Most folks have a low opinion of ogres, but did you know that they have a secret city, hidden under an extinct volcano, where they can gather and trade without the interference of the self-styled 'civilised' races? No? Well, neither did I. Yet they do, and this book tells you all about it, should your party ever be minded to visit.
It's intended as a mini-campaign or city setting, the party being able to spend as much time as they like (can survive) or dip in and out as they please, following up on whatever intersts them... or of course, on whatever plotline you arrange for them. Based around the travelogue of one Jofram the Wanderer, who's been there, you get loads of descriptive material and details covering everything from the economy, laws (yes, even ogres have laws!), history and society to interesting locations to visit and notable individuals to meet. There are maps of the caverns that make up the city, too.
In case you are wondering how to get your party interested in a city full of ogres, several paragraph-long Plot Hooks are provided, which you'll have to flesh out into complete adventures. Some act to get the party to the city (and then do something within), others are events you can have happen once they are there. Note that both brawling and spell use are forbidden within city limits, which makes combat a very covert activity, as the penalies for getting caught don't bear contemplation. A group called the Black Nails police the city. Of course they cannot be everywhere at once. There is a combat arena where fighting - either duels or for general entertainment - is permitted, should anyone need to let off a bit of steam.
It makes for an intriguing concept, which can be located in a suitable remote mountainous region of your campaign world. You'll need to do a fair bit of plotting and planning, but this framework makes for a good start on an unusual adventure location.
Return to The Ogre City of Drahk'Suhl page.
Reviewed: 4 November 2017