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Blackmoor

Political Almanack
PLACES
Baronies
Blackmoor crown see below Williamsfort crown / Svenny (?) enlarged citadel castle Glendower crown (Bascom Ungulian) wall, castle The Lakes Rissa Aleford ?, fort at S. Pim Newgate Svenny small castle Dragonia Peshwan na Shepro stronghold Archlis Wolper Gannet castle tower Maus Piter Rall hold Bramwald Bram Tagus wall, castle at Erak 0* Bramwald remains in Thonias camp. 1* Williamsfort is run from Newgate now; it is very unlikely to get its baron back, and may never get a baron of its own again. 2* Glendower has a village with the Tomb of the Grey Dragon.1 3* The Lakes was run by Jallapierie when Rissa Aleford goes missing in DA2. 4* Blackmoor includes Vestfold (strong wall, citadel) and has recently taken over Boggy Bottom (small fort) from the Empire.

Free
Maus (wall), Boseros Tower, Jackport (castle), Kenville. Maus looks to its own defence, the others dont.

Churchland
Blackmoor Fairfield Fitz Bramford Garamond Bolitho Brother Richard ? <destroyed>

Note that the Temple of Id is no churchland, but is actually a cursed and ancient place of terror. Extensive caverns contain prisons, chapels, and monster dens. Above-ground structure: courtyard with small amphitheatre, several undead superheroes, great orange jewel on black pedestal. 2 This Jewel is very probably the legendary Jewel of the Sun, which in 996 proved very effective against undead and magical darkness.3 Stealing this jewel results in the Id Monster chasing the thief. Only the thief can see the monster. The Monster will eat the Jewel (and thief), at which point the monster and jewel return to the Temple, and the thief magically reappears, naked, under the Blackmoor Troll Bridge in Blackmoors sewage runoff. The Jewel was still there as of 1000.

Halfling
Booh Ramshead Timothy Curlytop Philo Holbytyn

1 JG p. 63: semi-map 2 JG p. 18, 19; picture p. 49 3 JG p. 47-8.

Dwarf (16,000)
Crystal Peaks Northern Delving (10,000) Lortz Kharnumdhrum (Uberstar Khazakhum) Stormkillers <various>

Elf (9,000)
Redwood (5,000) Ringlo (3,000) Wetwood Menander Ithamis <struggling>

PEOPLE
Thieves Guild
Maus Scotty Debelfry Vestfold Miklos Haruska Miklos Haruska is the Eggs eyes and ears, and also has been in the employ of the Froggies and the Wizards Cabal (the last, as of 1024; the rest, early 1025). Scotty has been tipped off that he cant trust him, and so he is infiltrating the Vestfold Guild with his own agents.

Regency Council
Svenson chair p.50-51 Menander Ithamis Lord of the Northern Elves p. 54 Uberstar Khazakhum dwarves observer p. 63 Timothy Curlytop Regent of the Halflings of the Northern Marches (elected) p. 62 Sildonis powerful wizard & elf-friend p. 59. Fletcher William advisor Peshwan na Shepro advisor on dueling laws (Timothy may well be replaced by Philo Holbytyn next festival year that may even be this year)

Wizards
pro-Blackmoor Jallapierie 17 (has crystal ball w/ ESP)4 Maus Bosero the Drunkard 14 Boseros Tower Sildonis 12 Wizards Wood5 Alwyn Morland 10 <none> Morland is described as more ally/mercenary than subject; but also as a top agent for the Fetch neutral Robert the Bald

19 (said to have crystal ball)6

Cloudtop

wizards cabal Tamis Azkanikin 14 (has crystal ball)7 Wizards Watch, Maus Lorca 10 Frog Town, Vestfold Most other wizards of the North belonged to this, and implicitly still do (DA1 p. 51), although Morland might be overlooked on account of her gender (and level, and irresponsibility). That means at least three other wizards 9 level and up, plus one for every unmentioned wizard who works for the Council. 4 DA1 p. 51 5 JG p. 19: there was an earlier wizard, but he lost his life on an expedition to the Valley of the Ancients (this was before the Fall of the Sky City, contrary to JG). Sildonis was the first wizard able and willing to take over the Wizard of the Woods old position. 6 DA3 p. 8 7 DA1 p. 56

About two decades ago, two others worked for a slave raider party: Lare of Fenstein and KColrom the Half-Orc. Both were as brilliant as they were uncharismatic. They have not been seen since then (the last rumour was that the Merchant Mafia hired them as guards for a Thonian caravan) th but if they still live their skills will be wizard-level, at least.8 Lare: S9 I18 W17 D8 C13 Ch4 Lare was last seen with a dagger +1 and a Wand of Protection against Magic. He has been witnessed casting Detect Magic, Charm Person, Locate Object, Levitate, Fireball , and Haste. His unpredictability was the stuff of legend; in game terms, his contemporaries knew his alignment was Chaotic and believed his intelligence was 19. KColrom: S4 I15 W18 D13 C12 Ch3 KColrom bore a dagger +2, a Wand of Cold, and tailored clothes which functioned as leather armour (although it is very doubtful he will be wearing them now). He has cast Detect Magic, Sleep, Continual Light, and Invisibility. This one was a true rotter, exactly the sort who give orcs a bad name. The remaining wizards who take interest in Blackmoor (although they live outside it) include: Sonia Sholako, Gul Hadda, the lich-lord with the Egg, and the at-least-12-level Ibis Shatn.

Keepers of Peace at University of Blackmoor


The Fetch Bailiff Ruda Malefor Student Arn Yonson Bailiff Veslo Meridan Bailiff (4 bodyguards) Bailiff (40 Students, 40 Bailiffs p. 2; two score agents p. 3. DA3)

Other NPCs
Willem of the Heath, Blue Rider and Blackmoor Constable Marfeldt the Barbarian Mello the Halfling Barnabas the Wanderer

th DW 2M4, 6 8 DW 1M3

Population
Census
The following chart lays out a census of Blackmoors civilian and military base, as of late 1024.

Blackmoor
Jackport Kenville Williamsfort Newgate Blackmoor Vestfold Glendower Coot's Watch Booh Heartland Maus Maushold Haven Peaks Maus Lake Gloomy South Pim Ran's Hold Gar's Hold Tower of Midges Lakes Periphery Archlis Archlis Barony Archlis Dragonia Ramshead Fairfield Abbey New Lands Fel Dukane Boggy Bottom Outlands Light Foot Heavy Foot Heavy Horse Unknown Special Army 300 300 200 200 400 400 200 200 800 80 880 0 900 900 50 50 0 200 0 0 2650 80 2930 1500 300 1500 500 700 300 200 400 2100 3600 200 200 0 300 0 1500 300 200 2000 500 700 300 200 400 2100 4100 300 100 400 400 0 0 400 300 24 500 1624 Civilian 1200 1100 1100 1500 2500 5000 1400 2700 16500 17000

17000 1500 1000

0 200 300

0 0

0 300

0 0

2500 19500 800 3000 3800 800 1000 50 1850 500 500 1200 7850

100 100

300

0 400

0 300

400

24 500 900 300 400 0 24

Total Population Projected Town Near Town Wilds 43333.33 65000 21666.6667

130000

I count the Blackmoor, Williamsfort, Newgate, and Glendower baronies as Heartland; Maus and the inhabited Lakes as Periphery; and everything else (including the New Lands, Archlis, and wilderness areas of the Lakes) as Outlands. The population is 130,000.9 But 130,000 what? I decided that the elves of Ringlo and the dwarves of the Delving were not full citizens, but at best allies (at the moment, somewhat less than that).10 However, halflings are to an extent assimilated into human culture, even dwelling in human and mixed cities (Booh11 and Blackmoor12 at least; and probably Maus, Glendower, Newgate, and Vestfold too). They are also fully pro-Blackmoor in its causes.13 In addition, 1000 of Tens most influential people fled to Maus 14 and another 1000 commoners to Fel and Dukane15. When one also considers refugees from the north, and exiles and escapees from the south,16 resident aliens must now make up quite a proportion of the kingdom. I count them as full citizens for taxation purposes, but Tenians (at least in crown-aligned territory) have the option of serving in the Tenian resistance rather than in Blackmoors army. Aliens living in Archlis and Maus live by Baronial or City law, which may prohibit them from serving in baronial or municipal levies (although they may certainly join the militia). Churchlands are not part of Blackmoor. They are included because their portion of the population is minimal, and because the Church supports the rebellion.

Missing Persons This brings us to the question of Blackmoors citizenry: a third are residents of two dozen cities and towns, almost half within 40 miles of these cities and towns, and only one citizen in six lives in the wild country.17 The problems arise because the number of people (including halflings, excluding troop strength) in towns is a fixed population of 39,800, clearly much less than 1/3 the kingdom. In addition, of all the sites listed, only 15 are truly Blackmoor cities and towns. First, note that these statistics are not uniform over each barony. As a stark example, take the Barony of the Lakes, where I count only 2500 people in the two towns (and there are only two) 18. If these are a third the population, then the Barony has 7500 citizens. However, they provide 2100 baronial troops, not crown troops from elsewhere; 2100 of 7500 would amount to 28% under arms (!). This would be more than the Afridhi could field at their height, with a nation of helots to supply them. Since 2100 for the number of troops is the minimum, the population at large must number much more than 7500; it follows that much more than two in three Lakesmen must dwell outside town walls. With Archlis, we are given the proportion 3000/3800 (79%); again, much more than two in three. It is important to note that the source was a sort of advertising brochure for adventurers, written by honest but still biased Blackmoor citizens. The locales listed, as expected, are locales deemed most important to adventurers. If the compilers noticed a small fort (like Coots Watch), it was for good reason; the Lakes forts werent even mentioned until the DA series. As for towns, the only two of under 1000 were labelled villages; doubtless they were only mentioned because they are baronial seats and military centres. Therefore, we are missing 9 towns (technically, villages) of 500-1000 people, and we are missing 4000 city-dwellers. Even those numbers do not add up I would add seven villages averaging 600 people each. This grants us 22 towns comprising 44,000 people, which stretches the imprecise language of the documents to its limit. (We can excuse this in a number of ways: perhaps some of these towns were once larger, Fel and Dukane are disputable, etc. etc.) So where are they? 9 DA1 p. 43 10 DA1 p. 44-45 11 DA1 p. 45 12 Mello the Halfling, DA1 p. 54 13 The halflings and men of Booh halted the Thonian governor on his way to arrest Uther (DA1 p. 4), and since then halfling heroes have consistently been at the forefront (Mello, Philo). 14 DA4 p. 27 15 DA4 p. 28 16 DW 1M1-4 depicts a typical immigrant train from the south, at a time when the Marches were still nominally under Imperial rule. 17 DA1 p. 43 18 DA1 p. 44

We can account for all the major settlements in the Lakes (plus surrounding fens), Maus, Archlis, and the New Lands south of the Root River. Another place not to look for company is the Raider Road (160 miles): through unmapped fen and barren downs it wanders, with hardly a habitation to break its crushing desolation.19 The extent of the emptiness is astonishing; one would expect at least a trading port on the Raider Road spanning the Sweetwater River, providing harbours for Black Sea ships in small coves in Crofters Fen. I think the entire shoreline is one great casualty of the Skandaharians and the Egg. In short, in the Outlands outside the Kingdoms core, the Lakes, the Maus hinterland, and (I argue) Skinners Road, it is not enough to say there are no cities. It is wilderness whether or not it happens to lie within a days march of some rude settlement. In this almost empty land, the human and halfling population can be fixed to little more than the 7850 for which we can account (and this is counting Fel and Dukane!). Id say 8,000. The Lakes and the Maus hinterland both stand in a different geographical situation, which I label Periphery (at least, relative to Blackmoor chauvinists). Like the Outlands, all major settlements are listed; but unlike the Outlands, we are only given the number of city-dwellers (19,500). The City and Barony of Maus control only up to the closest mountain. 20 Maus fields 1500 regulars. This is very stingy for an invasion-ready town of 17,000, so we must add the 200 in the Haven Peaks. Maus might also stipulate that resident aliens may not serve in the regular army, or that a tithe of the army serve under the Crown. The 300 in Maushold are aristocratic knights and require about 3000 peasants; there is just enough room for them. If we assume the Lakes have 12,000 people 2500 inside the cities, 9500 outside 79% live outside the cities, about that of Archlis. This also gives the Lakes 17.5% militarization. Ill accept that statistic.That gives a lump population of 32,000 for the Periphery, including the 20,000 in the baronyplus-city of Maus. Small wonder the roads connecting Vestfold, Booh, Blackmoor, and Williamsfort are especially well-traveled and relatively safe. Thats where everyone lives! Here, the civilized regions have wide gaps between them; it is here that we can place the missing villages. Blackmoor to Williamsfort is a journey slightly over 80 miles by road, and the Greenway apparently cuts all the way through the Wetwood only to end abruptly at Southlake. Skinners Road (also over 80 miles) is another major thoroughfare21 that the kingdom should not leave undefended; as a result, I have added it to the Heartland region. These gaps, at least, are fillable. There are lightly-defended village / towns in the following areas: 1. a small Faerie Road ferry-town on the east side of the Barleycorn River22 2. a Faerie Road ferry-point opposite Kenville (replacing the old bridge) 3. a halfling suburb of Blackmoor on the western crossroads of the Elf Road23 4. a Greenway ferry-port on the western shore of Southlake 5. a small, strategically positioned town on the crossroads of the Greenway; just a few miles east of the other side of the Southlake ferry 6. a tense, dwarven-human town near the fount of the Champion River, specializing in Jackport-Thonian-Stormkiller trade 7. two dying, perhaps deserted towns on the Steelhead river, on the Faerie Road and the Greenway. Now mere military outposts against Bramwald, as Blackmoors trade routes have moved south through Newgate

19 DA1 p. 45 20 JG Players Map. DA1 p. 43. In addition, beyond the civilization of the roads and the Barleycorn-Lake Hope region, I would extend borderland status up to Newgate, Glendower, and Kenville (minus the Wetwood south of the river, of course). Also note the farmland available from the roads east to the Northern Downs, the Redwood, and the Stormkillers; and Skinners Road, sheltered between Archlis and the Redwood. Between the Draco Channel and the Root River is technically heartland, but few would dare live there. 21 DA1 p. 44 22 DW 1M5 confirmation. 23 JG p. 16 confirmation: Mello hails from that village. This crossroads doesnt show on the JG map because the Blackmoor-Williamsfort road is absent. Only under the new regime has that road been properly paved. The village may still be too small to make the two dozen.

I leave it up to the DM to name them; I leave it up to the DM to populate them. Some of the latter, particularly, will be impoverished by the state of war the independence of Blackmoor has created. Smug PCs used to the prosperity of Vestfold and Maus might need to pay such towns a visit.

Troop Composition
# (sans Leader) Armour Level Source Leader Elite Soldier 4 Chainmail 5,6 DA1 p. 32, DA3 p. 6 Dragonian Guard 9 Chainmail 2 DA3 p. 10 3 Lakes Foot 10 Leather 2 DA4 p. 33 4 Ive only seen Dragonian guardsmen and Lakes infantry, and little of that; I can only guess at the composition of the armed forces. Those listed as Unknown are beyond even guesswork. There are also mounted and unmounted Blackmoor knights in blackened plate armour, but I have no statistics.24 The census did not take into account the kingdoms full strength (the Regency Council are smarter than to publish that). The Afridhi army at its height comprised 23.5% of the Afridhi population; Blackmoor in such a position could cobble together 30,550 men and halflings. Granted, Blackmoor is not supported by a nation of slaves and helots, but it is still able to field more than the 8700 listed Maus sticks to its own strength. Archlis and the Lakes do likewise. 25 The Kingdom therefore draws the lions share of its mobile army (and navy) from its heartland, where live 90,000 of its citizens and 2930 of its troops. These will not be divvied up among the baronies: Newgate is new, Williamsfort is crown-defended, and Glendower is crown-run. For our purposes (and for theirs, basically) those baronies are little more than provinces. As a taste of where royal troops can expect to be posted, an additional 324 crown troops hold Fel-Dukane. Many of the 500 soldiers in the defensive settlement of Boggy Bottom 26 and the 400 in the new Barony of Dragonia must also hail from the centre. That totals 1224 crown troops outside the Heartland. That of course means that we should add, however slightly, to the population base of the royal army: 1000+1200+800 = 3000 (but note that Fel and Dukane are Tenian and support the Tenian resistance, not Blackmoors army as such). When the dust clears: 93,000 citizens, of which 92,000 support 2930+1224 =4154 troops. Of the 37,000 citizens elsewhere, we must first delete Ramsheads 1000, because we are not told how it contributes to the lands defense. The remaining 36,000 who do not owe their protection to the Crown (Maus, Archlis, the Lakes) support 4500 troops. This does not count militiae, even good ones like Mauss. The army of the Periphery and Outlands are 12.5% the population.

Missing Troops
If the Heartland were as militarized, it would be able to field 11,500 troops. Blackmoor is holding back 7335 men and halflings. Where are they? Although neglected in the pamphlet, Ramshead, Booh, and certainly Vestfold must have garrisons. I would venture that they went unnumbered for the same reason that Mauss militia went unnumbered; they comprise local, irregular levies from the town. 27 In addition, the good Bishop of Blackmoor has a small private army of High Church troops that he placed under the [Regency] councils disposal during the kings imprisonment.28 Some of these are stationed in the Bishops manor and more could be located in any other major city or abbey. Finally, Blackmoor city is home to

24 DA1 p. 23 25 Maus and Maushold field 10% of their entire population, which is actually more than 10% of the native populace. Some of the resident aliens may opt to fight for the Kingdom instead. The Lakes fields almost a fifth and Archliss proportion is artificially cut down by Skandaharian raids. 26 DA1 p. 44 27 Mauss militia is explicitly distinct from her army of 1500 regulars (DA1 p. 45). Also, Vestfold and Booh are the second and third most populous, respectively, and are both walled cities (ibid.). 28 DA1 p. 50

hundreds more bravos and hireswords, but these are rightly not considered a loyal part of the civic defence.29 It is not realistic to assume that the extra troops were lost in the wars. If that were true, then we should expect the militarization-percentage in the Lakes and Archlis to be lower still. I would conclude that the Kingdom is building a navy, for which Sildonis and the elves will help with the logging. It is also engaged in training and guard-work. The army also protects road crews. Witness the new roads to Kenville, Coots Watch, and Ramshead; and the bypasses from Blackmoor to Williamsfort, and Newgate to Ramshead. In 1025, Blackmoor built a long road to Fel and Dukane. Now, since the Kingdom requires communication between Blackmoor and Jackport, and cannot risk offending the elves, it is building a new road; branching from the Elf Road south along the edge of the Redwood, and then east to the Champion River. The Dwarf-Orc hostilities are making this a most hazardous undertaking.

29 DA1 p. 45

Notes on the Map


Development
The pre-JG map is very imprecise in texture, does not list the cities names, and looks less like the JG/DA map the further one travels south. Fortunately, the two can be matched. The DW map of the Central Northern Marches (by Tadashi Ehara) parallels the pre-JG map over JG/DA, but with much greater attention to detail: 5* No canal connects Lake Hope with the Bay of Blackmoor. 6* A Kenville bridge separates the Lake of the Mists from Trog Lake. 7* Trog Lake and Lake Branden are connected. 8* Another river cuts east from the Trog Lake to the Root River 9* The east half of the body of Rat Lake is dry land. (DW and pre-JG may dispute the existence of Blood Lake, too, but this is unclear.) 10* The west half of Rat Lake is fed solely by runoff from the Dragon Hills. 11* Half the Weres are underwater. 12* Root River runs into the head of Rat Lake, apparently through the Weres (which are, as I mentioned, part of the lake). 13* The Hell Road from Trog-Branden to the Root dips down to the Weres.

Figure : The Hell Road, 1005-1015 (reconstructed) By analogy with both DW and JG/DA, the pre-Judges Guild map had Vestfold as capital and recognizably contained Blackmoor and Kenville (although the latter was absent from the official JG map). DW hints that Glendower is to the north of Vestfold/Blackmoor, where it stood in the pre-JG map by analogy with JG/DA. Extending the analogy between pre-JG and JG/DAs shared state (at least in the northern section), the pre-JG map also recognizably contained the City of Maus (later duplicated into Maus and Jackport), Bramwald, Lake Gloomy, and Sages Tower (now the Wizards Watch). Erak and Williamsfort were on it too, but up to the JG period they had not yet been granted names. The two other towns within the Marches are probably the Temple of the Frog and Boggy Bottom (mentioned in JG p. 2). Even further south there were two unidentifiable towns, of which one might be the Nomads of Ten, later renamed White Horse. The last town cant be the City of the Gods, because that city is dependent on the JGs Valley of the Ancients. It might even be the lost barony of Monson between the Dragon Hills (really the Crystal Peaks) and the Desert. Monson was wiped out in a great peasant revolt, a revolt put down at great cost by the Great Svenny and his allies. Unfortunately it is impossible to pinpoint to-day. Between the events of DW (sometime 1000-1015) and the finalization of the JG map (1015), the lakes in the south of the Marches grew and the Kenville bridge washed away. A canal was dug to

connect the Bay of Blackmoor with Lake Hope. An earthwork replaced the ferry between the Trog and Branden lakes and the Hell Road took a more direct route. The road and ferry to the south of the new stretch of the Hell Road dried up like an oxbow lake. Perhaps this was the result of the Weres. The JG map is identical to the DA map in outline, although sometimes JG habitations are differently named, sometimes not named at all. In the latter category belong Erak and Williamsfort (mentioned above), Archlis, and Jackport. A nameless castle used to exist just up the road from Ramshead, slightly east of the crossroads on the shore of Bass Lake. It was probably sacked by the Thonian army and not rebuilt. Interestingly, Bartertown exists on this map, although it had not been named. It must have been built as soon as the Redwood gave way to the Shallows. Kenville is missing, but then, so are the Temple of Id, South Pim, the Tower of Midges, and the Great Neck forts. The Sages Tower used to field forces against Blackmoor, 30 but now it is a ruined pile called the Wizards Watch. It contains a concentration of wild magic approaching Blackmoors own. 31 There was once a map to a scroll of three spells, 12 doses of a potion of growth, a sword +1/+3 v. Trolls and Clerics, a spear +2, a shield +2, and a shield +3 held in a wizards tower to the north [of the Temple of the Frog]. In both context and external attribution, 32 this tower is not in the swamp. The treasure map was drawn up while the Tower was still standing, so it may refer to the Wizards Watch; but if true, the chances of this treasure remaining at that locale are very, very slim. One might also add that the Shoals are marshy, as is a good part of the Crab Coast. The foothills of the Peaks of Booh extend to the Greenwood and the Tower of Booh, and there are hills to the north of the City of Maus if one looks closely. A lot of clearings, where paths cut through the forest, have been widened (note the Wetwood, the Greenwood, the Wurmwood). The Root River crossing of the Hell Road was fordable in JG but has been washed out since. The reason the road to Fel and Dukane does not start at Lake Gloomy, is because the swamps to Lake Gloomys immediate north are just too treacherous.

Hints from the Temple of the Frog


There were two other maps in the Temple of the Frog. One led to a cache of 50 gems, 19 pieces of jewelry, 10,000 gold, 10,000 silver in the Land of the Red Coven. That land remains a total mystery; it is probably not in Loch Gloomen.33 The last of the Frog treasure maps led to a giants den somewhere in the swamp 58,000 gold buried amongst some rubble. The giants den is probably the same den as L.G. area #H (JG p. 60); if so, the giants gathered 42,000 gold in two years! There were many other monster-dens in the Barony of the Lakes (as of 998: JG pp. 59-60), but it is hoped they have been cleaned out by now. All three maps have since disappeared. 34 It is unknown whether the foul Monks or other adventurers have already discovered their treasures.

Thonian Expeditions
According to the Players Map of the Judges Guild, much of the Kingdom has been uncharted until very recently. In fact, from the Misauga east to Lake Temperance and the Bitter Lake, none of the Barony of the Lakes was known; not even the Long Lake and the Big Muddy. All the lands between the Draco Channel and the Rat Lake - Bass Lake water system were terra incognita, including Lake Branden and the Root River from Blood Lake all the way to Bramwald. The Stormkillers werent even known and the Elven Forest was known only by hearsay. Archlis was missing the Shallows of Kos and all the smaller islands to the southeast of the capital. Obviously, little was known of anything further south, but the Dragon Hills, the Plains of Hak, and the Valley of the Ancients were known from legend and fable.

30 JG p. 2 31 DA1 p. 45 32 JG p. 60 specifically excluded any treasure with a potion of growth, and Sup II p. 37 sets the giants den only in the swamp. 33 There is no hint of this land in JG p. 60. 34 Sup. II p. 37

Loch Gloomen and its four major islands were known, as was the Snake Channel island, part of the Dismal Swamp northwest of the Big Muddy, and the mouth of the Root River at Southport. They thought the Tiger Island was two islands and missed the isle between the Tiger and Mare Islands, along with the Lakes End islands (which are marshy, although it doesnt show on the lower-resolution DA maps).35 They also explored a good deal of the Green River (although they missed its island too). The scouts did a good job on the Rat Lake - Bass Lake system, as far as the Northern Delving and the headwaters of the Spritefoot. They even went up and down part of the Wurm River (very bravely). They missed the islands of the Rat Lake, but we may forgive them this. Even in the Blackmoor-Vestfold-Glendower region, the explorers had not penetrated Cugels Fen, Glendower forest, nor the Wetwood south of the river. They had also failed to chart the full extent of the Greenwood and the Peaks of Booh. I would conclude that whoever drafted this map did not use all the information available to him. The War Road has connected Vestfold to Lake Gloomy and Hanford since at least 925 (before the rise of the Egg), and the Redwood, the Boggy Bottom area, and the Stormkillers must have been known by then. (Boggy Bottom is right by the river. Did the explorers not think to look out the window?) There are also a number of known roads between known areas, which should have been noted: the Raider Road and the old North Watchtower, the Elf Road and Jackport, Skinners Road, Williamsfort, Erak, Archlis, the Greenway to the Empire. To this we should probably add the Sages Tower, the Temple of the Frog, the roads of the Great Neck, the road to South Pim, and the Big Muddy 36. We will forgive the cartographer the Hell and Faerie Roads. One can only speculate why the cartographer left out so much information. Perhaps he was trying to give a feel for what civilization meant in this area. He could have been encouraging explorers and adventurers to visit those out of the way places on their own. The sad likelihood is that he was a Thonian who didnt trust colonial maps too far beyond the cities, and wasnt about to test them for himself. Still, the areas which the explorers avoided may require additional taming

35 JG map supercedes DA1, DA4 maps in this case. 36 Whether or not Kenville was important enough.

Blackmoor City

JG p. 20

Unfortunately the JG map of Blackmoor City cannot be considered accurate as a whole. The city contains at most 50 buildings, most of which are duplicate, 100-foot-to-a-side square houses. Does the population of 2500+ live fifty to a house? Of course not. Also, Blackmoor Castle appears to the south of the town, and the Comeback Inn is tilted to its side. It doesnt even work with the DW map. At least we can work with the details. Victory Square is perhaps the area best-known to the traveller, although Im not sure about the churchs location or alignment 37. The Troll Bridge is occasionally called Mellos Bridge, and Wolf Pass is gone; but theres no reason the street names cant stay the same (or change further). The numbered houses listed here, unlike many, were not affected by any known events of the First Fantasy Campaign (JG p. 19). As for the gallows, I am not aware that King Uther has retained the punishment of hanging. He has retained the legal basis of capital punishment, in the form of decapitation. 38 I leave to the DM the decisions on where to add houses and extend streets. Details on the rest of the city are more sketchy. The Troll Bridge Road exits via the Garbage Gate, so called because the citys effluvium drains to the Lake Hope channel 39 for the current to push to sea. The Wolf Pass Road exits the city via the Marsh Gate to the east, and the South Road via Gerris Gate (named after Gertrude the Dragon, who died defending it 997). To either side of the castle (probably both) there is a wharf, at least one of which is controlled by the Merchants Guild. There is a Horsemans Court just inside the city walls, midway between Marsh Gate and Gerris Gate. Since then, Uther has founded a university in Blackmoor (DA1 p. 45). Also, the Bishop lives in a fortified manor which has been worked into the towns defenses (DA1 p. 50).

Figure : Victory Square

37 Mediaeval churches always faced east, to the rising sun. The original map had the church face north; if Im wrong, Im no wronger than others. 38 DA2 p. 4: Uther threatened Miklos Haruska with this. 39 JG p. 19. The page 20 map locates the channel and bridge to the south, but that cant be.

Blackmoor Castle

JG p. 22

The map corresponds to the description in JG p. 29. It is certain that the Barricade is no longer manned (or elfed), and that the fairground has been cleared away.

Figure : Environs of Blackmoor Castle All maps are copyright David Arneson, 1977.

Other Dungeons Blackmoor Dungeon Glendower Dungeon Mellos Hobbit House


Svennys Freehold JG pp. 28-42 JG p. 34, 43 JG p. 16 JG pp. 53-56; in Wolfs Head Pass p. 17

Areas of Interest
Maus
Piter Rall, Baron of Maus, is not particularly loyal, opposes the Kings reforms, and does not respect the Baroness of the Lakes. He is the baron least likely to be immortalized in a painting of Kings Companions. Apologists will point out that he is unambitious and powerless besides. Even the Haven Peaks belong to the town and not the Barony. This begs the question of why he should care if Maus the city is no longer the centre of the Norths economy. It seems that Rall is just an insecure Maus regionalist who also happens to be a Northern Baron by title. While Rall may be little more than a blowhard, he is a symptom of a greater problem. After all, Maus entered Blackmoors political sphere only during the last few decades. The elven barrier of the Redwood ensured that Maus, Jackport, and Archlis maintained closer links with Mohacs than with Vestfold. 40 When it became clear that a ship could span the sinking Shallows, the eastern settlements realized that they had become vulnerable to events in the west. The Afridhi march left them no choice but to recognize Baron Uthers claim to the throne. The Archlisians are to-day kept afloat by Blackmoor subsidies, and Jackporters by crown troops. They accept this imposition of central authority because they are militarily weak; they also know that the Empire will not aid them. Many in Maus feel differently. The Afridhi threat is gone and Thonia, represented by the Iron Duke, seems more capable. The anti-Blackmoor factions are not unopposed within the city. Certainly many, like Jallapierie, understand that Maus can find a leading role within the Kingdom as its first port of call on the North Sea. They also remember Uthers valiant stand at the Battle of the Downs against Mauss true enemy, Thorsen One-Thumb.41 But these are already a minority among the fickle natives. Luckily for Blackmoor, Maus is not all native. Blackmoors strongest supporters in Maus are the Tenian diaspora, led by the powerful van Rijn family in effect a barony-in-exile. The Tenians numbered over 1000 when they first fled the tottering Duchy and have been thriving (and growing) here for a dozen years. 42 These Tenian expatriates have become a substantial minority in this city of 17,000, and have not been idle with the wealth they brought over. Their aim is to retake Port Dacoit and the rest of the Duchy of Ten. The Kingdom of Blackmoor has been supporting this aim (not least because of the ethnic tensions in its most populous city). While the resident aliens have fast become a privileged elite, other, longer-established families and interests have been feeling slighted, starting with the real Baron of Maus. Since the Battle of the Downs, some of these have even resorted to aiding the Skandaharians at Bartertown, 43 which the Iron Dukes spies must surely know by now. These political troubles kept Jal from joining the expedition against the City of the Gods.44 Instead, the head of the local Thieves Guild was offered a spot, which got him away from the city.45 The Mayor has a difficult job.

The Redwood
The Elves of the North live in a state of political flux. In the war of 997, 100 elves and 100 pixies fought for Vestfold against the Egg.46 Afterwards, an elven companion of the deposed

40 JG p. 4: Arnesons campaign had Maus join the baddies; i.e. the Duchy and the Egg. This didnt actually occur (the DA series let it slip) but it symbolizes the divide. Jackport and Archlis dont even appear by name in the JG map. 41 DA1 p. 61 42 DA4 p. 27 43 DA1 p. 43, 45 44 DA3 p. 43 45 DA3 p. 45 46 JG p. 7

Blackmoor triumvirate invited his kinsmen to stay as a regency force. Abetted by the Bishop 47, they barricaded the ruin of Blackmoor Castle and turned it into a tourist attraction. 48 Later, they cordoned off the Wizards Wood as well.49 Since then roughly half the Elven Forest has sunk into the Black Sea, and another sixth lies stranded in the Gremlin Forest. The remaining third is the area called Redwood, which extends up to and slightly beyond the Haven Peaks around their west. 50 The Redwood used to contain Pixies as well (it probably still does), whose language many elves speak.51 The livery of the Lord of the Elves is silver and grey. The Elves are a political bunch now and Ithamis fears for his life. Ithamis is to outsiders known by his Thonian name Menander. Ever since the war of 997 he has been a close personal friend of Garamond Bolitho, now Bishop of Blackmoor. The Elves hate the Egg with a passion. They are also not fond of the orcs, who have supported the Egg during its many invasions (particularly under King Funk).

47 Bishop Carr in JG, possibly identical to the DA series Garamond Bolitho. 48 see Figure 2 above; and JG p. 29 49 JG p. 19. The lord of Ringlo was Ithamis at the time, although he was not yet ruler of all the elves of the North. 50 JG Players Map; Maus claims only up to the mountain nearest it. 51 DA1 p. 55

The Future
Possible New Baronies
The following may be assigned to the PC's, or else the PC's may have to help a NPC clean up the area:

8. Glendower
may get its baron back

9. Williamsfort 10.
may get its baron back, more likely itll be annexed to Newgate Pelham Wood area Why Need to keep Hell Road safe; Boggy Bottom to Ramshead Problems Troglodytes, very untamed part of Wetwood. Newgate controls it now; will have to answer to it. Cities the isthmus between Trog Lake and Lake Branden The Root River ferry Noris Wood area Why Road from Newgate to Uberstar; must bypass Bramwald Problems Dwarf-Orc War Answers to Newgate Cities Port Crossroads to Newgate, Ramshead, and Uberstar River Running area Why because its there Problems slight dragon problem Cities Good thing there arent any Iron Hills area Why Rich in iron! Would hurt Iron Dukes communications Easily defensible Problems Thonia surrounds it Bramwald and Pugs Station reliant on outside trade for food Cities Mining town Loch Gloomen area Why again, because its there Problems completely wild, Temple of the Frog, lizard man tribes, gator man raiders Cities None Lake Herman / Blasted Woods Why another border with Peshwah trade with Sand Folk, Farah Southport-Thonia; Gold Road

11.

12.

13.

14.

15.

Problems Afridhi are here Green Dragons, Hydra Difficult to cleanse of monsters Cities lots; see map Jackportians dont want a baron as such, but they do want their Mayor to hold baronial status. They have a point, given their populous countryside, their relations with the Elves, and their distance from the capital.

The Regency Councils Plots


Upon the Kings release, the Fetch had ten missions in the works. For a few months, Uther was recovering from his ordeal and the PCs were adventuring (in our campaign they mapped the underworld and lifted Barnabass geas, in the course of which they held an orkish chieftain for ransom!). The Fetch and the Regency Council could not let the scores of their regular agents go to waste during this period. They ran through the list, and with the Kings somewhat whoozy consent they commenced the following (this assumes no PC involvement): 16. Mapping the underworld. Over a period of months, Blackmoor now has a workable underground map for Blackmoor, Vestfold, and Glendower. Work is in progress to clear the area of monsters and pitfalls. It will take years to map and secure the environs properly. 17. Infiltrating Bartertown. They have planted some spies in Bartertown, and they have found that the situation is not as simple as they had thought. See below. 18. Establishing diplomatic contact with the Peshwah. Accomplished. When comes a time to strike against the Afridhi, the Peshwah will be alerted. Of course, the Duke has contacts there too, creating something of a cloak-and-dagger atmosphere in the halls of Sul Peshwan. 19. Finding Tamis Azkanikin. Here, the agents were able to drive the Green Man from the North Watch but not to catch him (he must have used a crystal ball). It was suspected that Azkanikin might flee to Maus, but the Council remains frustrated. The Old North Watch is being rebuilt for the crown. 20. Finding Skandros. The dance continues; both sides play the cloak-and-dagger game. 21. Rescuing the Regent of the Mines . It was hoped that, apart from the propaganda coup, the Regent would be able to put an end to the latest Dwarf-Orc war and make suitable restitution. To the shame of the Regency Council the King was not to blame for this the rescue mission failed. The agents are presumed dead. 22. Rescuing the Baron of Glendower. The Ungulians are an old Imperial family; 52 there is a distinct possibility that a would-be heir may reveal himself from Thonia. He may be the result of a bizarre Thonian folly, or he may be a political exile, or else he may be bankrolled by the Iron Duke. Or he could be acting on his own. An Ungulian pretender loyal to Thonia would be a most difficult matter for the Kingdom. Uther is certainly in a position to oust barons whom he personally installed to power, like Svenny and Shepro. It is also possible for him to boot out a hereditary baron, like that of Williamsfort, but he hesitates to challenge the dynasty. He owes his throne to the hereditary barons - indeed, he is one. If Bascom Ungulian cannot be found, and a legitimate heir is at hand, the King would have to bow to the laws of succession. As for the Ungulian pretender, if he has been chosen by Mohacs or Marban he has not been chosen because his masters think him an asset to Blackmoors defence. There is, however, a slim chance that he will cheat his masters hopes and rule more wisely than did his distant cousin. One hopes so, because the Egg will not grant him much of a honeymoon. The Council secretly knows that the Baron will not be fit to rule after his ordeal. The Fetch only hopes Bascom remains sane enough to give up his seat to the crown. The agents did not succeed here either, but they did retrieve some valuable information.

52 DA1 p. 47

The Council has reconsidered the other three (again, assuming headstrong PCs without Lawful Good clerics and paladins havent already rendered them moot): 23. Assassinating Thorsen. The Fetch is not a squeamish man, and he knows that this mission is at least possible. Also, none of the Kingdoms enemies are in a position to dictate ethics. 53 However, the High Church of Thonia is in such a position, and so is Bram Tagus. The King will certainly send an emissary and a few spies, but he will have to leave it at that. 24. Destabilizing the Duchy of the Peaks . This is perhaps the most feasible, as there is already a Tenian embassy-in-exile in Starport, now loyal to the Stellar Council. When Rissa was abducted, the King nearly decided on this course out of sheer desperation. This mission was, however, deemed too open-ended, and too risky for such a short-term gain (preventing the sale of 1000 pike). It has at last become clear that the Afridhi are in no position to mount an offensive, and that the Peaks have been holding off on the sale.54 Blackmoor has, instead, established its own embassy in Starport. 25. Stealing Rusas treasure. The Fetch had almost sent this team, when the Bishop hit upon a much better idea. Scotty Debelfry has been quietly notified of the treasure, and has been further notified, with a wink and a nudge, that Blackmoor will not prosecute the Thieves Guilds activities in a hostile country. This means, in practice, that Scotty must go through the Guild of Robinsport, a staunch Greenwood ally, in order to get the support he needs. The Guilds, and not the Fetchs agents, have taken responsibility for this mission. (The end result for any PC thieves steal what you may, but expect competition.)

Confidence
Where an appreciable peasant population exists (i.e. forget Dragonia), Confidence varies among baronies as per the Companion rules. Confidence affects the future of the kingdom and thus the campaign. In the Lakes, it is high and growing due to Rissas charisma and ability. Mausholds Confidence is unknown, but is probably quite high because their Baron makes all the right regionalistic noises. Archliss Confidence is Average; while the people are poor, they respect their leader. Williamsforts Confidence is Steady and climbing, thanks to Svennys leadership, and Newgates Confidence is perhaps the highest in the Kingdom. Jackport, the Tenth Barony, has a high Confidence but its citizens would like more representation in the Council. Finally, the areas under direct Crown rule have high Confidence; they are proud of their newfound independence and, now that the King has recovered, they are eager to support him. Glendower is a special case. Its Confidence is Unsteady, and drops every month the Baron is away. Given their position, they can hardly form a Peasant Militia and rebel. In a case like theirs, the people would simply move elsewhere. This would still be a disaster for the kingdom; in effect, Coot would advance its borders to the Peaks of Booh.

53 Somewhat germane to the point, the original Blackmoor campaign saw the birth of two AD&D character classes: the Monk and the Assassin. 54 Conspicuous absence from DA4 rosters.

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