Elemental Plane of Water
What is unique about the Plane of Water when it comes to Blackmoor?
Gods
First, lets look at the gods of the Blackmoor pantheon. Several gods probably take a particular interest in the element of Water. Mwajin is a god of sailors. Hydros is the elven god of the element of water. Then there is the god behind the Temple of the Frog. I also think those swampy waters could have connections to the Elemental Plane of Water.
Inhabitants and visitors
The Elemental Planes are home to all kinds of elemental creatures. Some resemble humanoids of all sizes. Others resemble animals. Others again, are of different forms and shapes. Water Elementals are the most common inhabitants of the plane.
Naliseth are colossal sea serpents known to the Skandaharians. Some are seen near whirlpools that could lead to the Plane of Water. Could that be the source of origin of these creatures?
Elven Elementalists and elven Clerics of Hydros have been known to travel to the Elemental Plane of Water in order to expand their magical knowledge or seek out relics and magical items connected to that element.
The Ordo Elementarum explored the Elemental Plane of Water early on.
Frost Giants and Skandaharians may have travelled to the more icy regions of the Plane of Water.
On the Prime Plane of Blackmoor
Gates to the Plane of Water may exist in many places near Blackmoor. Whirlpools and underwater gateways may exist in the Black Sea and the North Sea as well as in lakes or rivers in the Dismal Swamp.
The Sailors of Archlis may know secrets invoking elementals in order to give their ships more speed or protect them from storms.
The monstrous Kraken could be linked to some sinister elemental power?
What other ideas do you have for the Elemental Plane of Water?
What are some unique features that could pertain to the Plane of Fire, specifically as it connects to Blackmoor?
Gods
Several gods probably take a particular interest in the element of Fire. First there is Zugzul. He was originally the patron of Fire and Ice (as per DA1) and then reimagined as the God of Fire and Darkness in the 3E line. In either case, Fire is his thing. His followers include the Afrhidhi, but also Fire Giants as well as Efreeti and other fire elemental creatures. Then there is Fiumarra, the elven patroness of Fire. She is both beautiful and terrible. Then there are the two sun gods Pacuun and Sollus.
Inhabitants and visitors
The Elemental Planes are home to all kinds of elemental creatures. Some resemble humanoids of all sizes. Others resemble animals. Others again, are of different forms and shapes. The most commonly seen natives to the plane are the Fire Elementals. Other creatures also exist here like the Efreeti, Fire Giants and Solluxes. Many Efreeti are followers of Zugzul. The Efreheti have a tyrannical empire on the Plane of Fire. Solluxes appear as humanoids. Many oppose the Efreeti. Their most powerful warriors are known as Sun Brothers.
Visitors to the Plane of Fire include members of the Ordo Elementarum. These mages from Blackmoor have explored many different planes. Elven Elementalists are also frequenly seen here, seeking audiences with powerful elemental creatures.
On the Prime Plane of Blackmoor
Planar nexuses often form around volcanoes, or during forest fires, lightning strikes or similar events. Others are found in rivers of lava deep underground, such as deep below Castle Blackmoor. In the Barrens of Karsh, Zugzul's followers, the Afridhi have summoned Efreeti in order to construct a powerful artifact. Sun brothers have also been seen in the region, trying to oppose their eternal enemies.
What are other unique aspects of Blacmoor's Elemental Plane of Fire?
Hi there, Ive been away from the Inn for years and just come back.
How do I get access to the files again as I used to be able to download the files
Many thanks
Thanks to Aldarron for making me aware of this blog article from four years ago by our friend Paleologos. It details a novel written by Gary Gygax sometime prior to 1973, but never published in its entirety. It appears in Dragon #1-3 and #5-7.
Aldarron explored this novel and its depictions of Blackmoor more closely in this article:
Quote:This excellent sourcebook was recently released on the DMsGuild from Cannibaal Press. The PDF can be bought for 0 USD or more if you like the book. Also, we just learned that the DMsGuild has promised that they will allow for a Print on Demand version of this book just based on the quality of the product. It is a very professionally presented book that gives a great overview of the setting.
I came across news of this sourcebook in a discussion over at The Piazza. From what I understand, this book is aimed at new fans who want to learn about Greyhawk, though it is definitely also a very useful reference for older fans. I personally love that both Arn and Blackmoor are used to reference the region so that people who have learned about Arn from the DMG will be able to find their way to the works of Dave Arneson.
It is also great seeing so many people across the fandom having helped contribute to the book. I am not a hard core Greyhawk fan, but it is always wonderful to see the amazing maps of Anna Meyer along with many familiar names on the list of contributors for art, writing and other aspects. Seeing my good friend David "Big Mac" Shepheard (From The Piazza!) having written a Spelljammer related section for Greyspace was also very nice.
This is not a sponsored review. The PDF is free from the DM's Guild. My blog has always been and will remain a non-commercial, non profit fan undertaking. I do appreciate feedback and comments though. Have you downloaded this sourcebook yet? If not, I recommend you check it out. And let me know what you think!
Hello all, I finally have made a reasonably substantial update to the Blackmoor Index I've started. Thanks to all who've encouraged this effort! I feel like it's helped me learn about this first of all fantasy RPG worlds. Please share any feedback, questions, etc. by replying to this post or emailing me at the address in the index.
I still have a good number of modules and MMRPG episodes to get through, so this will be an ongoing project for a long time. And new Blackmoor material is still being published!
I may cross-post this to other boards, just to generate some chatter.
The 2024 DMG has a 28-page guideline for Gygax's World of Greyhawk Setting (which they say is based heavily on the WoG gazetteer from 1980). I was wondering if anyone has done something similar for Blackmoor? (I'm aware of the First Fantasy Campaign, of course, but it tends to wander a lot. This Greyhawk thing is pretty dense and focused.)
What's in those 28 pages of the DMG?
1. Important names for the continents.
2. Premise that the campaign starts in the year 576.
3. Clearly explains three factions in conflict (Chromatic Dragons, Elemental Evil, Iuz the Evil)
4. Information about the calendar, holidays
5. Mysteries of Greyhawk (mentions six different places of note to explore, with a paragraph of what each represents)
6. Gods of Greyhawk
7. Information about the Free City of Greyhawk -- adventure hooks, how to use the city in a campaign, overview of the parts of the city which includes various neighborhoods and a nice map
8. More detailed information about locations in the city, roughly 1/2 page each for the Black Dragon Inn, Grand Citadel, Great Library, High Tower Inn, Silver Dragon Inn, Temple of the Far Horizon, Temple of the Radiant Sun, and the Unearthed Arcana magic shop.
9. Map of the wilderness area around Greyhawk with a dozen or more specific places one might visit.
10. Map of the continent where one can find the Free City of Greyhawk with lists of some of the kingdoms with the name of the ruler and culture plus general information for each. (They have charts for Central Flanaess, Eastern Flanaess, Northern Flanaess, Old Keoland, and Western Flanaess.)
In short, in 28 pages (plus a fold-out map in the back of the book) WotC has outlined a big chunk of what one needs to know in order to run a Greyhawk campaign. City, around the city, nearby region, continent. All levels of play, well organized and ready for use.
I feel like Blackmoor would benefit a lot from similar treatment. Thoughts?
Into the Wild Blue Yonder - Blackmoor Adventure from tFotT and Rob Kuntz
Quote:Into the Blue Yonder is now available for preoder from tFotT. This adventure was written by Rob Kuntz and was demonstrated at ArneCon last weekend. The adventure is written for characters of levels 10-12 and takes the PCs on a journey through Blackmoor's Realm of the Dead, AKA the Dark Realm.
Pre-Orders Being Taken: Into The Wild Blue Yonder By Robert Kuntz An Official Blackmoor Setting, Into The Wild Blue Yonder was used as a convention adventure at Arnecon 2. World famous Greyhawk author, Robert Kuntz has created a module to honor his old friend, Dave Arneson. This is a historic adventure as Rob has never before written a module for Blackmoor. Extensively researched in order to evoke the essence of Arneson's Blackmoor campaign, adventurers set out on a quest into the Dark Realm of the unliving to discover the secrets behind a conspiracy that could lead to a great war.
The tFotT website offers pre-orders for 30 USD and is expected to be ready for shipping in November 2024. The site has more details:
An AD&D adventure for characters levels 10-12. Special ArneCon 2 Edition -Includes signed certificate from Robert J. Kuntz! (limited to the first 100 copies). Cover may change for the final release. Into the Wild Blue Yonder is a very grounded and straight forward quest related to a story line created by Dave Arneson in his original campaign and as fictionally extended by this author. This should not of itself stop capable DMs from utilizing what is presented here in their own campaign settings. In other cases this adventure is suitable as a one-off type played out over several sessions. It also contains a lot of new source material that can be integrated into any campaign. The adventure is designed for 8 PCs of 10-12th level. DMs can substitute their own PCs for the 8 pre-generated PCs included herein while taking note of the balance in spells and items the latter possess. The action takes place in the Dark Realm (land of the dead) beneath the Goblin Hills in the Egg of Coot. It is quest oriented and centers upon the party retrieving knowledge that will eliminate a brewing revolt in the Duchy of Bulgryn, the latter which could draw adjacent Duchies into a War of the Roses scale conflict. Into the Wild Blue Yonder can either be placed in a land comparable to Oerth or it can be easily adapted to any campaign. It is connected in no small way to the lands comprising Dave Arneson’s Blackmoor & environs. A portion of the information contained herein has been derived from Dave’s Blackmoor campaign for the express purpose of continuing a legendary story line he composed concerning Marfeldt the Barbarian. Just as important was the need to recognize Pete Gaylord’s Wizard of the Wood character; and out of respect for the first wizard of RPGs I was eager to include him in the story’s plot. You’ll discover venerable histories herein which I have adapted for crafting this adventure as part of the legendary saga of Blackmoor, the first fantasy RPG campaign.
The Duchy of Bulgryn is not something mentioned in previous published versions of Blackmoor, but based on reports from the ArneCon presentation, it could be Rob Kuntz version of the Duchy of the Peaks. It is also interesting that the description from the website references Oerth along with other settings where the adventure may be set. Famoust NPCs mentioned in the adventure are The Egg of Coot, Marfeldt the Barbarian and Pete Gaylord's Wizard of the Woods. I am not sure if this means that Pete Gaylord was involved in writing this adventure, but it does seem more like a homage from Kuntz.
This is the first real game product from tFotT since Lost Dungeons of Tonisborg and the first to make explicit use of Blackmoor related locations and characters.
This adventure, presumably to be written by Griff Morgan, was first announced on August 22nd:
Quote:The best part of playing old school RPGs is being the Referee/DM/GM.
You are the one who spends all week conspiring to challenge and confound your players.
Drawing maps is a hobby within a hobby and I've been working on a draft for Spiral Keep.
I'm doing all five levels overlapping on two sheets of 11 x 17 T-shirt cardboard - no flipping between pages.
No grids either.
I have found that grids limit my creativity because I want to follow the lines. All my maps in the past decade are grid free.
Although I play tested some of my ideas for this dungeon with the house group, no one has played this version yet.
I will be running this dungeon at Arnecon. It's pretty big and I do not expect the players to explore more than about a 5th of it in a 4 hour session.
Then again, it's a late night session and with enough coffee... ?
I still have 6 seats available for this game at Arnecon. I also always take walk ups.
Turns out Griff Morgan did end up playesting the adventure at ArneCon2024
Quote:Sometimes you just gotta LARP it
Running Spiral Keep at Arnecon.
Things just kept getting more and more verbally complicated in a room with a treasure chest.
I don't use minis when I run my games - it is all in your head.
I also had a lot of players. Maybe as many as 12?
That was when I opted to go live play and I put a chair on its side to represent the treasure chest and my players began to creep down the side of the room to examine it.
They lucked out and the poisoned darts all shot out into the room away from them.
I think they had a lot of fun with this improvisation that just happened in the moment without any planning.