"Emptying the nursery"
- Goblin Proverb; to pursue victory at any cost.
Fear of the necromancer is surprisingly isolated. Certainly many cultures do have trepidation, of course, towards those that deal with death, but the fear is the most pronounced in human cultures located within Esemeir. It is interesting then that most necromancers are from Esemeir, but not necessarily unintuitive. There is something in these cultures drawn to death, to reliving life, thus producing necromancers, which in turn produces fear of necromancers, for they wield a powerful art and can be used to cruel ends indeed. Other cultures do not fear the necromancer because they do not have the necromancer. Just the same, those in Esemeir do not fear the Skin-Men.
Northern Magic
In the world of Coris, magic is highly regional. Much the same as martial arts develop somewhat uniquely but may happen upon convergent techniques, magic users are less likely to organize themselves into large schools, instead favoring intimate circles of practitioners, maybe twenty members large at the most. The schools of Northern Lakarta and Reskalan, particularly in the various goblin cultures of the region, tend to place emphasis on movement and vectors of motion. Magic is associated with life, speed, momentum, and growth. That last one is key here because if there is a core societal fear that exists within these cultures, perhaps it is that of stagnation, or stuckness.
The Boogeymen
Their arrival cannot be predicted, for their wandering is more often than not aimless. They will come over the hill on days when the sun shines bright, and the only thing that could bring spirits down is their sighting, and just the same they come in times of great loss, when not even their appearance could do more harm than that which has already been done.
They are a peculiar sight, no two look exactly alike, in fact, but there are some commonalities between them. Men and women who appear young and beautiful with fine luxurious clothes, save for one withered, crooked arm. If they are not full of youth, they may appear much the opposite, old and withered, far past the age that one could reasonably expected to travel alone in the wilderness (they aren't ever alone, of course). Some are simply hidden beneath thick, leather cloaks, only recognizable as a voice coming from beneath the warped and weathered garment, and perhaps the occasional glimpse of a strange, twisted arm, clawed and tumorous. If they are tattooed, they will tend towards the organic, flowing lines of rust red ink, like smeared blood just begun to dry, but scarification is more common. They are the Skin-Men, masters of flesh, mages of the dark art of growing. And they arrive to your village not to wither your crops, or lay waste to your people, but to sell their magic to the highest bidder.
They may pitch a large tent shortly outside the perimeter of the village, if they expect lots of business, but if it is known an area is somewhat poorer or the mage is in a hurry, they may head straight to whoever they think is in charge for a more direct pitch. Their arts aren't typically cheap, so it is a safer bet that village elders or leaders will be more able to pay for such miracles.
And pay they do, because though Skin-Men are often frightening, they provide, in many communities, a necessary service. They can fight sickness, remove tumors, mend injuries, pull rotting teeth, all things a good doctor of this age can do with perhaps half the pain, but they also provide a more advanced art. Skin-Men work the body like clay, they can remove blemishes and scars, make you appear younger, change your features, make you more desirable to yourself and others, all the wonders of plastic surgery with none of the modern technique or technology traditionally needed to enable it, though such procedures are typically not in the cards for all except the most wealthy. These arts are not what has earned the Skin-Men their unsavory reputation, of course. There is another, more gut churning procedure which they are most known for, and that is the creation of ogres.
The Birth of a Monster
For this act you need a child. Young, but preferably not too young. The ideal age for such an act is when a child has just stopped breastfeeding, it'll be easier to feed them this way. The older a person gets, the more likely their body is to take to the procedure traumatically, and though Skin-Men tend to hold rather loose morals, most will not perform such an act on one they deem too old for the procedure. The child will be taken away (pay no mind to their crying) and when they are returned, they will have grown. It is not uncommon for them to double in weight and size, in fact, over the course of the procedure. The child does not stop growing from there, of course. They will eat voraciously over the next period of their life, until they reach adolescence, they exist in a state of near perpetual growth, and for many it is not comfortable. Growing ogres are often wracked with pain and discomfort, sometimes their growth is uneven and takes a good while to even out. Some suffering is usually considered worth it for the end result though. Goblins are a diverse group, but the average height for many is perhaps 4 feet tall; by the time one of these children is fully grown, they will be anywhere from 8-12 feet tall. Ogres tend to be broad, and heavyset, and strong too. Part of that is the simple fact that they're massive, but a child is not often turned into an ogre on a whim.
Ogres are made for war, because ogres are big, and strong, and terrifying. From the moment they reach adolescence most ogres have blades thrust into their hands and armor strapped around their frames, so that if their clan ever goes to battle, they can be at the front of the charge as the biggest, meanest things around, swinging around a poleaxe the size of a small log and punting cavalrymen off their horses like they're garden gnomes. If you can get yourself an ogre, better yet, if you can get yourself several, the two timing bastard neighboring clan over the hill is gonna think twice before they try and steel your goats. It is not uncommon for clan leaders to round up all children of a suitable age they can find when a Skin-Man comes knocking. They are a coveted weapon. That's the thing though, ogres are still intelligent, but to those who covet them they are more weapon than person. They think and feel just as goblins do, just as humans do, and yet they are molded for a life of war, and slaughter with no agency.
In that regard ogres are perhaps not so different from other goblins in their quasi feudal society. They exemplify it, they bring the problem into stark focus, but they are not inherently unique in their lack of agency. Hell, ogres in some regards have it better than the serfs. They are awarded some amount of status, fight for long enough and they'll essentially earn the status of low level nobles, they get land, horses, men to serve them. The children who become ogres are often low born, and are often given up willingly by their parents, because slaughter and bloodshed may lead them to a better life than farming. Nobles may subject their children to such a process as well, there are many second born sons who tower over their ruling siblings, leading their armies into battle head first.
Note: Technically the art of ogremaking is not limited to only thinking mortals but the creation of ogre beasts (typically referred to as dire beasts) is a bit more thorny, and such creatures are hard for most to control, save for perhaps the Skin-Men who create them. Such animals tend to be embellished with intimidating features such as boney spines, horns, and deep red eyes. Wolves and dogs are common dire companions for Skin-Men, though some travel alongside massive horses nearly the size of elephants. When Skin-Men die, their beasts may go feral, decimating local ecosystems with their great size and ferocity, providing a suitable challenge for the enterprising adventurer looking to ingratiate theirself with a local clan.
Magicians Errant
Skin-Men exist in a strange grey area, societally speaking, much as adventurers do. They are shunned by goblin society, for their magic is strange and disquieting, but they are fantastically wealthy. Many are essentially nomadic, picking up tokens of wealth and creature comforts when they pass through the larger northern cities. Some may find themselves settling down in such cities, living lives of luxury as strange back-alley doctors, serving both the poorest and wealthiest members of the community in kind. There are some who have formed clans of their own, their armies made up of ogres and dire beasts of strange and unique form, ingenious as they are disquieting. Few are willing to trade with them, and they always have a target upon their backs, but their armies of beasts are an effective deterrent against full frontal assault. Many Skin-Men have found themselves in the employ of the Draconic Imperium, and it is said that Aashrya, the Churning Leviathan, member of the Pentarchy up until her untimely death at the hands of a roving band of sellswords, counted herself among their numbers. Many still give their art to the imperium, creating new broods of dragonborn, and stranger beings still, if the rumors are to be believed.
One More Thing
This post is heavily inspired by
this post here by Arnold K at Goblin Punch. If you haven't heard of him (unlikely, since afaik only my friends are reading about this and I talk about his work fairly often) I would recommend checking out that blog and that post! Warning for the squeamish, it's pretty gross and goes in hard on themes of child abuse at the top, but it's really really cool. That's all for now!