
The Feerott, Antonica
Anarchy rules. Clurg, the barkeep, runs the Bouncers.
Oggok lies within a valley deep in the jungles of the Feerott. The signs of their former glory are so faint as to be nearly invisible. For the most part, it is a ramshackle collection of stone slabs stacked together and rough hewn caves through the walls of their valley. A few structures remain from the time before they were cursed by the gods, but these have not been well kept, and are deep in disrepair.
Almost exclusively Ogres
The history of Oggok is poorly kept. What is known is largely unimportant and hardly illuminating. This was the last city to be built before Murdunk fell, and is now the last Ogre city standing.
At first, the city's inhabitants were untouched by the curse. They tried to keep things as best as they could. However, each generation grew worse until the Ogres were much as we find them today. In the time since they reached this nadir of intelligence, the city had fallen to pieces. The once proud structures, decorated with tribal carvings and depictions of heroic conquest, have fallen. The structures that have taken their place pale in comparison.
The Ogres have stagnated, little changes, little happens. Their minds are so limited and broken they barely notice.
Ogres live in anarchy and squalor. Where once they valued military might and tactics, now they are reduced to squabbling over who is toughest. Strength and raw power are valued here.
There is little art in Ogre society. They lean toward the appreciation of shiny objects, and rarely create anything of beauty on purpose. If an Ogre did, that Ogre wouldn't be long for the world.
Relationships among Ogres are informal and rarely set in stone. The family unit, as such, doesn't exist. Young Ogres are raised in a communal setting, where grown Ogres with the best grasp on childrearing attempt to care for these children. The curse of the gods leaves many of these children barely functional, and many die before they reach puberty, due to any number of mishaps or misfortunes. This is a source of distress, but the Ogres don't dwell on it too long. While they lose many children, they are making more all the time. In fact, propagation of their race is something the slow-witted Ogres come by easily, and it is only due to the intervention of the Gods that they do not overrun Norrath with sheer numbers. Ogre couples are usually monogamous, though it is more a result of selfishness than sentimentality. Ogre men and women are constantly on the lookout for the strongest mates. This not only ensures that they have the strongest offspring, but that they gain a little prestige from being tied to a tough fighter. They are quick to move on when someone else captures their fancy, however. While the jilted party may feel a need for revenge, it rarely leads to murder. Ogres just don't value relationships that strongly.
Ogres stick close together. They're all they've got. Reviled by the rest of Norrath, mostly for events that happened long ago and couldn't happen again, they are outcast by the other races. This bonds the Ogres together tightly, though it is a racial loyalty rather than a familial one.
Oggok has no formal government, and no formal laws. Part of the curse the Gods placed on the Ogre's mind is a sort of hobble on any sort of organizational skills for large-scale groups.
Power lies within three main points. First, there is Clurg, the barkeep. This may seem odd at first glance, but the fact is that he runs the city's sole organizing force, the Bouncers. Clurg got the idea of the Bouncers from his travels through the world. In the pubs, taverns, bars and other drinking establishments he met powerful men and women who would keep the peace. When he returned to Oggok, after mastering his brewer's craft, he saw that this anarchic society required a similar order-keeping force, and so the Bouncers were born. Outsiders may not understand why a bartender can keep the peace, but any Ogre would tell you why they listen. Clurg's bar was Murdunk's favorite establisment. Stories have it that Murdunk once had his ale spilled when a fight broke out there. Murdunk dragged the offending Ogre out of the bar and beat him to death. He then laid down an edict against violence in Clurg's bar. Now, with Murdunk gone, it is only fair that Clurg keeps the peace for his city.
The other two major powers in Oggok consist of a loose alliance between the Shaman of War and the Greenbloods (Shadow Knights), with the Craknek Warriors standing alone. The basis of this rivalry is fairly childish, and yet vitally important to the Ogre psyche. The Crakneks are the toughest Ogres in Oggok. Their fighting prowess is legendary, and all the Bouncers come from their ranks. The Shamen and Greenbloods are smarter, though, and feel they are therefore better than the Crakneks. This isn't so much a power struggle as it is a struggle of ideology. Both sides think they are "the best", and at a deeper level it comes down to whether they wish to accept their lot (Crakneks) or attempt to reclaim what is lost to them (Shaman/Shadow Knights). Oddly, while Clurg is supported by the Crakneks, his own intelligence is significant, and his philosophy is in line with the Shaman, though he looks down on their petty squabble.
The Beastlords of Oggok follow the Shaman of War, for the most part. The more their animalistic side rises to the surface, however, the less they care for the inner workings of Oggok's power structure. The Berserkers are equally marginalized, though they don't ride anyone's coattails. These Ogres are lost to their rage and anger; most of them aren't entirely certain what they're raging about.
The way order is kept in Oggok is fairly simple: Anyone causing a ruckus or getting violent gets Bounced. If you have a grievance with another Ogre, you settle it with a trial by combat. Otherwise, do what you want.
Almost all Ogres worship Rallos Zek. A few worship Cazic-Thule, and this is a source of some tension, as the Rallos followers think that following the lizards' god is disloyal to their maker. Not, obviously, in so many words.
Ogres can barely remember their past, and have no holidays to speak of. There are certain rites and rituals performed by the Shamans of War, but those are largely an affair strictly for the Shamans.
Ogres are devout, and have great reverence for their maker, but do not put much stock in worship or observances. Despite the widespread worship of Rallos Zek, there is no temple to him to be found in Oggok.
Neriak - Trade and Military alliance, though this favors the Dark Elves in both respects.
Kaladim - The Dwarves and Ogres, it seems, will never resolve their differences.
Gukta - The Frogloks have earned the Ogre's ire for driving out their nearest semi-friendly neighbors.
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