|The southwest corner of Og|
No, not an ogre garage band. Og is the northeastern potion of the Land of Nod, where the fake vikings and such live. The Trollheims are a range of mountains, just south of the larger White Mountains, that divide Og from the Motherlands.
I’m in the middle of writing a hex crawl set in a small corner of Og which includes the northern chunk of the Trollheims and a sliver of the Golden Steppe. This particular portion contains the city-state of Azsor, where King Mogg rules. The first campaign I ran in Nod was set in and around Og, stretching from the far eastern city-state of Azdak (where a mysterious murder was committed), and covering the halfling land of Yore (where a town was burned down), Azsor (where a human ranger raised by dwarves Frank and Estelle joined the party), the White Mountains (where a cloud giant was assaulted and insulted), Isithul (where something happened that I don’t entirely remember) and back to Azdak, where the murder was solved through no work of the party (don’t run murder mystery campaigns with people who don’t care about murder mysteries) and the next campaign was set up for Mu-Pan.
Anyhow – here’s some setting information I’ve written for Og, with more to come!
The northern lands of Thule are also known as Og, after the great river which drains them into the sea. The Og looms large in the lives of the people, and most treat it as a god.
South of the river is the Golden Steppe. North of the river are forests, marshes and chill grasslands. The lands are ringed by mountains. The Trollheims and White Moun-tains border it on the west, and the shadowy, ill-famed Black Mountains on the north.
Within those mountains, forests and marshes live humans, dwarves, elves, halflings and humanoids. This hex crawl only covers the extreme southwest corner of Thule, which include the northern portion of the Trollheim Mountains and the extreme western fringe of the Golden Steppe. Within these confines is the great city of Azsor, a city-state of humans and dwarves ruled by the legendary King Mogg.
History of Og
In days best left forgotten, much of Og was covered by a great sheet of ice that spread from the Sea of Stars to what is now the country of Mab. At the edge of the ice sheet, a simple human people scraped out a stone-age existence. The land was rough and wild. Nod was much drier then, and the great desert of the south all but en-compassed what is now steppe-land. The greatest re-source of Og was its herds of mammoth.
As that age of ice passed, a shallow sea was formed, attracting strange denizens of the deep to build cities be-neath the waves. Great forests sprang up in the wake of the retreating glaciers. The trees grew unnaturally tall, attracting the attention of the ancient elves.
At this point in time the elves already ruled the human civilizations of the Motherlands. They now resolved to settle the great forests of Og. All that stood in their way was the shallow sea and its inhabitants. These creatures were older than the elves, but technologically backwards. The elves were at the height of their powers and arrogance, and a cabal of elven wizards decided the easiest way to eliminate the fish folk was to drain their shallow sea. Through unknown means (well, I know them … if you read the hex crawl, you might discover the secret as well), they accomplished this task, leaving in the sea’s place a great river that flowed from the White Mountains to the Sea of Stars.
The elves and their human subjects now surged into Og. They besieged the citadels of the firbolg giants and drove them into hiding. The goblin folk were driven into the mountains, and the primitive humans they found were enslaved and carried away. These slaves toiled endlessly on the elven walls and towers of their now mythic city of Isithul. Isithul’s location is now a mystery. Its walls were built of green stone, it is said, and within its halls walked the greatest wizards the elves ever produced. They had come for a grand project – a way to travel between worlds.
When the grand project was finally completed, it rivaled the ancient Crown Stone in power and achievement. Although it appeared as nothing more than a giant vessel covered in beaten gold, at its heart lie an engine powered by mysterious crystals that could bend space and time. It was the height of elven achievement, but it displeased the Kabir, the ancient gods of the elves. Asur, chief amongst the gods, instructed Nudd to destroy this vessel before it could do any harm. Although his quest was long, and fraught with peril, Nudd eventually succeeded in destroying the elven starship, scattering its mysterious crystal shards in the process.
When the Great Rebellion of Dwarves and Men occurred, and the Crown Stone was destroyed, the great network of standing stones went with it and the elves lost their ability to maintain the magical civilization they had created. The ethereal winds swept over the landscape, spawning monstrous beasts and aberrations and destroying the elven aristocracy’s monopoly on power.
Some five hundred years ago, humans led by a spellcaster called Louhi battered down the gates of Isithul and formally ended the reign of the elves in Og.
Four hundred years ago, the red-skinned Qum’al of the steppe sacked the encampment of Ulu-Than, Imperator of Harady. Drunk on plunder, they then turned their attentions to the verdant lands to the north of the River Og. In short order they conquered the small stone forts of the Isithul (the name now given to the people of Louhi). The Isithul were soon overrun from the White Mountains to the Sea of Stars. By three hundred years ago, the Qum’al had established hill forts from Azsor to Luhan, and cause-way villages on the lakes of Mab. Only in the Valley of Yore did they meet strong resistance from the better organized and more technologically advanced Feafolc (halflings). Yore would be sorely pressed in those days, but it never fell.
Throughout the lands of the Qum’al, every hill fort be-came a tribal state, and raids and war were common. The clan elder system of the steppe Qum’al was gradually re-placed by the strong leadership of war chiefs. Gradually, the greatest of these war chieftains carved kingdoms out of this chaos. Such ancient Qum’al kingdoms as Luhan, Mab, Irith, Zhuul, and Krakon were forged, only to fall and then rise again as life degenerated into a circle of blood feuds and ill-conceived wars of conquest.
Two hundred years ago, seafaring invaders from Yama hit the Amber Coast of modern Luhan. The Nakdani, fleeing their sinking homeland, drove their war galleys to Luhan and began colonizing. The petty Qum’al kingdoms united in a war against the invaders, led by the mighty lords of Azdak, the Luors. The war raged intermittently for 100 years before ending in a draw, the invaders holding the coast, the Qum’al the hinterlands. Nakdani kingdoms such as Ozid, Morr, Ellik, Vac, and Gyora were founded.
By one hundred years ago, through marriage and trade, the great kingdom of Luhan was formed under a high king, the self-same lords of Azdak. The Qum’al and Nakdani had become one folk, now called the Luhano. High king after high king undertook great public works, such as repairing the ancient trade roads of the elves. Wooden forts were constructed to keep the rampaging Vadda under control, mines were established in the hills and mountains, and an iron industry was firmly established.
When a high king fell out of favor, the magnates of Luhan would withdraw their support and challengers would march with their supporters to the gates of Azdak. The fields to the north of Azdak drank much blood over the centuries, as royal dynasties rose and fell.
To the west, the country of Mab led a quiet, contemplative existence. The people lived in small lake settlements. Peace was made with the elves, though contact between them and humanity remained quite rare. Fortunately, there was enough contact to produce the present White Queen of Mab. She, like her fathers and mothers before her, is a sorceress of great power.
In the foothills of the White Mountains, life remained simple and unorganized until the war chieftain Mogg forged an alliance with a dwarf lord and founded the Golden City of Azsor about 50 years ago.
The present day finds Azsor’s king merry, Azdak’s asleep on his throne, the Isithul dreaming of a new golden age, and the White Queen alone in her tower, reading the stars and beginning to fret over things yet to come.
|An early map I made of Og when I was still calling it Thule – note the “Barrier Peaks”|