knowledge LN M Circle at the center of a starburst of lines
Tharizdun, god of eternal darkness C Trickery CE M Dark spiral or inverted ziggurat
Trithereon, god of liberty and retribution C War CG M Triskelion
Ulaa, goddess of hills and mountains C Life, War LG F Mountain with a circle at its heart
Wee Jas, goddess of death and magic S Death, Magic LN F Red skull in front of a fireball
Zilchus, god of money and influence OC Knowledge, Trickery LN M Hand clutching a bag of gold
Lesser Gods Cultures  Domains  Alignment  Gender  Symbol 
Allitur, god of ethics Fc Knowledge LG M Pair of clasped hands
Altroa, goddess of spring and renewal Oc Life, Nature NG F Kara tree full of ripe fruit
Beltar, goddess of malice and caves S Trickery CE F Set of fangs set to bite
Berei, goddess of farmers and home Fc Life, Nature NG F Sheaf of wheat stalks
Bleredd, god of mines and smiths C Knowledge N M Hammer and anvil or iron mule
Bralm, goddess of insects and industry Sc Knowledge N F Wasp
Dalt, god of portals and enclosures c Trickery CG M Locked door with a skeleton key beneath
Delleb, god of reason and intellect O Knowledge LG M Open book
Fortubo, god of mountains and mines S Knowledge LG M Warhammer
Geshtai, goddess of fresh water Bc Nature N F Waterspout
Jascar, god of hills and mountains S Nature LG M Snow-capped mountain peak
Joramy, goddess or wrath and volcanoes C War N F Volcano
Kurell, god of thievery and jealousy O Trickery CN M Hand holding a broken coin
Lirr, goddess of the arts C Knowledge CG F Illustrated book
Llerg, god of beasts and strength S Nature, War CN M Bear, snake, or alligator
Lydia, goddess of music and daylight Sc Knowledge, Light NG F Open hand radiating colors
Myhriss, goddess of love and beauty C Trickery NG F Lovebird
Mouqol, god of trade and ventures B Knowledge N M Set of scale and weights
Norebo, god of luck and risks S Trickery CN M Pair of eight-sided dice
Osprem, goddess of water voyages S Knowledge LN F Whale
Phaulkon, god of wind and clouds S Tempest, War CG M Winged human silhouette
Phyton, god of beauty and nature S Nature CG M Scimitar and oak tree
Pyremius, god of fire and poison S Death, Trickery NE M Demon head with bat wings
Raxivort, god of rats, bats, and xvarts O Trickery CE M Fiery blue hand
Sotillon, goddess of summer and ease Oc Life CG F Orange tiger
Syrul, goddess of lies S Trickery NE F Forked tongue
Telchur, god of winter and cold Oc Tempest CN M Field of snow
Velnius, god of sky and weather O Tempest N (NG) M Bird perching upon a cloud
Wenta, goddess of the autumn harvest Oc Knowledge CG F Mug of beer
Xan Yae, goddess of shadows BC Trickery N F Black lotus blossom
Xerbo, god of the sea and business S Knowledge N M Dragon turtle
Zodal, god of mercy and hope FC Life NG M Hand partially wrapped in cloth
Demigods and Quasi-Deities Cultures Domains  Alignment  Gender  Symbol 
Al’Akbar, demigod of duty and dignity B Knowledge LG M Chalice and 8-pointed star
Chitza-Atlan, demigod of death L Death NE M Mummified centaur
Daern, hero-deity of fortifications C War N F Shield
Daoud, hero-deity of humility and clarity B Knowledge N M Patch of multi-color yarn
Heward, hero-god of bards and music C Knowledge, Trickery NG M Any musical instrument
Iuz, god of pain and oppression FC Death CE M Grinning human skull
Johydee, hero-goddess of espionage O Trickery NG F Stylized onyx mask
Kelanen, hero-deity of swordplay C War N M Nine swords forming a star
Keoghtom, hero-god of exploration OC Knowledge NG M Round disk bisected with arrows
Kyuss, demigod of undeath and corruption FC Death NE M Skull erupting with green worms
Merikka, demigoddess of farming OF Knowledge, Nature CG F Basket of grain and long scroll
Myrlund, hero-god of magical technology O Knowledge LG M Six-pointed star with rounded points
Rudd, goddess of luck and competition OC Trickery CN F Bulls-eye target
Tlazoteotl, Oerth Mother L Life, Nature N F Ear of corn
Vecna, god of evil secrets FC Knowledge NE M Hand with an eye in the palm
Vinar “The Green Man”, god of growth and abundance OF Nature CN M Green-leaf mask
Wastri, god of bigotry, amphibians, and self-deception C War LN M Gray toad
Zagyg, god of eccentricity and magic C Knowledge CN M Two, parallel ziggurat shapes
Zuoken, god of mental and physical mastery Bc Knowledge N M Striking fist

Demihuman worshipers of Greyhawk’s gods:

  • Bleredd, Fortubo, Jascar, and Ulaa are commonly worshipped by dwarves.
  • Ehlonna and Obad-Hai are commonly worshipped by elves.
  • Ehlonna, Fortubo, Jascar, Obad-Hai, and Ulaa are commonly worshipped by gnomes.
  • Ehlonna, Obad-Hai, and Ulaa are commonly worshipped by halflings.

Coming soon, demihuman deities!

Class Options for a 5th Edition Greyhawk Game

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A few days ago I posted human cultural groups and demihuman subraces for use in a 5th edition Greyhawk game.  With player character races covered, it’s time to move on to character classes.

5th edition offers 12 classes (barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, and wizard) for players to choose from.  All are easy to use in a Greyhawk campaign because most existed in AD&D (especially after the unbalanced mess that was Unearthed Arcana was released).

Barbarians are found throughout the Thilronian peninsula, in the lands of the Frost, Snow, and Ice barbarians, as well as in northern reaches of Ratik, and throughout The Hold of Stonefist.  Warriors among the hillmen of the Abbor-Alz, the Suel and Olman tribesmen of the Amedio Jungle and Hepmonaland, and the nomadic tribes of the Plains of Paynim, Rovers of the Barren, and both Wolf and Tiger Nomads also are typically  barbarians.  Half-orc barbarians can originate from Iuz, the Pomarj, Bone March, The Horned Society, the Vast Swamp, and any number of wilderlands that are home to orc tribes.

Bards are commonly found throughout the Flanaess, particularly in urban centers such as The Free City of Greyhawk.  Many worship Olidammara, with others revering the quasi-deity Heward, Rudd (the goddess of chance), Fharlanghn (god of the road), Lydia (music and daylight), and even the Old Faith.   Bards are also found among barbaric tribes , who revere bards as preservers of tribal lore and customs, and sources of inspiration in battle.

Clerics, of course, are found throughout the lands of the Flanaess and serve the many gods of Oerth (a quick conversion of those gods is coming soon).  As noted in the Player’s Handbook, not all priests have the gifts granted to them by the gods.  In fact, most priests lack spells and other divinely-given abilities.

Druids, like clerics, are found wherever the tribes of men, demihumans, and humanoids have settled throughout Oerik.  While many serve as druids of The Old Faith, others worship nature gods such as Beory and Obad-Hai (who are strongly associated with The Old Faith), as well as Altroa, Ehlonna, Phyton, Tlazoteotl, Vinar “The Green Man”, Rillifane Rallathil (wood elves), Sheela Peryroyl (halflings), Luthic (orcs), Baervan Wildwanderer (gnomes), and Merikka (farming communities).

Fighters serve as bodyguards, soldiers, enforcers, knights, militiamen, marines, game wardens, reeves, mercenaries, guards, privateers, pirates, and all other manner of men who make their living through martial prowess.  Orders of knights include the:

  • Knights of the Hart, who have chapters in Furyondy, Veluna, and Highfolk
  • Knights of the Watch, who are based in Gran March and charged with the protection of Keoland, Bissel, Gran March, and Bissel

Monks are relatively rare in Greyhawk but are found among the Suel and Bakluni people.  Xan Yae and Zuoken are Baklunish gods typically worshiped by monks from the lands of Ket, Ekbir, Zeif, Ull, and Tusmit.  I can see these monks as whirling dervishes, attacking with spinning kicks along with spears, sickles, or hand axes.  Suel monks would most likely be servants of The Scarlet Brotherhood.  The Hopping Prophet, Wastri, is served by human monks dwelling in his fastness within The Vast Swamp.

Paladins with the Oath of Devotion are typically found in the service of religious orders dedicated to Heironeous, St. Cuthbert, Pelor, and Rao.  Paladins are often found among the Knights of the Hart and Knights of the Watch, with those taking the Oath of the Ancients commonly serving among The Rangers of the Gnarley forest or similar orders.  Those with the Oath of Vengeance are usually lone vigilantes, knight errants, or worshipers of stern gods, such as St. Cuthbert, Allitur and WeeJas, who seek to impose order by punishing wrong-doers.  The church of Pholtus in The Theocracy of the Pale is served by human paladins bent on the destruction of heretics and pagans.

Rangers are found throughout the forests, jungles, and untamed reaches of the Flanaess.  They are often found as protectors of druidic orders and sacred sites, and among the ranks of elven troops.  The Rangers of the Gnarley Forest are a knightly order, comprised mostly of humans and half-elves, charged with the defense of the forest, its inhabitants, and druids of The Old Faith.

Rogues are found throughout the cities and towns of Oerik, making their living as cutpurses, assassins, brigands, adventurers, treasure-hunters, and burglars.  While primarily encountered in urban areas, rogues can also be found as military scouts, spies, and mercenaries throughout the lands of the Flanaess.

Sorcerers, as noted in the PHB, are rare.  Those with innate arcane power come from all walks of life, and among all of the races of Greyhawk.  Gnomish, elven, and half-elven sorcerers tend to exhibit a talent for wild magic, while those from coastal lands tend to be Stormborn.

Warlocks in thrall to fiendish patrons are most commonly found in Bone March, The Horned Society, the Hold of Stonefist, the lands of Iuz, the southern jungles of Oerik, and in the debauched lands of The Great Kingdom.  Those who make pacts with the archfey are typically found near the wild haunts of the central Flanaess, particularly in the Sheldomar Valley, Celene, and in proximity to the Vesve, Celadon, and Gnarley Forests.  While The Old Ones do not feature in Greyhawk, Tharizdun and The Elder Elemental Eye (who may be one and the same) are suitable patrons for players who wish to choose this pact.

Wizards exist as scholarly students of the arcane arts, as rune-carving shamans in tribal lands, as self-taught hedge wizards, and as devotees of gods such as Boccob, Wee Jas, and the mad archmage Zagyg.

Human & Demihuman Options for a 5th Edition Greyhawk Game

Now that I’m running a 5th edition classic Greyhawk campaign I’m trying to stir some AD&D flavor into 5th edition… without unbalancing or over-complicating things.  Between the Player’s Handbook, Dungeon Master’s Guide, and Elemental Evil Player’s Companion  there are a total of  12 official races and 11 subraces to choose from :  aarakocra, aasimar, dragonborn, dwarves (hill and mountain), elves (dark, eladrin, high, and wood), genasi, gnomes (deep, forest and rock), goliaths, halflings (lightfoot and stout), half-elves, half-orcs, humans, and tieflings.

One easy way to run a 5th edition game that feels a bit more like old-school AD&D is to limit the racial choices permitted at my table while adding new subraces and a new race (the half-ogre) to the mix.

Races that don’t make the cut:   Aarakocra, aasimar, deep gnomes, dragonborn, drow, eladrin, tieflings, genasi, and goliaths.  While I have a soft-spot for planar races (aasimar, eladrin, tieflings, and genasi), I’d save them for Planescape.  Drow do exist in Greyhawk but are reclusive, villainous schemers that are seldom seen above ground.  They are best reserved for NPC foes for the PCs.

RACES OF GREYHAWK


HUMANS

Humans must be from one of the classic Greyhawk cultural groups: Baklunish, Flannae, Oeridian, Suloise. I’d probably allow Rhennee characters as well since I may integrate Ravenloft into my campaign.

Baklunish, Flan, Oeridian, Olman, Rhenee, and Suliose humans

 

DWARVES

Dwarven characters have no new options in Greyhawk; they must be either hill or mountain dwarves. While duergar do exist, they are a malevolent and largely unknown subrace in Pre-Wars Greyhawk.

 

ELVES

As noted above, elven players characters may not choose to be drow but have three new subraces to choose from:  Grey elves (faeries), Valley elves, and Wild elves (grugach).  Both Valley and Wild elves would be exceedingly rare as player characters due to their outlook towards other races:

Grey Elves: These elves are the most noble of elves, and the most aloof. They are of higher intellectual capabilities than other elves, and tend to be taller than high elves. They live in isolated mountain strongholds, and rarely allow access to outsiders. They have silver hair and amber eyes, or gold hair and violet eyes, and wear clothes of white, silver, yellow and gold, and usually wear regally colored cloaks. Those with gold hair are generally called faeries. They worship the standard elven pantheon and are played as high elves, except that they may replace the standard elven ability score increase to Dexterity with a +1 increase and increase their Intelligence score by 2.

Valley Elves: Valley elves are thought to be an offshoot of the gray elves and have all of the powers and abilities of that subrace, but speak the gnomish language as a  starting language.  Valley elves are unusually tall, some of them growing to the height of humans, with hair color of silver or gold and eyes of amber and violet. They are shunned by other elven sub-races, who do not consider them “true elves” but are greeted with goodwill by gnomes.  The name of valley elves is derived from the Valley of the Mage, where the sub-race is headquartered in the WORLD OF GREYHAWK™ Fantasy Game Setting. They are played as high elves, except that their extra language must be Gnomish.  Valley elves are distrustful of outsiders, to the point of xenophobia. Valley elves are despised by all other elven subraces, including the drow.  The reason for such antipathy is uncertain, but some have speculated that it was because they sold their loyalty to a powerful master in exchange for extraplanar knowledge. Despite their xenophobia, valley elves work closely with the gnomes and humans of the Vale of the Mage to be in defense of their mutual home. Most needs of the valley elves are provided by the Mage of the Valley. Foraging makes up for the rest.

Wild Elves: Wild elves, or grugach, are the most reclusive of all the elves; xenophobic towards all other races including other elves. The wild elves, who are found in the depths of the Phostwood, pride themselves on their isolation and skill at keeping hidden. Their skin tends to be brown and they have similar colored hair which lightens with age. They are played as wood elves but gain proficiency with spears in place of longsword proficiency.

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GNOMES

Surface and deep gnomes use the Gnome Traits presented in The Player’s Handbook on pages 36-7. Use the subraces below for Greyhawk gnomes:

Surface Gnomes: Surface gnomes, also called rock gnomes, normally dwell in shallow cave complexes close to the surface. Gnome villages can be hard to find, as they blend with nature and even artificial structures are often constructed to resemble trees, rocks, or hills. Though naturally a hill-dwelling folk, orcish and goblinoid threats have driven many gnomes into the plains of human-dominated lands where they seek help to reestablish their old heartlands. Many, too, co-exist with elves in the woodlands; where the elves are active in working with human interests, so are the gnomes. Surface gnomes often share living space with dwarves, and are a brave, tough folk who are loyal to their neighbors and fight side by side with them. While they are not particularly fond of water, surface gnomes are more willing than dwarves are to live in such areas, and gnomes have even been reported dwelling in bubbles of air in undersea caverns. Gnomes have also been reported in the arctic and in places with mild volcanic activity. The traits and abilities for surface gnomes are:

  • Ability Score Increase: Your Constitution score increases by 1.
  • Gnomish Combat Training: You have proficiency with the warpick and warhammer.
  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Surface gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
  • Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Deep Gnomes: In the dark below earth, svirfneblin protect their enclaves, keeping their small communities safe from the terrors of the lightless depths. Serious creatures, these gnomes vary greatly from their surface cousins by choosing to live in the shadowy depths and protect the world above from the foul creatures sharing their chambers, vaults, and tunnels. Svirfneblin closely resemble their rock gnome cousins; they are slightly thinner than rock gnomes, though just as strong. Male svirfneblin have little or no hair, while females have thin, stringy hair typically worn no longer than shoulder length. Their skin is the color of rock, typically gray or brown. Their eyes are always some shade of gray. They are stunted and gnarled creatures averaging three to three-and-a-half feet in height. They gain the typical Gnome Traits, though they make speak Undercommon in place of Common and tend towards neutral alignment.  Use the Elemental Evil Players Companion rules for deep gnome player characters.

HALFLINGS

Both lightfoot and stout halflings are played as described in The Player’s Handbook. Tallfellow halflings may also be played in the Greyhawk setting.

Tallfellows: Taller, thinner, and fairer than their halfling cousins, it is rumored that elven blood runs in the veins of tallfellows. Tallfellow halflings are on good terms with elvenkind and often build their communities within woodland havens. They are played as lightfoot halflings but replace the Naturally Stealthy ability of lightfoots with the Mask of the Wild ability of wood elves.

HALF-ELVES

Half-elves are played as described in The Player’s Handbook.

HALF-ORCS

Half-orcs are played as described in The Player’s Handbook, except that some (10% chance) pass for humans.

Coming soon:  The Half-ogre