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Flying Mounts |
Posted by: Havard - 02-14-2010, 06:29 AM - Forum: General Blackmoor Discussions
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Sparked by the discussion of Tarns/Rocs over in the Thonia thread, I began wondering about which flying creatures would be used by the various cultures:
Tarns/Rocs
These huge birds are found mainly in the Superstition Mountains. The Duchy of the Peaks have trainers and riders for these and are willing to hire out trainers with mounts to any neighbouring culture. Blackmoorians and Tenians have been known to use these creatures.
Pterodactyls
These creatures live beyond the Goblin Kush. Afridhi train and use them as mounts. The Egg of Coot has also been known to breed some of these creatures.
Dragons, Evil
Dragons are higly intelligent, but sometimes make alliances with humans. The Egg of Coot has some dragons in its service. When the Duchy of Ten was run by lord Ran, he was known to provide that country with large numbers of dragons. It is unknown whether the Afridhi now have access to these. The Skandaharians sometimes ally themselves with White Dragons. The Froglin have a few Black Dragons who have joined their cult. The Dragon known as Watchworks lives in the Peaks of Maus. His spawn sometimes work as mounts for the various Orc tribes of the North.
Dragons, Neutral
Many Neutral dragons live in the Dragon Hills. Some have befriended Peshwa who have learned to ride these dragons.
Dragons, Good
There are only a few good dragons left in the North. Some of them have been willing to serve Blackmoor. There are rumours that many other Good dragons are trapped in the mysterious City of Father Dragon.
Thoughts?
Havard
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More specuations on the lisence |
Posted by: Havard - 02-14-2010, 05:34 AM - Forum: General Blackmoor Discussions
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Just picked up some old statements by Dustin Clingman:
( http://mmrpg.zeitgeistgames.com/index.p ... ight=#4365 )
Quote:There are plans to show more of the world, but licensing limitations are likely to preclude the expansion from detailing Ten or Thonia in name.
And further down:
Quote:Dave has had a vision for the world surrounding Blackmoor for years. At such time when we really wish to expand, we'll be most likely to forge ahead with his vision rather than rely on licensed property to do so.
What should be read into this? Why would Ten and Thonia be left out of the lisence? Or was this rather part of a backup plan to keep publishing material from Blackmoor if the lisence ended? This was posted back in 2007...
Havard
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Experiences with the Redwood Scar? |
Posted by: Havard - 02-13-2010, 02:54 PM - Forum: General Blackmoor Discussions
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Based on our recent discussions with Jeff Quinn, I wrote a quick article on this module:
http://blackmoormystara.blogspot.com/20 ... -scar.html
Quote:Redwood Scar (2003) was the first adventure to be published for Blackmoor since 1987. Written by Jeffrey Quinn, Luke Johnson and Christopher Reed, the adventure was set in the elven realms of Redwood northwest of Blackmoor Town.
The adventure revolves around the forrest itself, along with its inhabitants being slowly corrupted by a magical abomination; a scar on reality itself. A great mystery to many Blackmoor fans was the origins and true nature of this scar. In a recent discussion over at the Comeback Inn, Jeff Quinn reveals a few new details on this matter:
Quote: What "is" the Scar? As described, it is a choke point or eruption of the fabric of magic and reality caused by the huge release of energy during the Mage Wars, the "birth" of sorcerers, and the downfall of the Westrin princess. These events culminate in "festering wounds of malice and evil" on the land itself. To use a more modern 4e approach, the Scar is to Blackmoor as the spellplague is to the Realms.
Previous theories include some connections to the Valley of the Ancients. In my own campaign, I attributed the scar to the machinations of the Egg of Coot who has reason to bear particular grudge against the elves who contributed significantly to the Egg's forces being driven out of Blackmoor during the last invasion.
I would be interested in hearing other people's experiences with this module or thoughts on it, both on the Scar itself and other aspects on the module.
-Havard
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Three Eras of Blackmoor |
Posted by: Havard - 02-13-2010, 12:45 PM - Forum: General Blackmoor Discussions
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Just noticed this when reposting that thread from EnWorld over in the Wood of the Revenant:
Jeff Quinn Wrote:Blackmoor will have three eras of play: fantasy, "post-fantasy", and sci-fantasy. Each will be covered in full-flavored detail and go hand-in-hand with each other.
This was posted back in 2003.... 8)
Havard
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[ENW Repost] |
Posted by: Havard - 02-13-2010, 12:40 PM - Forum: Archived Discussions (Members Only)
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http://www.enworld.org/forum/publishers ... games.html
Posted by Goodman Games 25th March 2003, 03:49 PM :
Blackmoor d20 to be published by Goodman Games
For those of you who missed the announcement at GTS...
Dave Arneson’s Blackmoor Joins the Goodman Games Lineup
March 17, 2003 – Goodman Games is proud to announce an agreement with Zeitgeist Games to publish Dave Arneson’s Blackmoor setting using the d20 rules system. Dave Arneson, creator of Blackmoor and co-creator of Dungeons & Dragons, will guide the development team at Zeitgeist Games through the production of the book. The 224-page hardback will be available in August at a suggested retail price of $35.00.
"Blackmoor’s return will be a milestone for adventure gaming," said Mr. Arneson. "It was the first setting for D&D and it has always been the best. Now the old guard can relive their early adventures, and a new generation of gamers can experience it for the first time."
"We expect the Blackmoor world guide to set new standards for campaign settings," said Dustin Clingman, President of Zeitgeist Games and lead developer of the updated Blackmoor setting. "This is a world that has been constantly developed for almost 30 years. The roots of Dungeons & Dragons were nurtured in its soil."
"I’m proud to be involved in a project of this significance," said Joseph Goodman, President of Goodman Games. "Blackmoor’s a classic world with a very distinctive feel. It’s great to be part of its return."
The Zeitgeist Games development team includes well known writer Jeff Quinn, whose work for many prominent RPG publishers has earned him two ENnie nominations.
Dave Arneson, "the Father of Role Playing," first began development on Blackmoor in the early 1970s. He was the co-creator of Dungeons & Dragons and a founding member of TSR. For more information, visit www.castleblackmoor.com.
Zeitgeist Games was founded in 2002 by Dave Arneson and Dustin Clingman. It began development on Blackmoor in late 2002 and is currently in negotiations with Wizards of the Coast to clarify the rights to Blackmoor. For more information, visit www.zeitgeistgames.com.
Goodman Games was founded in 2001 by Joseph Goodman. It is known for its original d20 supplements, including the Aerial Adventure Guide, Dungeon Crawl Classics, and Broncosaurus Rex. For more information, visit www.goodman-games.com or email goodmangames@mindspring.com.
Dungeons & Dragons and the d20 system are registered trademarks of Wizards of the Coast.
__________________
Joseph Goodman
Goodman Games
www.goodman-games.com
info@goodman-games.com
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JoeGKushner:
Alright... questions....
1. How much crunch vs. flavor? The FR hardcover is one of the better books I've seen with adventurers, monsters, backround, feats, etc...
2. Will this relate in any way to the old Blackmoor modules? City of the Gods, etc... (technology!)
3. Any planned support for this puppy? This setting would be another great one for other publishers like MEG to do modules for.
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Black Knight:
Here ya go... Answers!
1) Why sacrifice either? Dave, Dustin, myself, and the rest of the team have come up with a great way of seamlessly relating all the Blackmoor information. Save your "crunchy bits" for dog food and your "flavor" for morning tea, we're delivering a full-flavored d20 setting meal!
2) Sure, our inspiration comes from Dave's original Blackmoor and the modules and supplements that surround it. However, the vision and goal of this project is not only to bring you the old campaign, but to blaze new trails through the Blackmoor wilderness.
3) All of the support for this product will be 100% internal. As one of the writers on the Blackmoor project, I can honestly tell you that we have so much great material coming through that the first book can't fit it all! Modules, "splatbooks", and other material will keep Dave Arneson's Blackmoor setting alive and growing.
__________________
Jeffrey Quinn
goldsmith@stny.rr.com
Freelance Writer/Game Designer
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DClingman:
Joe has been following this press release around a number of boards... Jeff has it right. We are going to expand the world of Blackmoor while maintaining the core vision. Dave Arneson has done an immense amount of work in carefully crafting this book to be one of the best of the year.
Our future support is coming and will include splatbooks for the Afridhi and Peshwah as well as the Wizard's Cabal. Modules from 1st party as well as some celebrity writers. We will make sure the line has serious support.
I am really excited about the book and I can't wait to show it off at GenCon.
Dustin
__________________
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Dustin Clingman
President, Zeitgeist Games, Inc.
www.zeitgeistgames.com
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JoeGKushner:
I'm a fan of the old setting. I've even got the old four Blackmore D&D basic modules. Temple of the Frog anyone?
Will there be precopies at Gen Con? Might make me go up there after all. (Chicago boy who didn't mind the drive to Wis. at 90 minutes but five hours is another story.)
For splatbooks, are we talking regional books or more traditional books like "Blackmore Weapons" or Monsters, etc...
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Henry:
Dustin, I hope you don't mind an off-topic question:
How has Dave been doing, health-wise, since his stroke last year? Tons of ill-founded rumors notwithstanding, I was curious as to his current well-being. While I correspond with Gary Gygax regularly, Dave is one individual who has always been difficult for me to manage correspondence with, and the well-being of both of these "gaming giants" I always like to periodically check on.
Sincerely,
Henry Link
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DClingman:
There will indeed be precopies at GenCon. If you come, Dave and the crew can autograph them on the spot. Goodman Games is setting up a booth and we plan to be there most of the time.
The splatbooks will be somewhat regional, but will focus on the unique and interesting areas and races. To be honest, we have alot of ideas, but we always will listen to the ideas of fans. After all, fans are why we do that voodoo that we at least try to do so well.
As for Dave's health. His stroke was 2 years ago. He has fully recovered from his health problems. We just returned at the beginning of March from the Game Developers Conference where we gamed with a bunch of computer developer friends. Dave was spot on and everyone had a great time. At this point you should be able to reach him via email at dave@zeitgeistgames.com
Dustin
__________________
--
Dustin Clingman
President, Zeitgeist Games, Inc.
www.zeitgeistgames.com
Last edited by DClingman; 25th March 2003 at 06:24 PM..
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Henry:
Thanks, Dustin! The info on www.castleblackmoor.com was waaaaaaaaaaay out of date when last I checked.
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Black Knight:
Quote:
Originally posted by Ranger REG
Okay, I have to ask. Will the product be focusing on the medieval fantasy setting of Blackmoor, or do we have options to play in different time settings (renaissance, colonialism, modern, futuristics) leading up to its destruction (post-holocaust)?
Blackmoor will have three eras of play: fantasy, "post-fantasy", and sci-fantasy. Each will be covered in full-flavored detail and go hand-in-hand with each other.
Quote:
Originally posted by trancejeremy
Are we going to see any modules, like for the City of the Gods, or the Temple of the Frog?
Many fans have been asking for Zeitgeist Games to produce a "Return to..." series of adventures based on the original four. I don't think any of you will be disappointed with the module line that will be coming down the pipe. But, right now we are focusing on giving you the best quality base campaign you have ever seen. We are also trying to build on the past success of Blackmoor by providing new ground-breaking material. So, "Return to..." may have you chomping at the bit for GenCon Indy this year, "Welcome to..." will knock the gnolls clear outta your garters!
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Melan:
I have two questions:
The first is world maps. Will we get the same type of high quality maps as the ones from the Judges Guild era? I.e. numbered hexes, good paper, separate maps for the DM and the player?
The second... Do you plan to release the whole, unabridged Blackmoor dungeons? And if yes, when can I grab it?
Finally: fight on!
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DClingman:
The map is certainly a high priority right now. I certainly loved the Judges Guild Map and I look at it all the time. Right now I don't imagine that there would be a pullout map from the Campaign Sourcebook, but there certainly could be in future works.
The actual map right now is in production and I may be able to post some screens of it as we get closer to the release date.
As for Blackmoor Dungeons, it's around and we are certainly considering it. We want to evaluate the response from the first book. Right now it's not specificilly on the list to publish but there is no reason we can't. I am sure people would love to see that hidden gem.
Dustin
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Black Knight:
Quote:
Originally posted by bolen
What was published for this before. was this done by judges guild?
Quite a long time ago (OD&D and 1st Ed AD&D) Blackmoor made it's appearance. Judges Guild produced some quality stuff to support TSR's first ever campaign setting (Blackmoor), written by Dave Arneson.
The old TSR sourcebook and modules are:
TSR2004 - Supplement II: Blackmoor (1975)
TSR9172 - DA 1: Adventures in Blackmoor (1986)
TSR9175 - DA 2: Temple of the Frog (1986)
TSR9191 - DA 3: City of the Gods (1987)
TSR9205 - DA 4: The Duchy of Ten (1987)
There is a ton and a half of other products out there that mention it (I know Dustin has the entire list).
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Bolen:
So it pre-dates the 1st edition players guide. I have the original grayhawk folder with maps. does it pre-date that and why did tsr switch to grayhawk?
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DClingman:
Blackmoor definitely predates the Greyhawk releases, though I don't know when Gygax thought them up. I know that it was the Blackmoor campaign that served as a core influence of the game that was to become D&D.
I am not sure, but I would estimate that it was Mr. Gygax's say so for why the default world became Greyhawk. Alot of work has gone into GH and I personally like the world alot.
After saying that, Blackmoor was and remains, the First ever fantasy campaign.
Dustin
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Knightfall:
D20 BLackmoor Yahoo Group
Hey Blackmoor fans,
Just thought I'd let you all know that I've created a D20 Blackmoor Yahoo Group for those that want to have discussions about the campaign setting, as more details become available.
I hope you'll join, as well, Dustin. I would be nice to have an official voice at the Group.
I expect the groups membership to swell as we come closer to the campaign sourcebooks release date.
Cheers!
KF72
__________________
Robert Blezard
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-Havard
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Q&A with Jeffery Quinn |
Posted by: JPQuinn - 02-11-2010, 08:10 AM - Forum: General Blackmoor Discussions
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Havard found me over on the WotC Blackmoor group and invited me to join over here. It's nice to see that the Blackmoor community is alive and kicking.
Feel free to ask me anything. I'd be happy to answer what I can.
Game on! 8)
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[Blog] Moorkok the Slayer |
Posted by: Havard - 02-10-2010, 04:29 PM - Forum: News Archive
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Just posted an entry on this legendary character on my blog:
Quote:Skandaharians, warriors of the north. Not just your run of the mill noble seafaring norsemen. No these are blood-thirsty, human sacrificing killing machines. Strength and raw brutality is the way to earn respect among this people. They are feared warriors, but none were as feared as Moorkok the Slayer.
While most of his kin are gray or blue eyed with hair ranging from dark to light blonde, Moorkok would stand out with his reddish hair and sparkling green eyes. These features betrayed a foreign origin, but no Skandaharian dared speak ill of his parentage. Or those that did do not live to tell the tale. Rumors circulate even today though that demonic blood runs through his veins. Other say he stems from the mysterious realm of Rhun. The Warrior is tall and powerfully built. In battle, he wears metal armor and a deadly mace. He rides a white war horse.
Through battle, Moorkok rose in the ranks of the Skandaharians, until he became one of the champions to join the Hirdr; Jarl Thorsen’s personal guard.
In the Year 998, the Northern Lords fully understood the threat that was known as the Egg of Coot. They decided to join with the Baron of Blackmoor. Moorkok personally led an attack against the Coot stronghold of Trollgate. Something happened there at Trollgate. The Skandaharian army was wiped out. Their leader was not slain however. In the midst of battle, he heard a voice calling his name. As if entranced, he abandoned his men and left the battlefield.
Since that day, Moorkok has served the Egg. He has done this so successfully, that the Egg has named him Prince of the Realm and has decided that Moorkok will be the one to lead the next invasion against Blackmoor. This is the day Moorkok waits for. He also hopes to get a chance to test his mettle against Marfeldt the Barbarian, the only one he considers an equal.
http://blackmoormystara.blogspot.com/20 ... layer.html
Some things I left out of the blog entry:
* Moorkok is guarded by six Bronze Golems created by the Egg.
* He is 17th level, one level higher than Marfeldt
* His intimidating War Mace is "only" +1. Might want to beef that up.
* I wrote "metal armor", but DA1 says plate. I am totally opposed to anyone even the tiniest bit related to Skandaharians wearing plate. If you fall into the water wearing that, you die! With chain, you can at least perhaps manage to keep floating for a few seconds so your friends can drag you back into the boat.
-Havard
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[MY] The Blackmoor Epic of Mystaros |
Posted by: Havard - 02-10-2010, 02:10 PM - Forum: Mystara & Blackmoor
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Years ago, James Mishler wrote this fantastic Epic history of Mystara which focused to a great deal on Blackmoor. Here is a (rather long) except:
Quote:10,000 through 8000 BC
By 10,000 BC the Wurm Glacial Period had come to an end. The Northern Continent, the Cradle of Human Civilisation, was slowly emerging from the long period of barbarism. The Brute-Men, a race of Humans adapted to the frigid conditions of the glacial period, were slowly being supplanted by the more prolific and technologically successful Modern Human races, the Oltec, Neathar and Tangor peoples. The Oltecs were native to the continent of Brun, the Tangor to the continent of Skothar. The Neathar peoples originated in the harsh arctic region that connected the two continents, the "Frosthaven Land Bridge". The Dwarves, an offshoot of the Brute-Men race, lived in the hills and mountains of the continent of Brun; they were not, at this time, a subterranean race. By this time they had already domesticated the goat and the dog. Giants were still active in Brun in that day, though their Golden Age was long passed; except for the Kingdom of Gandhar in the northern "Dawn Territories", there were no organised Giantish realms that had survived the glaciers. (Humans were in the Palaeolithic stage; Dwarves and Giants were in the Mesolithic stage, having long-forgotten their great glories of the past; some groups of Giants had maintained a Bronze Age level of technology, but they were for the most part xenophobic and isolated).
The Southern Continent was even more active in the renewal following the glaciation. Ordana, an Immortal of the Sphere of Time, purged several clans of Yuan-Ti of their Serpentine nature, and from this core of beings formed the Elven race. The Elves inhabited the forests in the southwestern section of Davania, along with numerous groups of Faeries (Sidhe, Sprites, Pixies, etc). The Enduks inhabited the north-western section of Davania, where they were slowly building a civilisation under the patronage of the Immortal Ixion. Their land was also home to many of the other creations of the Serpentines, such as Shedu, Lammassu and Sphinxes. The Lizard Men, Nagas and Yuan-Ti inhabited the north-eastern section of Davania, where they were dominated by the remnants of the Serpentine Empire. The Halflings (Hin) were also native to the Southern Continent, in the central regions; they had evolved from escaped proto-human slaves of the ancient Serpentine Empire (successor to the Carnifex Tyranny). (Elves were in the Chalcolithic stage (Copper and Stone), as were the Enduks; the Lizard Men and Serpentines were in the Iron Age, but were quite sedentary; the Hin were in the Mesolithic).
8000 through 6000 BC
By 8000 BC the population of the Neathar clans began to outstrip the ability of their technology to subsist in their lands, and whole clans and tribes began drifting into the southern lands of Brun and Skothar. Neathar clans and tribes began moving into lands already inhabited by the Tangor and Oltec peoples; war was the result as often as not, with the conquered tribes often being absorbed into the conquering tribe. Differentiation and assimilation began, and new tribes evolved over time, with technology developing further, especially war technology. Also at this time the Oltecs learned how to domesticate the dog and the goat, a trick they learned from the Dwarves; this technology quickly spread to the Neathar and thence to the Tangor. The Dwarves had by this time domesticated numerous plants, most importantly Barley, which became the staple of their diet (as bread and beer). Giants began domesticating various creatures, from Polar Bears to Dire Wolves; some of the isolated Giantish groups had contacted their kin by this time, bringing many groups out of the Stone Age into the Bronze Age, including the Kingdom of Gandhar. (Humans were in the Mesolithic stage; Dwarves were in the Chalcolithic stage; Giant groups varied from Mesolithic to Bronze Age).
The Elves in the far south had not changed overly much over the last 2000 years; they lived in a state of harmony with their Faerie brethren, their homeland a veritable paradise. In the west the Enduks continued their stately climb to civilisation, having domesticated various plants and animals (notably potatoes and the Llama); they had also built great stone towers from which they were better able to view the sun and the stars, as astrology had become a major part of their faith by this time. Around this time the Lizard Men rebelled against their Serpentine masters, and the Serpentine Empire fell into anarchy. Groups of renegade Lizard Men formed their own kingdoms throughout northeastern Davania, notably in the "Aryptian Basin", centred around a slowly drying lake. The Nagas had also set up their own kingdom in the far-eastern section of Davania (from "Yasuko Tribal Lands" to the south and east); the Yuan-Ti remained loyal to their Serpentine masters. The Hin, isolated from the rest of the continent by expanding deserts and massive mountains, developed slowly, enjoying a peaceful, near idyllic state. (Elves remained in the Chalcolithic; Enduks were in the Early Bronze Age; the Serpentines remained in the Iron Age, and their rebel Lizard Men servants had fallen mostly into the Stone Age, while the Lizard Men civilisations around Lake Arypt had maintained a Bronze Age technology; the Hin had entered the Chalcolithic).
6000 through 5500 BC
By 6000 BC the Oltecs had begun to use beaten copper and gold, and had domesticated several plants, notably Maize (they learned this process from trade with the Dwarves). The Neathar and Tangor peoples were still hunters and gatherers, living in light plains and forests. Their technology continued to develop apace, however, as the need for more land became even more important as their populations grew. The Tangor had begun to domesticate the Aurochs, and both cultures had domesticated the dog. The Dwarves had discovered bronze (either independently or from the Giants), and with a burgeoning population, many Dwarven clans began migrating out from their ancient homeland. A fair number of Dwarven clans reached Skothar, where they settled in and around the mountains in the north, where the only major tin deposits on the continent were found. The Giants continued their simple existence, now and again warring with the Dwarves who would try to steal their tin, bronze and gold. (The Oltecs had leapt into the Chalcolithic, while the Neathar and Tangor entered the Neolithic; the Dwarves were in the Bronze Age; the Giants continued to remain fairly steady, technology wise, and several groups remained in the Stone Age out of sheer stubbornness).
The Elves continued to be sheltered, protected and nurtured by the Faeries and by the will of Ordana; they did not need to work or suffer. The Enduk civilisation was in full flower; they had begun to build an Empire. By this time the Enduks had spread from the "Adakkian Sound" in the east to the "Far-End Ocean" in the west, and from the "Izondian Deep" in the north to the "Jungles of Pelatan" in the south. They had some contact with the Hin, who by this time had spread from their valleys and hills north of the "Ice Peaks" to the shores of the "Adakkian Sound". The Hin, whose population had become too large for their territory, benefited from the lessons in agriculture and technology that the Enduks taught them. They adopted these techniques just in time to adapt them to defence, for large groups of Lizard Men began drifting in from the east. The Lizard Men civilisation in the "Aryptian Basin" had fallen, as "Lake Arypt" dried up completely in the mid 62nd century BC. The Lizard Men of that region, more advanced than their cousins surrounding them, spread out across the eastern portion of the continent, conquering all the local Lizard Men kingdoms, spreading Bronze Age technology throughout the region. Invading Lizard Men shattered the Kingdom of the Nagas; numerous Naga clans retreated across the "Cestian Land Bridge" to that peninsula, while the remaining Nagas continued to resist the Lizard Men barbarians in their successor kingdoms. A number of the Bronze Age Lizard Men barbarians rejoined the Serpentine Empire, breathing new life into that tottering regime. (The Elves, again, remained in the Chalcolithic; the Enduks and the Hin had entered the Bronze Age; and the Serpentines continued to exist in the Iron Age, while the surrounding Lizard Men and Naga Kingdoms were in the Bronze Age).
5500 through 5000 BC
In 5500 BC Chromatic Dragons, huge powerful beings from another galaxy, arrived on Brun in the lands inhabited by the Dwarves and decimated the Dwarven civilisation (which lay in and around the "Wyrmsteeth Range"). The Chromatic Dragons formed their own Draconian Empire, and began enslaving numerous Neathar clans in the region. The Oltecs, now in the Bronze Age, were continually harassed by the Draconian Empire to the northeast, and their development in the more esoteric elements of culture were subsequently stunted while defence became the most important issue. On Skothar the Dwarven migration had combined with the continuous Neathar drift to cause intense cultural revolution among the Human cultures. The Neathar of Skothar and the Tangor had quickly assimilated the metallurgical and agricultural skills brought to the region by the Dwarves, and as a result whole new societies developed nearly overnight. The Human population of the middle lands of Skothar jumped from the Neolithic straight into the Bronze Age. Several kingdoms sprung up overnight, mostly to the south of the Dwarven lands, where the land was easier to farm and there weren't as many monsters inimical to Humankind. Among the new kingdoms was a small realm known as Thonia. The Thonians were the first Human culture on Skothar to domesticate plants, notably Wheat (like Dwarven Bronze, Barley spread to the Human population, but the Humans also domesticated other plant species). The Dwarves of Brun had been decimated and enslaved by the Chromatic Dragons; the only remaining free Dwarven lands were found on Skothar, to which a very few Dwarves from Brun were able to flee with their tale. The Dwarves of Skothar, hoping to assist their brethren on Brun, began developing new weapon technologies with which to combat the Draconian menace, as the scales of the Dragons were more than a match for the Bronze weaponry of the Dwarves. The Dwarves developed Iron, which was rather more capable than Bronze of dealing with the tough armour of the Dragons. The Giants of Brun, though caught off guard by the Draconian invasion, were more than able to hold their own against the Dragons. Some groups of Giants joined the Draconian Empire, while a larger number left their ancient homelands and immigrated to the Kingdom of Gandhar, which successfully resisted all Draconian attempts at invasion. (The Chromatic Dragons didn't have any technology, as they relied on brute strength and innate magic to get what they wanted; the Dwarves of Brun and the Oltecs were in the Bronze Age, while the Neathar of Brun were in the Neolithic; the northern Neathar of Skothar remained in the Neolithic, as did the southern groups of Tangor, but the Human tribes and kingdoms of the central regions were Bronze Age; the Giants, again, varied from Stone Age to Bronze Age).
The Metallic Dragons, ancient enemies of the Chromatic Dragons, arrived on Davania in the area inhabited by the Enduks. The arrival of the Metallic Dragons, unlike the arrival of the Chromatic Dragons, was not an invasion. Ixion, the Patron Immortal of the Enduks, had been contacted by Odin, the Patron Immortal of the Metallic Dragons, regarding the coming invasion by the Chromatic Dragons. The two Immortals had decided that a union between their peoples would be the best way to keep the Chromatic Dragons from taking over all of Mystara, and thus the Enduks were given Prophesies of the coming of the Metallic Dragons that were to be their allies. The new empire founded by the Metallic Dragons and the Enduks was known as the Golden Empire, for the leadership among the Metallic Dragons, and thus the Empire, was generally in the hands of the Golden Dragons. The Metallic Dragons, unlike their Chromatic enemies, had knowledge of many forms of technologies, and quickly brought the Enduks into the Iron Age, that they might better combat the Chromatic Dragons. The Elves of the south continued to live in their paradise, though the new developments in the world around the Elves had started to make Ordana reconsider the nature of her protection of the Elves. To the east, the Serpentine Empire was on the move again after long millennia of quiet existence. The Lizard Men Legions of the Empire quickly conquered the majority of the independent Lizard Men kingdoms and barbarian tribes, and then went on to gobble up the Naga Kingdoms of the east (though the barbaric Naga clans of the "Cestian Peninsula" were left alone). Thousands of refugee Lizard Men made the difficult trek across the still growing "Meghales Amosses Desert" to the lands of the Hin, where they were initially unwelcome. However, the Enduk allies of the Hin let them know that the Lizard Men would be made welcome in their empire, as servants. Most of the Lizard Men gladly joined the Golden Empire, where though they were second class citizens (slaves, actually), they enjoyed an infinitely better existence than they would have had they remained in the Serpentine Empire. The advance of the Serpentine Empire was halted at the northern edge of the "Meghales Amosses Desert" by an army of Metallic Dragons, Enduks, Lizard Men and Hin. Though the Serpentine Empire had a number of Elder Dragons at its disposal, the costs of battling such an alliance would have been too costly, so the expansion of the Serpentines was halted then and there. (The Elves, again, remained in the Chalcolithic; the Enduks were Iron Age, as were the Hin; the Serpentine Empire was still Iron Age, though many of the conquered Lizard Men remained in the Bronze Age).
5000 through 4500 BC
On Brun, the Draconian Empire continued to grow, pushing the Oltecs deeper and deeper into the forests, hills and mountains. The continuous advance of the Chromatic Dragons kept the Oltecs from developing their civilisation any further, save the addition of Iron Age technology, which they learned from bands of vengeful Dwarves that arrived from Skothar. Assistance came from far to the south: the Golden Empire provided military and magical aid to the Oltecs in order that they could resist the attacks of the Chromatic Dragons. A fair number of Oltec clans fled to Davania with the assistance of the Metallic Dragons and the Enduks. The Neathar slaves of the Chromatic Dragons were not easily broken, and the Chromatic Dragons often had to put down slave uprisings. Many Neathar escaped to the west, where they hid in the deep forests of the northern wilderness of Brun, living a Stone Age existence. The Dwarves of the Draconian Empire were as wilful as the Neathar, though a number of clans became the willing servants of the Chromatic Dragons. Many Dwarven clans escaped underground, where they adapted to a subterranean lifestyle.
On Skothar, the Kingdom of Thonia, which had been the first kingdom to adopt Dwarven iron and learn its secrets, had conquered most of its civilised and barbarian neighbours to become the predominant nation on the continent. In 5000 BC a revolution on the part of the nobility against the Royal Family engendered the creation of the Republic of Thonia, and the first Imperial, or ruling council was elected. The majority of the Thonian population was of a combined Neathar/Tangor extraction; tall, lean build, olive or dusky skin with long, flowing black or brown hair and black or brown eyes. The northern principalities were populated by Neathar folk, while the southern principalities were Tangor in origin. The tribes outside the Empire evolved rapidly through contact with the Empire, either by trade or war.
The Neathar clans of the far north of Skothar had adopted Odin as their Patron Immortal, as he was the enemy of Hel, the Patron Immortal of the Draconian Empire to the west. These clans became known as the Skandaharians, and they became well known for their seamanship, for they controlled the Skandaharian Sea and raided the southlands via the North Sea, the Black Sea and the Western Sea (Skandaharian Sea = uppermost landlocked sea on Skothar, North Sea = "Sea of Brun", Black Sea = southernmost landlocked sea on Skothar, Western Sea = "Alphatian Sea"). Though they were mighty on the sea the power of the Skandaharians was much reduced on land, as they continued to live their clannish existence, and their military tactics remained barbaric. Thus, they never conquered any lands, merely raided.
The lands between the Skandaharians and the Thonian Empire remained a region of unwholesome swamps, forests, plains and wastes, home to dozens of primitive, nomadic and barbarian Neathar tribes. These included the barbaric Afridhi and the nomadic Peshwah, as well as the ancient Dwarven realm of the Regent of the Mines. The Northern Marches, as it was known by the Thonians, was never well mapped or settled during this period, as the riches of the south had beckoned to the Thonian masters. The border between the Empire and the Northlands was set at the Taff River, and there it stood throughout the period of the First and Second Republics.
The Tangor of the far south, from the "Bellissarian Peninsula" in the west to the great mountains east of "Tangor Bay" had adopted no overall identity, and were quite diverse. Each clan, tribe or kingdom was separate and distinct, and the variety of cultures throughout the Tangor region was astonishing (this included the original Karimari Peoples, now found in the Ulimwengu Reserve on the Serpent Peninsula). From the beginnings of their empire, the Thonians coveted the rich spices, mines and pastures of the Tangor, and continually invaded their territories. While the Thonians initially had easy victories against the disunited tribes of the Tangor, they were eventually beaten back by alliances of the various tribes, who came together in the face of a common enemy. No great empires ever formed amongst the Tangor, however, and much like the Skandaharians they remained disunited.
Far to the south Ordana had decided that the childhood of the Elves was over. As the world around them had advanced, and the Elves had not, it was decided that the Elves would be free to live and survive on their own. They were brought into the Iron Age literally overnight, through the magic of the Faeries and the Immortal Ordana. Allied with the Golden Empire to the north, the various Elven kingdoms began a meteoric rise rivalled only by that of the Thonians of Skothar. The Elves spread out from their forested lands in the south to the "Jungles of Pelatan" in the north. Many clans migrated far and wide; several clans even settled far to the north, on Skothar, in the forests of the Northern Marches. They brought with them several clans of Halflings, who settled in the meadows and fields. Both groups travelled to the lands near to Thonia that they might keep tabs on the developments in the Human kingdoms of that region, and report back to the Golden Empire and the Elven Realms.
The Golden Empire grew in might and power. It assisted the Oltecs of Brun in whatever manner possible, as they were bearing the brunt of the aggression of the Draconian Empire. Numerous Oltec immigrants swelled the ranks of the population of the Empire; these peoples quickly adopted the language and trappings of Enduk civilisation. Many of these people settled among the Hin to the west, where they assisted them in their battles against the incursions of the Lizard Men of the Serpentine Empire. The Serpentine Empire continued to send war parties into the lands of the Hin, mostly for the amusement of the Serpentine Masters. Once again, hemmed in by the Golden Empire and the seas, the Serpentine Empire began rotting, and fell into decadence. Late in this period the Empire fell into a minor civil war; the losing side gathered together as much wealth and magic as possible and fled in one of the ancient Flying Vessels.
(By this point, pretty much everyone, save a few fringe groups like the Neathar of Brun and several Tangor tribes of Skothar, was in the Iron Age. Those who weren't were usually quickly conquered by other kingdoms).
4500 through 4000 BC
By this time the advances of the Draconian Empire had been halted by the combined efforts of the Golden Empire and the Oltec tribesmen. At this point Hel decided that the Chromatic Dragons needed a servitor race that was more tractable, or at least more capable of being intimidated than the Human Neathar, and that were definitely more prolific than the Dwarves. Thus, she created the Beastmen, a wild, chaotic race which did not breed true. The Beastmen were a thoroughly vile race, created from the reincarnated souls of evil beings. They readily cooperated with their masters, the Chromatic Dragons, and the remaining Neathar and Dwarven slaves of the Draconian Empire were either slain or escaped to join their brethren elsewhere.
Three great hordes of Beastmen were immediately sent out against the enemies of the Draconian Empire. The largest was sent to the south against the Oltecs; the second largest, against the Neathar; and the smallest was sent across the "Frosthaven Land Bridge", straight into the lands of the Skandaharians, the followers of Odin. Whole clans were sent into the tunnels of the Dwarves, to root them out and destroy them. Great slaughter occurred across the Northern Continent. The Oltecs were again pushed back by the Beastmen invasion; their very existence at stake, the Golden Empire sent massive reinforcements, and the Beastmen invasion was halted, though the Oltecs had lost a lot of territory. The horde sent against the Neathar was chewed up in the deep forests, as the Neathar had adopted guerrilla tactics; already semi-nomadic, it was easy for the Neathar to use their knowledge of the land to their advantage. The survivors of that Beastmen horde decided not to return to the Draconian Empire, and instead they retreated to the north and west, to settle in the "Borean Valley". The last horde was continually harried by the Skandaharians, who viewed the Beastmen as worthy opponents, and would not leave the Beastmen alone even when they tried to escape. Eventually, a major force of the Beastmen fled into the Northlands, where they settled far away from any of the human lands. Another force fled into the lands of the Afridhi, where they were utterly extirpated, and thus the mountains of the Afridhi earned the name "Goblin Kush", or "Goblin Killer" (the Beastmen were known to the Thonians as Goblins, or sometimes as Orcs). The Beastmen that had been send into the Dwarven delvings had no more success than their brethren; few returned to the surface.
The Thonian Empire was also invaded by several Beastmen hordes, which caused the collapse of the Second Republic. When order was finally restored to the Empire, and the Third Republic firmly in place, it was decided that the Taff was not a suitable border, and that more manpower was needed to keep the barbarians and monsters from howling out of the north. The new borders were to be the Misagua River in the west and the Black Sea to the north; a wall, known as Joloxon's Wall after the Emperor who had it built, was built across the narrowest point of land between the North Sea and the Black Sea (the "Hadrian's Wall" of the Thonians, it came to be known as "Joloxon's Folly" after that region sank and turned into the Shallows in 4040 BC). The opportunities in the North were many, and though colonists migrated in moderate numbers, the Thonian lords still didn't feel that the North was being populated quickly enough. Thus, many subjects became the unwilling colonists of the Northlands, sent there upon being convicted of any minor crime, or even on trumped up charges. Slowly the north became peopled with Thonians, who came into conflict with the native Neathar, Dwarf, Elf, Halfling and Beastmen populations.
Early in this period a strange Wizard built a city high in the Superstition Mountains; he named this city Starport, and the realm he built around it the Duchy of the Peaks. All manner of vile men and women were attracted to the wealth he offered for their services. Strange magics and decadent entertainments were the rule in Starport, such that even the Skandaharians chose to avoid the realm more often than they chose to raid it. Wealth continued to pour out of the city, seemingly in unlimited amounts. Many Wizards were trained in the city, and they spread across the wilds of the Northlands, where they settled in their towers and conducted vile experiments.
Time passed in the Northlands, and more land came under cultivation by the Thonians. The city of Maus was built, as was Blackmoor and Vestfold, and eventually even the lands across the Misagua River were settled by outcast Thonians. While the Northlands were still hardly more than borderlands, the lords of the Thonian Empire felt that they were once again safe from the threats of barbarians and monsters, and again the Thonians turned inward, and their empire began to crumble from within. Peace reigned for several hundred years as the empire festered in its own quietude. Then, near the end of that period, the Northlands began to experience unusual events, strange occurrences and violent migrations with increasing regularity.
First came a coup in the Duchy of the Peaks in 4050 BC; the old Duke was overthrown and fled to parts unknown. A steady stream of claimants to his throne disappeared in coup after coup, until one held onto the throne, and peace again settled on the realm. The wealth of the Duchy had apparently disappeared with the old Duke, as the new Duke resorted to renting out his armies as mercenaries in order to generate the funds needed to maintain the extravagant lifestyle of the city of Starport. Then, in 4040 BC, the lands north of the city of Maus began sinking into the seas, while at the same time a spur of land began rising from the western bay of the Black Sea. Shortly thereafter the master of that noxious land, the Egg of Coot, announced that he intended to bring the entirety of the Northlands under his dominion; his claim was backed up the incredible power of his magics and his strange technologies. During this period the Duchy of Ten successfully defended itself from the advances of the Empire, setting the stage for further rebellion in the north. Shortly thereafter the Skandaharian raids increased several fold, as their chances at raiding Maus, Blackmoor and Vestfold doubled with the sinking of the Shallows. And then, to top everything off, the Afridhi began their vicious journey to the Empire, conquering land after land, with no assistance from the Empire forthcoming. The entire North exploded into rebellion.
Nothing changed drastically on the Southern Continent during this period. The Golden Empire continued its support of the Oltecs on Brun. The Elves of the Kingdom of Evergrun rose to rule the entire southern lands of the Elves, and declared themselves an Empire (which they had been from the beginning save in name). The Elves of the "Jungles of Pelatan" joined the empire as the colony of Grunland. The Hin, allies of the Golden Empire and the Empire of Evergrun, formed a confederation between their various kingdoms, baronies, shires and republics, called the United Hin Dominions. The Serpentine Empire took little note, as it had fallen even deeper into self-absorbed debauchery and xenophobia.
This was rather long yeah, but I recommend reading the whole thing at:
http://www.pandius.com/ageblack.html
Havard
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