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==== Beastmen and Ogryn Society ==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Nova Ogryn tend to live under a tribal or clan-like structure of governance. There are perhaps dozens of worlds whose inhabitants come under the broad category of Ogryn, and each world can have a thousand different tribal groups, each with their own individual set of traditions. Nevertheless, there do exist some similarities. Common to most tribes are a leading Patriarch, some paternal ancestor of a large proportion of the tribe, and the presence of a Wise Woman. Sometimes this Wise Woman the chief’s mother, sometimes his wife, sometimes it's not a woman at all but just someone with good judgement. A priest/shaman position is also common in most tribes for matters of spiritual significance and dealing with supernatural phenomena (which usually boils down to “leave it alone and tell the nearest adept”). Sometimes the tribe might be blessed/cursed with a Witch/Warlock who has psychic powers. Psychic Ogryn do exist. They used to be rarer than in the baseline gene pool, but now exist in the same proportion as baseline humanity. This may be a side effect of the increase in cognitive ability or by using baseline human genes to uplift the Ogryn. <div class="mw-collapsible-content"> Although Ogryns are typically not as smart as baseline humans, they are generally smarter than people expect. The officers with BONE implants can fluently converse in High Gothic about all manner of matters both practical and philosophical, and are invariably literate. But that's because they were already the brightest of the bright even before the bio-crystalline Cortex Technology was inserted into their brain. The average Ogyrn can learn to maintain an extra-large laser rifle by rote, can understand contractual obligations (although they will sign said contract with an X), and has enough brains to follow orders and even understand quite complex strategy — provided it's explained slowly with small words and you get them to repeat it back to you just to make sure. Ogryn are also known to be fiercely loyal and honorable. It's a bloody strange day when an Ogryn breaks their word. Nova Beastmen, on the other hand, tend to form rigid military hierarchies when left to form their own societies. This is not due to any intrinsic inclination to do so, as opposed to baseline humanity and the various cultures thereof, but more because any governmental structure that doesn’t encourage iron-hard discipline tends to implode within a few years. Their inner animal is still very close to the surface, and their increased cognitive faculties haven’t tamed it in the slightest. Beastmen societies are ruled by philosopher-kings called Brahmins, who tend to exemplify everything that the Beast is not. More of a high judge than a war chief, Brahmins are seemingly at odds with the otherwise militarized nature of Beastmen society, but a wise and solemn individual that will not give in to base desires and passions proves to be an excellent leader for those who may. Another notable feature of Beastman society are Aurochs, the warrior-champions of Beastman society. These huge warriors are about the size and strength of Astartes, but overall tend to be much less effective for several reasons. First, Aurochs make up a vanishingly small proportion of the Beastmen population and thus cannot reliably be mass produced. Secondly, Aurochs lack all of the advantages beyond sheer strength that make Space Marines so lethal. Finally, Aurochs cannot use standardized equipment. Because of their rarity, armor and weaponry often have to be individually crafted; most Imperial helmets are unable to fit over their horns and even normal Beastmen helmets being too small for them. </div> </div>
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