Blackmarsh Microlite Revision Introduction Blackmarsh was originally designed by Rob Conley to evoke the earliest campaigns of the world’s most popular roleplaying game. It is organized by way of a numbered hex grid with locales keyed to specific hexes. Locales are described briefly in a paragraph or two. In addition, geographical entities, organizations, and realms that span multiple hexes are described as well. Note that this revision of Blackmarsh has been altered to better conform to the needs of a specific campaign and rule set. The Hex Map A grid of hexes, arranged in columns, make up the map. The hex numbers are given in a four-digit format (1213, 0114, etc). For example, 0211 means that it is in the "02" column (the 2 nd column of the map) and is 11 hexes down. Sometimes the hex number will not be clear because of the terrain in the hex. In this case, you will need to count the hexes. Each map hex represents 5 miles. This system of using hex numbers allows a referee to quickly find the locales on the map and what is near a location. This helps keep the map uncluttered and easy to read. Geographical features are composed of multiple hexes and are labeled directly on the map. They are listed alphabetically in that map’s chapter. Overview Blackmarsh lies on the fringe of civilization, located around a large bay on the western edge of the Grey Sea. For a brief time, the frontiers of the now distant great empires encompassed the region, but they retreated centuries ago. Only a few outposts of civilization remain amidst the dangers of the encroaching wilderness. The bay that dominates Blackmarsh was created two millennia ago by the disaster known as The Mountain That Fell. After The Mountain That Fell, strange and terrible monsters appeared in the surrounding wasteland. The elves arrived in Blackmarsh, drove the fell creatures into hiding, and healed the land. However, after two and a half millennia, the
Microlite 20 revision of Rob Conley's Blackmarsh setting (both of which are required to make use of this document).
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Blackmarsh
Microlite Revision
Introduction Blackmarsh was originally designed by Rob Conley to evoke the earliest campaigns of the
world’s most popular roleplaying game. It is organized by way of a numbered hex grid
with locales keyed to specific hexes. Locales are described briefly in a paragraph or two.
In addition, geographical entities, organizations, and realms that span multiple hexes are
described as well. Note that this revision of Blackmarsh has been altered to better
conform to the needs of a specific campaign and rule set.
The Hex Map
A grid of hexes, arranged in columns, make up the map. The hex numbers are given in a
four-digit format (1213, 0114, etc). For example, 0211 means that it is in the "02" column
(the 2nd column of the map) and is 11 hexes down. Sometimes the hex number will not
be clear because of the terrain in the hex. In this case, you will need to count the hexes.
Each map hex represents 5 miles.
This system of using hex numbers allows a referee to quickly find the locales on the map
and what is near a location. This helps keep the map uncluttered and easy to read.
Geographical features are composed of multiple hexes and are labeled directly on the
map. They are listed alphabetically in that map’s chapter.
Overview Blackmarsh lies on the fringe of civilization, located around a large bay on the western
edge of the Grey Sea. For a brief time, the frontiers of the now distant great empires
encompassed the region, but they retreated centuries ago. Only a few outposts of
civilization remain amidst the dangers of the encroaching wilderness.
The bay that dominates Blackmarsh was created two millennia ago by the disaster known
as The Mountain That Fell. After The Mountain That Fell, strange and terrible monsters
appeared in the surrounding wasteland. The elves arrived in Blackmarsh, drove the fell
creatures into hiding, and healed the land. However, after two and a half millennia, the
influence of the elves is waning and the monsters have crept back into the dark corners
of the wilderness.
A thousand years ago the Bright Empire settled Castle Blackmarsh and, for a brief time,
the races were united in an alliance and pushed back the monsters. Then, eight hundred
years ago, the Bright Empire found itself losing a cataclysmic battle with the forces of
Chaos known as The Shattering. Blackmarsh was one of the first regions to be abandoned.
Left in the wake of the empire’s retreat was a patchwork of realms ruled by petty kings
and tyrants.
Since the Shattering, the frontier has slowly retreated. In place of the ordered safety of
the Bright Empire, monsters, barbarians, and other threats roam without restraint. In the
present day, those who come to Blackmarsh are more interested in killing monsters or
searching for strange artifacts left behind by The Mountain That Fell than they are in
establishing new settlements. Today, only the Church and a handful of brave heroes keep
the region from lapsing into total chaos.
The Mountain That Fell
In the days when man knew only the working of stone and fought for their existence
against the orc and the goblin, the sky turned to ash and down fell the fiery mountain
onto the land. The world tore open and the grey waters rushed in. Those who survived
the impact were lost as boiling clouds rushed out in all directions leaving a wasteland in
their wake.
The Mountain That Fell left a gift; magic. Near and far, those of learning and strong of
heart discovered new powers to shape the world. And there was more, scattered amid
the landscape were strange artifacts and stranger creatures that survived The Mountain
That Fell. For a time men, dwarves, orcs, goblins, and other races braved the dangers and
fought each other in the wastelands. Then the elves came into Blackmarsh, expelled the
feuding races, drove the monsters out, and healed the land.
The Wild North
To the north of Blackmarsh lies the Wild North, a cold land of dark fir and taiga. The mighty
Belaya River runs through the heart of the land. Scattered throughout the Wild North are
the human Rurasin city-states.
Southland
Bordering Blackmarsh to the south is the region known as Southland. Southland lies on
the frontier of the Vasa Province of the Grand Kingdom and was recently opened for
settlement. The Kingdom of Bolzak in the White Mountains is the birthplace of many
dwarves in Blackmarsh.
Geography The aftermath of The Mountain That Fell has had a major impact on the region’s
geography. The impact caused many cracks and shifts in the land, forming the numerous
swamps and estuaries of the region. Even after two thousand years and the best efforts
of the elves, much of the shoreline is a confusing maze of waterways.
Alhert Island
This long barrier island has little of note other than scrub and sand. The unique
Pyrocantha bush grows in abundance here. Its berries can be harvested in the fall and
used to create a salve that, when rubbed on hide or leather armor, allows the armor to
act as the next highest armor type. Unfortunately, the salve lasts only a single battle, but
additional doses can be applied. Multiple applications of the salve do not have a
cumulative effect.
Dragonbone Peaks
The western slopes of these high mountains took the brunt of the debris ejected from the
crash of The Mountain That Fell. The debris field covers most of the valleys of the western
slopes. In the centuries since the disaster, an extensive underground cavern system has
formed. It is believed the network extends for miles along the western edge of the
mountain range.
Driftwood Isle
The currents of the Grey Sea caused this island to accumulate a large amount of driftwood
as well as other objects from the wind and tide. Along the southeast peninsula, the
scattered remains of a ship can be found. Beneath a pile of seaweed is a skeletal corpse
dressed in the style of a high noble of the Grand Kingdom. His hand clutches a necklace
with the royal seal.
Lanis River
The Lanis River flows north from Southland and is three miles wide when it enters
Blackmarsh. The current is deep and slow, easily allowing ships and barges to travel in
both directions. Merchants travel between Castle Blackmarsh, Westguard and the
dwarven kingdom of Bolzak. Sometimes the occasional Vasan longship will try their luck
raiding the lands farther south.
Pendar Mountains
A spur of the White Mountains, the Pendar Mountains connect a hundred miles to the
northwest. They are best known for the numerous goblin tribes that inhabit the many
mountain valleys.
Rednut River
This river gets its name from the number of rednut groves growing along its banks. The
rednut is considered a tasty delicacy by the inhabitants and animals of Blackmarsh. Every
fall, the river surface is covered with floating rednuts as they drop from the trees. This
has the unfortunate effect of attracting hippogriffs and griffons who swoop down and
scoop them off the water. Such creatures are not above trying to make a meal of an
unwary traveler on the river.
Sandstone Island
The leeward side of this isle (facing Sheltered Bay) is a mass of sandstone that was heavily
cracked from the crash of The Mountain That Fell. There are numerous ravines, gullies,
and chasms running the length of the island. This is a favorite haunt for vikings and pirates
to hide their treasure. Windward, it gradually fills in with sand until the beach dunes are
reached.
Sheltered Bay
A chain of islands absorbs the brunt of any storm sweeping in from the Grey Sea. It is also
the only entrance into the Smoking Bay and the rest of Blackmarsh. There is a 1 in 3
chance per day of encountering a ship entering or leaving the Smoking Bay.
Smoking Bay
The Mountain That Fell created the Smoking Bay and, for a century afterwards, pillars of
steam rose from the waters and were seen from hundreds of miles away. The pillars of
steam have since subsided, but the name remains. The sea bottom is a confusing maze of
rubble with many areas unexplored. Many sea creatures have moved in to take advantage
of the chaotic terrain.
The Black Marshes
The impact of The Mountain That Fell fractured this region, forming the marshes that give
the area its name. The marshes are fifteen miles north to south and over fifty miles east
to west. The impact left several large lakes connected by a confusing maze of waterways
and bogs. This maze offers a convenient place to hide for those who want to keep their
activities away from prying eyes. The water is black in color due to the minerals leeching
from the surrounding soil and vegetation.
The Crimson Hills
Over the centuries, numerous orc tribes conquered and were conquered among these
hills. Their continual conflict has caused this region to be known as the Crimson Hills. The
two main tribes are the Bateaters (1911) and the Bloodcrushers (2207), but there are
several smaller orc clans and families hiding and hunting in the hills.
The Grey Sea
The Grey Sea is known for its storms, strong currents, treacherous reefs, and superb
fishing grounds. After the collapse of the Bright Empire, reavers, vikings and pirates
dominated the waters, but the rise of the Grand Kingdom has largely brought peace to
the Grey Sea. Only the Vasan Vikings and a few pirate ships remain to challenge the might
of the Grand Kingdom’s navy.
The Greywoods
Over a thousand elves make their home in this forest. The forest gets its name from the
grey ash trees, whose seeds in the fall dry into a grey ash-like color. The seeds littering
the forest floor remind the elves of the wasteland that once existed here in the aftermath
of The Mountain That Fell.
The Tave Marshes
Unlike the Black Marshes, there are not many lakes in the Tave Marshes. Instead, there is
a network of estuaries here connected by small steams and bogs. The region is largely
avoided due to the dangerous creatures that are rumored to dwell within the swamp.
The White Mountains
These majestic snowcapped mountains stretch far to the northwest and are the highest
known in the region. The dwarven kingdom of Bolzak lies to the south and Olden Hold is
the northernmost dwarven outpost.
The White Mountains teem with wild game and great predators, such as griffons and
harpies, making their homes in the high aeries. Stone giants are known to roam to the
edge of the mountains and have been known to attack small parties of travelers.
Thornbrush Island
The leeward side of this island is choked with groves of thorny bushes and hedges.
Numerous game trails form an extensive maze that wild boars and other creatures use to
travel the island.
The Westwall
Farther south, the Westwall forms the western boundary of the Vasa Province of the
Grand Kingdom. The northern terminus ends in Blackmarsh and is home to several clans
of hill giants.
Rumors 1 In Strangeholm, the halflings have uncovered a powerful sword of Law
(F)
2 Goblins roam the Pendar Mountains (T)
3 Be careful wandering the Greywoods, the boundary between worlds is weak
there (T)
4 The priests of Castle Blackmarsh are affiliated with the Inquisition (F)
5 The Duke of the Ostrobards is noted for his wild parties (T)
6 The Wizard of the Isle will allow any who tells him a riddle he can’t solve
to stay on The Mountain That Fell (F)
7 Lord Mazardan of Olden Hold is offering 1,000 GP for any ancient object of
art brought to him (partially False, he will offer up to 200 GP)
8 King Ragnar’s grip on the throne of Castle Taldane is weak. Civil war is about
to ensue (T)
9 The Church is recruiting new warriors (T)
10 Sir Causari of Inuacus Keep is gathering forces to overthrow the elves (F)
11 Three beautiful maidens dwell in the westernmost lake of the
Blackmarshes, they will bestow their treasure on those who please them
(F)
12 Beware of those who march underneath the Raven’s wings (T)
13 Actayl Oathbinder survived the clearing of the lighthouse and is now in Jorvik
raising an army (F)
14 A strange maelstrom appears in the western portion of the Smoking Bay.
One can see treasure at the bottom (T)
15 The Ostrobards are having trouble with attacks by hippogriffs (T)
16 Lord Mazardan hosts a lavish banquet at Olden Hold every year. Only the
most successful of explorers are invited. (T)
17 Myrmidons of Sarrath are leading an invasion force into Blackmarsh (F)
18 So many orcs have died in the Crimson Hills that the hills are haunted by
their spectres (F)
19 Most of the magic-users from the time of the Bright Empire lived in
conclaves south of the Black Marshes. Their ruined homes are dangerous
but many are remain untouched (T)
20 The Duke of the Ostrobards is going to hold a grand tourney, the first in the
Blackmarsh region (F)
Locales 0105 These are the ruins of Daur Anthar, the hold of the famed Dwarven Ironmaster,
Gamli Norreshield. It is here that he found a vein of alien metal and researched its use in
the forging of arms and armor. When the hold was abandoned several hundred years ago,
a large earth elemental (HD 8d8+32) remained to guard the ruins.
0107 A band of brigands are preparing to march on Blackoak Castle. Sigrun the Boneless
(Ftr9), two captains (Ftr6,5), and three lieutenants (Ftr4) lead 115 brigands.
0211 Viewing the Halflings of Newcombe as easy prey, King Graptar the Stupendous (treat
as a hobgoblin and wielding a +1 warhammer) moved 150 goblins into the Pendar
Mountains where they established their new base. Surrounding the king are twelve
guards (treat as hobgoblins) who protect Graptar against any usurpers.
0214 A mother black dragon (old, HD 23d12+115) and her child (young, HD 13d12+39)
have slaughtered a herd of deer and are in a meadow consuming the carcasses.
Daretop supplies much of the food for Castle Taldane. Chief Kalfvald is an aging warrior
past his prime. The chief is fiercely loyal to King Ragnar and will come to his aid in any
fight with Chief Yngvar (see 2509). However, his son Hamdir (Ftr7) does not share his
father’s loyalties. The death of Kalfvald will drastically alter the balance of power for King
Ragnar.
2706 This island is crawling with giant crabs (HD 5d8+10). Longships from Daretop (2704),
Castle Taldane (2505), Gamla (2509), and Ysby (2411) come here to hunt the crabs. It is
dangerous, but great sport among the vikings.
2707 This island is deserted except for a single driftwood hut. Here dwells Kostbera, a
Vasan seeress. In exchange for food and supplies, she will build a fire out of driftwood
and seaweed to read the omens for the giver.
2714 Those who pass this spot report strange bubbles foaming the surface. The few that
have ventured down 100 feet have reported pieces of a strange, giant, crystalline skeleton
at the bottom.
Designation of Product Identity: The following items are here by designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0; Any and all Bat in the Attic Games logos, identifying marks, and trade dress.
Designation of Open Content: Subject to the Product Identity designation above, the entirety of this document plus the map of the Blackmarsh Region, and the map of Castle Blackmarsh.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game
Content;(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
mayonly be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may
be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product
Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributingare
Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorizedversion of this License to copy, modify and distribute any Open Game Content originally distributed under any version of
this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unlessYou
have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extentnecessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by
E. Gary Gygax and Dave Arneson.
Blackmarsh, Copyright 2011, Robert Conley.
Microlite20, Copyright 2006, Robin V. Stacey
The Hypertext d20 SRD, Copyright 2004, Jans W. Carton
Blackmarsh: Hargrove Revision, Copyright 2011, James D. Hargrove
Blackmarsh: Microlite Revision, Copyright 2015, James D. Hargrove