“To plunder, to slaughter, to steal, these things they
misname empire;
and where they make a wilderness, they call it peace.”
―
New Lands |
But where their migrations were peaceful, there were
those whose weren’t. The Olman were ever warlike, and forever cruel wherever
they might settle. They would abide no others in sight of their settlements,
even if those others had settled those lands long before them. Those Tuov would
have to make way, they reasoned, if they could not make proper use of those
lands that were destined to be Olman. The Tuov were of a different opinion.
As were those Baklunish and Oerid that found themselves
in the path of Suel expansionism.
c. -1000 CY
The Earth Dragon |
Ages ago,
before humans laid claim to this monstrous peninsula, an ancient spirit, the
Earth Dragon, rise to claim this land its own. In those early days of the
Flanaess, the Earth Dragon was but one of many spirits worshipped by the primitive
people of the Pomarj. It was the elemental spirit of Mount Drachenkopf
the great mountain lying in the heart of the Drachensgrab Hills, and it was
said to dwell deep in the heart of that mountain. Like other spirits of the
land, the Earth Dragon demanded sacrifices from the local tribesmen. Those
tribes that sacrificed to the Earth Dragon prospered, while those that did not
were destroyed by avalanches and earthquakes. […]
Before the great migrations that transformed the
Flanaess, the nomadic Flannae were the only humans to live in this sparsely
populated land. The tribes of Flannae that wandered the Sheldomar Valley knew
of the Earth Dragon and respected its power. But, since the Drachensgrab Hills
made travel difficult, the Flannae tended to avoid the region, leaving
sacrifices of food and wine only when they needed to ensure safe passage. [Slavers
– 120]
c -1000 CY
Just as the Flan were migrating into the Pomarj, so too
were the Olman beginning their mass migration from Hepmonaland unto the Olman
Islands, and into the Amedio jungle, and beyond, into the southern seas.
They had little choise. The Tuov struck back at the
warlike Olman, loath to accept their northern neighbour’s raids and subsequent
slaughters any longer. And as the Tuov pressed the Olman ever further back into
their jungles, they were horrified to discover the dark depravities the Olman
had sunk to.
The monsters of Alocotla spread into the countryside,
diluting their tainted blood with the remaining humans, eventually drawing all
of them into the cold embrace of the serpent-men. The human aspects of the
yuan-ti of this nation have Olman traits, while their snake parts are
predominately dark green with red or black patterns.
Although most Olman fled Hepmonaland when invading
Tuov proved too strong, those of Alocotla stayed and fought, managing to retain
control of much of their territories. They fought occasional wars against the
neighboring city0states, spied on their Xapatlapoan cousins, and seemed mostly
content to rule their own lands. [SB – 47]
The Shores of the Amedio |
Though uninhabited by civilised cultures now, the Olman
discovered evidence that this was not always so.
The Olman had discovered
remnants of the troglodyte culture and declared that their civilization had
fallen because the gods judged them lacking. [SD – 63]
The Isle of
Dread
The Isle of Dread |
The Olman have lived on the Isle of Dread for countless ages in small villages separated from the body of the island by a gigantic wall. [Dragon #351 – 70]
The Olman are
a remarkable people whose traditions remain unsullied by the rising forces of
commerce, industry, and corruption.
The human
tribes of the Olman have existed on the Isle of Dread as far back as their
stories stretch. Decended from the once-great Olman theocrats of the sprawling
city-state of Thanaclan, their capital city is now nothing more than a
mist-shrouded ruin filled with horrors that have driven mad the stoutest men.
Their dieties of old are now worshiped as powerful totems, granting the
dark-skinned natives power over life and death. Seven tribes live southeast of
the Great Wall on the Isle of Dread: Burowoao, Dawa, Kirikuka, Mora, Panitube,
Tanaroans, and Usi. [Dragon #352 – 70,71]
The Olman are
divided into four clans, each of which venerates a fierce animal: the elk,
hawk, tiger, and sea turtle. Each clan has its own proud traditions and
rituals, but each comes to the defense of the others in times of crisis. While
the leader of each clan is male, the leader of each village is female, ensuring
a balance of power and opinions. Olman are not afraid if outsiders, instead
finding them curious and almost foolish with their determination to explore the
deadly island. [Dragon #351 – 71]
While they are
dedicated to their tribes, numerous individuals have left over the years to
explore the world beyond. [Dragon #351 – 70,71]
Other Olman
tribes exist beyond the wall, but no peaceful contact has been recorded with
these cannibalistic savages whose war drums herald only slaughter and madness. [Dragon #352 – 71]
-805 CY
The Black Heart of the Amedio |
They adapted to the Amedio’s harsh life, not so
dissimilar to what they once knew in Hepmonaland. Before long, their scattered
settlements took shape and form, until they had truly become a nation again.
The starting year of the Amedio Olman calendar is -805
CY, the year the Olman of the Amedio themselves the true Olman nation. [SB
– 64]
As this region varies little from season to season,
the calendar is based on cycles of Luna and Celene, which the Olman call
Mazlateotl and Apocatequil. Each nation adopted different names for the
months and days based on their own patron gods and high priests, so there are
too many variants to list, although numerically the calendars are identical. [SB
– 64]
c. -800 CY
Early Olman Amedio Settlements |
The new Olman empire extended from the southernmost
jungles of the Amedio through the Olman Islands and also onto the northern part
of Hepmonaland, as well as a few scattered settlements on the Tilvanot
peninsula. [SD – 62]
Xamaclan Warrior |
Several hundred tribes live in the Amedio Jungle, each
regularly warring with, conquering and being absorbed by others. As such,
little effort is made for a distinct totem or symbol for each tribe, with
individuals choosing a favorite animal or color as their personal icon. Only
Telaneteculi, Hucanuea and Xamaclan retain true heraldic symbols: a bat-like
humanoid on a field of green, a jaguar’s head on a mottled brown and green, and
an eye superimposed on a ziggurat, respectively. [SB – 62]
-728 CY
The Red Death has been with the peoples of Oerth for a
very long time, indeed.
When did it begin sweeping the land and culling its
people? That has been lost to the fog of Time. But its first recorded
appearance was devastating. The Suel prayed for protection, wondering why their
gods had forsaken them so. When prayer failed them, their lamentations did
little better, nor the burning of incense, nor the wards of blood painted upon
their lintels, nor the thick black columns of smoke curling up into the heavens
from the innumerable sacrifices pledged of goat, of sacred calf, nor even of
their firstborn sons. Soon, they took to cowering within their huts and their
palaces and estates, wondering how long it might be before every last one of
the chosen people would fell victim to its burning.
The empire slips into stagnation. Numerous plagues
sweep through the Seul Empire, some magical and some mundane. The population
falls by over 40%. Many towns are completely emptied, and the border defenses
are greatly weakened. This is the first year of those known as "The Plague
Years." (4788 SD) [OJ1]
-720 CY
The Olman Refused To Go Willingly |
As the Tuov swept north to drive out the Olman, they
built fortifcations to defend their newly conquered lands. The northernmost
fort was Anatal, built in -720 CY at the base of the Fyalo hills, at the edge
of the jungle close to the sea. [SB
– 47]
-645 CY
Johydee's Mask |
The Oeridian High Priestess Johydee using her Mask,
breaks the Oeridian free from Seul domination. (1 OR\-645 CY) [OJ1]
-644 CY
Free at last, the Oerid vowed that they would never be
subjugated again. The Suel sent what troops they could spare, but no number
proved enough against the fury of the Oeridians.
After repeated attempts by both the Seul and Bakluni
to regain control of the Oeridian tribes, Johydee breaks the Oeridians away
from the control of the Seul. The tribes swear the Oath of Unity. This oath
places allows for the common defense of Oeridian tribes under one War Leader,
the First War Leader (styled Herzog) is Chenil of Aerdy. (4871 SD) [OJ1]
-627 CY
The Red Death had left the Imperium vulnerable, and the
Bakluni knew it. And they meant that the Suel should pay for their raids upon
Bakluni territories, their conquering, their slaving, and their supposed racial
superiority.
The population begins to recover, but the Bakluni
peace begins to break down. Raids become frequent. (4889 SD)
-604 CY
Strife is rife within the Imperium. The people are
displeased with their nobility—that is no matter, as the people invariably always
are, and are of no account—but more importantly, the Great Houses of the Suloise
nobility were not pleased with the state of their state.
The first
of the Succession Wars. The Schnai are removed from the throne. (4912 SD)
[OJ1]
c. –600 CY
A Need for Stealth |
Most [Olman tribes of the Amedio] use the blowgun,
which was developed by [them] about 1200 years ago; it is commonly used when
stealthy attack is needed. [SB – 65]
-558 CY
Sulm was a tainted land, an evil land. One wonders if
that might be the legacy of Galap-Dreidel and his wicked ways. Mayhaps it is.
More likely, Sulm was doomed by the hubris and sins of its rulers; and that
Galap-Dreidel, wherever he had flown to, looked on at the folly of his
successors and laughed at their foolishness, and their myopic vision.
Shattados, mage-king of Sulm and his entire people are
translated into Scorpion Men. (4948 SD/1583 FT) [OJ1]
Finally, after a long slide into decadence, the land's
last king, a sorcerer named Shattados, appealed to one of his wicked deities
for a boon, a magical item which would enable him to be his people's
unquestioned ruler.
Shattados's Wish |
-505 CY
The last of the Succession Wars. After 500 years with
the succession falling to nine different Houses, the House Zolax regains
control of the Imperium. (5011 SD) [OJ1]
-504 CY
The Bakluni withdraw their ambassador from the
Seuloise Empire when Zunid-ad-Zol, the Prince of House Zolax is crowned Emperor
of the Seul Peoples. (5012 SD) [OJ1]
-490 CY
Regular Mass Sacrifices |
Chetanicantla was once the capital of the Amedio Olman
empire. It and the other city-states prospered in typical Olman fashion, with
frequent raids into the countryside and regular mass sacrifices to the Olman
gods, until -490 CY when Emperor Tloqasikukuatl was assassinated by priests of
Zaotzilaha. This plunged the empire into open warfare between the noble houses
and priests, each ordering their personal guards into the frey. [SB – 65]
Other cities became involved [….] The imperial army
retaliated […] and went on to sack the cities [….] [SB – 65]
The city-states prospered for over 500 years, but
eventually they turned on each other in a series of destructive internal wars
over control of certain mines, choice of emperor and religious differences. [SB
– 62, 63]
The Olman of the Amedio worship the same gods as their
cousins in Hepmonaland. Regional differences account for minor name changes or
differences in appearance. Two points to note are alternate names for two Olman
powers. The god Tezcatlipoca is worshipped under a different aspect by some
Amedio Olman; as god of the moon and lightning, he is known as Apocatequil. The
bat-god Camazotz is worshipped as Zotzilaha, who includes an aspect of
vampirism and the underworld. [SB – 64]
-485 CY
Two empires cannot remain posed on the brink of conflict
forever. Sooner or later, something’s got to give. Tensions rise as they stare
one another down, each sure the other will break the precarious peace. If there
had ever been peace, and not just a pause.
Beginning of the Baklunish-Suloise Wars. (5031 SD)
[WOGA – 9]
Just over one thousand years ago, two ancient western
empires, the Suel and the Baklunish, were enmeshed in titanic conflict. The
root of animosity between them is lost, but the result of their final war
haunts even the modem historian. [WOGG 3e – 3]
The beginning
of "The Great War." Nine thousand Bakluni are slaughtered in the
Salhaut Pass. Munid promises to destroy the Bakluni entirely, even if the
majority of mages of his own house die in the process. (5031 SD) [OJ1]
Emperor
Ad-Zol sends 9000 troops across the mountains to punish the black-haired
northerners. Bakluni Padishah Ramif sent similar number to meet these troops.
Battle of Fields of Padyr fought to inconclusive end.) [OJ1]
The Great War |
—from the Journal of Kavelli Mauk [SB – 2]
The Suel Peoples, mainly fleeing from the great wars
in the Suloise Empire, moved northwards through the Kendeen (Harsh) Pass of the
southern Crystalmist Mountains (now known as the Hellfurnaces) and spread out
in all directions. [Folio – 5]
-466 CY
Endless war is a
taxing affair. It wastes a nation’s youth and bright future. Better that the
Oerid and the orcs and hobgoblins shed their blood rather than those regals to
the north and south who employed them, those very same nobles reasoned.
First
employment of humanoid mercenaries. WOGG – 9
Both Bakluni and Seuloise began to go east of the
mountains, recruiting Humanoids as mercenaries in their battles for the first
time. (5050 SD) [OJ1]
-458 CY
Refugees |
Oerid
migrations [at] peak point.
(187 OR) WOGA – 9
Heeding their
prophets, many Oeridians began moving eastward, coming into contact and
conflict with the Flanae.
(5058 SD/ 1693 FT) [OJ1]
The fierce Oeridian tribes likewise moved east,
thrusting aside Flan and Suloise in their path. The Oerid migrations were
similar in cause to those of the Suel, in that the Baklunish-Suloise Wars, and
the hordes of Euroz and associated humanoid groups used as mercenaries by both
sides, tended to pillage northwards and eastwards, driving the Oerids before
them. [Folio – 5]
“Listen to me
Ooh war, I despise
'Cause it means destruction of innocent lives
War means tears, to thousands of mother's eyes
When their sons go off to fight and lose their lives…”
--Excerpt from
War, by Edwin Starr, 1970
Songwriters:
Whitfield Norman Jesse, Strong Barrett
One must always give credit where credit is
due. This History is made possible primarily by the Imaginings of Gary Gygax
and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl
Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds,
Frederick Weining. The list is interminable.
Thanks to Steven Wilson for his GREYCHRONDEX
and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable
research tool.
The Art:
The Isle of Dread map, by Robert Lazzaretti, from Dungeon #143, 2007
Sources:
1015 World of Greyhawk Boxed
Set, 1983
1064 From the Ashes Boxed
Set, 1992
1068 Greyhawk Wars Boxed
Set, 1991
2011A Dungeon Masters Guide,
1st Ed., 1979
9025 World of Greyhawk
Folio, 1980
9577 The Adventure Begins,
1998
9578 Player’s Guide to
Greyhawk, 1998
11374 The Scarlet
Brotherhood, 1999
11742 Gazetteer, 2000
11743 Living Greyhawk
Gazeteer, 2000
Ivid the Undying, 1998
Dragon Magazine, 351
OJ Oerth Journal, appearing
on Greyhawk Online
LGJ et. al.
Greychrondex, Wilson, Steven
B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer
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