Category:Burning Blackmoor
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Intro
A campaign set in Dave Arneson's Blackmoor setting run by Frank Filz.
Links
[http:// www.4shared.com/photo/mWfnrwRG/DA_Combined_Map.html Blackmoor setting map]
A map with less details - based on the original Judges Guild map
A really pretty map, but some stuff is not in the same location
Local Map for PeregrinePDX's zeroes to heroes campaign
Highlights of the Setting
Initial Setting Pitch
Blackmoor is a small seaside town with a castle with a big dungeon underneath. Elves guard the entrance to the castle and dungeon. One feature in the dungeon is the Orcian Way that leads down to the 10th level where Kink Funk's orcs hold their ground supported by balrogs, wraiths, ghouls and ogres. Another dungeon resident is Sir Fang the Vampire.
Ye Olde Comeback Inn: When you try to leave this inn, you find yourself walking back in through the front door. Even walking backwards doesn't help. The only way out is to be tossed out or have a friend outside pull you out.
The Great Dismal Swamp is a good place to get lost (a good place to have complications from failed Orienteering rolls and such).
The Temple of the Frog: the base for a nasty group of froglike creatures.
Regent of the Mines: major dwarven settlement.
Ringlo Hall: major elven settlement. There are also elves in The West Wood.
The Egg of Coot holds a large peninsula in the North and is one of the great forces attempting to dominate the area for the worse of mankind and such.
Some other personalities: The Ran of Ah Foo (Duchy of Ten), Gin of Salik (great wizard), Marfeldt The Barbarian, The Blue Rider (William of the Heath, a great warrior), Mello and the Hobbitts, The Great Svenny (the first Paladin), The Bishop.
That's about all I see of major worth extracting from The First Fantasy Campaign. And that's what I like about this setting (at least prior to the D&D 3e version of it), a few tidbits and lots of room to make the place your own. There's a few more tidbits I would take out of the later DA1-4 series D&D modules and the OD&D Blackmoor supplement (Supplement II - the original source of The Temple of the Frog). -- Frank
Additional Notes from Character Burning session
Old Magic, Old Religion
Spirit Binding is the old magic. The old religion is polytheistic and utilizes spheres.
Chief Deity
The chief deity has the following spheres: oceans, anger, travel, fertility, death
New Magic, New Religion - Church of the Burning Wheel
Sorcery is the new magic. The new faith is monotheistic (and does not utilize spheres). The church bestows the Gifted trait in a ceremony (there may be other magics that are Gifted based, but not connected with the church).
The Initial Situation
Just this last week for the first time a caravan guard from a doomed caravan rode into Blackmoor badly injured, with fever-induced mutterings of dog-sized spiders waylaying the caravan (the players know they're Sea-Lord Spiders from the MonBu). Is it real? What are we going to do about it? Without the imports from the City of Maus will Blackmoor even be able to survive? What is it the spiders are after? How do they know which transports have those items on it?
Longer Term
We also, on a longer term situation have a world that has been part of a polytheistic non-sorcerous magic world. All of the old traditions are being swept away behind the tide of the expansion of the Church of the Burning Wheel. A monotheistic religion who have the ability to grant the gifted trait through some sacred ritual and therefore they also have religious war wizards!
Further Notes
During our situation/character burning session last night, we talked about Blackmoor being large enough to be City Dweller setting which perhaps makes it a bit larger than my original pitch, though I note that Character Burner does not have a town setting, so that needn't be much of a conflict. We did decide it was small enough that Severin is probably the only vintner in town.
Pages in category "Burning Blackmoor"
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