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[ZGG Repost] Are the Peshwah based on the Sarmatians? |
Posted by: Havard - 11-24-2009, 01:48 PM - Forum: Archived Discussions (Members Only)
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Are the Peshwah based on the Sarmatians (Alans/Scythians)?
http://mmrpg.zeitgeistgames.com/index.p ... opic&t=276
Lord_Lamorek_Steelguard:
Well,
lately I've been doing a bit of research on the Late Roman and Early Migration Period (aka Dark Ages) and was struck how the Peshwah would seem to be like the Sarmatians (minus kit, of course, since the Peshwah use spidersilk instead of leather back jazzerant ). As you know, I like to ask off the wall questions, so here I am asking. Wink
Does anyone know if Dave based the Peshwah on the various Roman-period Steppes peoples like the Sarmatians/Alans/Scythians (or even the Huns who absorbed the Sarmatio-Scythian groups before becoming the Slavs)?
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Havard:
I've heard others speculate that the peshwa are similar to scythians. I havent heard anything directly from Dave on this one though, but Dustin might be able to shed some light on it?
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Tadkil:
Joined: Mar 05, 2005
Posts: 372
I'm doing the Peshwah book.
It's a combination of elements really. Social organizatiosn are drawn from plains Indians. Miiltary tactics are drawn from the mongols, with homage to the scythians who were their tactical pre-cursors. Linguistically I've been pulling a chunk from Farsi. Peshwahar is a region of Afghanistan and the home of some very fine horse cavalry during the British Colonial era.
Pull down Bood Wind, Tower of Salt, and You Shall Know them By Thier Deeds to see what I am evolving for the Peshwah.
Tad Kilgore
Voice of the Hak
_________________
Tad L. J. Kilgore
Executive Producer
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Havard:
I'm glad you posted this explaination Tad,
the Peshwah have always been a bit of a mystery to me. I'm looking forward to seeing this sourcebook since hopefully it will give me some better ideas on how to involve this culture IMC. They have been taking a very peripheral role so far, so I guess its about time that changed!
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-Havard
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[ZGG Repost] More Questions! |
Posted by: Havard - 11-24-2009, 01:46 PM - Forum: Archived Discussions (Members Only)
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=273
Korv255 (May 2006)
I went ahead and ordered the book, gotta good deal. Now, a judge is just a GM right? the one running the game? I plan to run the games here (located in lexington Ky). I will be eating quite a few of these campaigns Razz Could you direct me to a good post on eating certs?
Another question. After eating a campain I can never play that campaign with an official character correct? Can a player play a campaign, then at a later date use a different character and play the same campaign?
Also, I am signing up for GenCon games, I was curious to how many games it takes to level up? I see some games up there for lvls 4-10. i wanted to see if it was goin to be possible to hit those level requirements by the time my group (and me through eating games) gets to GenCon.
I think that is all, thank you!
-Daniel
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Rafe:
Hi Daniel,
Since the best way to learn roleplaying might be to play it, what do you think about joining one of our Play-by-Post games here? Smile
Just check it out over here:
http://www.dablackmoor.com/MMRPG/index. ... opic&t=255
To gather some experience, this might be one way to begin...
Yours,
Rafael
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The WonderingBard:
1: Judge is a DM, correct.
2: Once you run a campaing you can never play in it, correct.
3: If a player has played in a campaing he/she can not go through it ever again.
4: There are currently 25 campaines out now, but more are coming, and I know that 24 of them give 750XP if you do everything correctly, and 1 of them gives 1,500XP. The total math would be 19,500XP total for your players which would make them: 6th level just 1,500XP short of 7th level. Now that does not count for special campains like last lears "Castle Blackmoor" at Gencon or the Interactive at Megacon which gave 1,000XP.
Now for your personal character you would have a total of 13,000XP. Which would place you in the middle of 5th level. The downloads section of this website allows you to download the certs for eatting a campain.
I hope that helps.
~Smiles as the Rules Monkey on His should claps happily...hey better then throwiing poo!~
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Rafe:
... Smile Of course, I could also have simply answered your questions like WB did... Wink
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-Havard
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[ZGG Repost] Brand New! |
Posted by: Havard - 11-24-2009, 01:44 PM - Forum: Archived Discussions (Members Only)
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=267
Korv255:
Ok, so I stumbled upon Blackmoor because I was looking for games to play with my friends at GenCon. I noticed the game and did a little research. That led me here. I have read the The Official Campaign Document. The world intrigues me. I noticed many references to the Blackmoor Campaign Book. My main question is do I have to have that book to run and be involved in these games? I would prefer to not buy yet another book until I get to play it and learn my group really enjoys it. I was also wondoring about judging in Home Games. If I run these games am I qualified to sign off on my players getting the XP and item Certificates?
So just a few questions I'm sure I will have more
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Havard:
I'm probably not the best person to be asking about the MMRPG, but I think you can still play without the DAB Sourcebook. Having said that, I heartily recommend the book.
Ofcourse, my main reason to writing here is actually just to welcome you to the boards
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Spikey:
Yes, a hearty hello and welcome to the boards! I have to be quick now as I'm not on my own machine, starting tuesday I'll be a regular again.
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Rafe:
Yeah, welcome! Smile
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Tadkil:
Howdy!
You are currently posting on the home game section of the list. These discussions normally deal with how folks use ZG's Blackmoor product in their home games. It has been helpful to me running my own home game.
Some of your questions deal directly with the the MMRPG. No, you don't have to buy the Blackmoor Campaign Book. At some point I imagine you will pick it up, because it is very useful, but to initiate play, it is not necessary. You'll really need it to run a home game. A cheaper option is to go and buy a pdf of the text at EnWorld.
As to how to use the MMRPG episodes. If your players want their characters to be"portable" and playable at cons and with other judges, then the episodes must be played as part of a series involveing only those episodes and the certs, etc. can only be official certs issued by the campaign. Also, if you "eat" and episode, that is, if you have to judge it without having played it, you quailify for you very own special cert, "You Ate an Episode" that rewards you and your character for that selfless act in our campaign.
Feel free to email me if you hvae any questions.
However, it has been my experience that you ca ususuall find someone to come and judge stuff for you if you ask. Feel free to use this forum to do so.
Tad Kilgore
Voice of the Hak
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-Havard
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[ZGG Repost] Schwartzkänner Elves |
Posted by: Havard - 11-24-2009, 01:41 PM - Forum: Archived Discussions (Members Only)
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=258
Havard (May 2006)
Here is another idea that popped into my head:
The Scwartzkänner Elves are a group of elves from both the Westryn and Cumasti clans who have left their sylvan ways in the pursuit of Blackmoor Technomancy. Fascinated with this new form of magic, they have completely abandoned their heritage, and become obsessed with technomantic items.
These are the predecessors of the Blacklore Elves from the Hollow World boxed set. They are described as a remnant of the elves living near Blackmoor preserved in the Hollow World, now completely reliant on technomagical toys. I thought they might be interesting to bring into a Blackmoor campaign.
What do you think? How would other elves react to this new group of heretics? Would they bring anything new and useful into the realm of technomancy?
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Spikey:
Techno elves... way to ruin my view of Gnomes and dwarves being the technomancers Sad
I don't like elves of any sort, I never have. I take that back, I love Dark Elves from Warhammer. Maybe if they were evil techno-elves, THAT I could get into.
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Havard:
IMC, Dwarves and Gnomes would still be the main experts on the non-twisted type of Technomancy. The Schwartzkänner Elves might not neccesarily be evil, but they are not exactly good either. Other elves would probably see them as evil, or renegades at best. I dont know about the rest of socitety.
At this time, they represent only a small group, but as technomancy in Blackmoor becomes more widespread, more elves will be drawn into their fold. This has a sort of tragic aspect to it since becoming a Schwarzkänner means abandoning the traditional elven way, and letting go of that sylvan wisdom.
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Spikey:
Why give up the sylvan way? Make everything of wood and magic.
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Havard:
I figure, withing every culture there will be some subgroup that refuses to accept the ways of its own people and become fascinated with outside influences. I doubt they will be downright villains, like the Egg, but their obsession with technomancy generally does not make them very likable. They will probably try to become better at technology than the dwarves, which will only make them less popular among the short folk - These guys do not know how to make friends, but they are still no servants of evil. Could create some interesting situations. Especially if dwarves and gnomes are forced to work with them to survive an attack by a common enemy...
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Spikey:
Dwarves do big steam seige machines, Gnomes tinker with finer stuff and controls for the bigger stuff. I see elf technomancy more focused on developing symbiotic relationships between living things and living growing machinary. Machinary that adapts, it may not be as big and stompy as the dwarven, it may not be as fine or technical as the gnomish, but it tries to adapt to the situation and body it is working with. It can extra limbs easily or remote view points from a home tree, all of this because the body will work with it not fight it.
So basically I see them as bioengineers.
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-Havard
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[ZGG Repost] Tainted Technomancy |
Posted by: Havard - 11-24-2009, 01:39 PM - Forum: Archived Discussions (Members Only)
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=249
Havard (Apr 2006)
Some more ideas on Technomancy (Steampunk, Clockwork etc) for the Blackmoor campaign:
Technomancy:
To the wizards of Blackmoor, technology is nothing but an extention of magic, related to Alchemy. The Wizards and Sages of Blackmoor University work with the Uberstar Dwarves to produce the wonders of the North, including golem-like pets, servants and guardians as well as a range of other devices.
Tainted Technomancy
The other main source of Technomancy comes from the Land of Coot. The Egg, an entity of unknown origin, is a known manufacturer of technomantic devices, though these are believed to be of a twisted, dark nature. Steamtech limbs or other body parts are often placed on undead or half-dead warriors, painfully grafting blades, axes or other weaponry to their bodies. The Egg's legions are also known to have gun-powder based siege weapons and steamtech ships (See Wizard's Cabal), and these items are also believed to be of an infernal nature. The Ran of Ah Fooh, once a servant of the Egg is said to have brought this tainted technomancy to the Duchy of Ten. It is possible that such items have now fallen into the possession of the Afridhi.
Comments? Any ideas to what sort of twisted technology the servants of the Egg may possess?
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Spikey:
Oh dear God, Rotfoot has to take a level of wizard now. I was planning on it, but now he has motivation.
Also, the book we should be looking to for inspiration here, off the top of my head, The Perdido Street Station by China Meiville. It shows exactly how the twisted part of it would all work.
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Havard:
Hmmm..you may be on to something there! I started reading that one a few years ago, but accidentally left it at a friend's place. I got it back later, but by then I had started reading something else. If I can find it now, ill go read it again looking for ideas for the Egg's toys.
Let me know if you can think of some more twisted technomagical devices that the Egg would make.
Ofcourse, the Egg may sell these off to the Afridhi, the Skandaharians or any other enemy of Blackmoor just for the fun of it...
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Spikey:
Well I would say really crude versions of any cyber-punk toy would be right up the Egg's alley. Magic is kind of like science or can at least be adapted that way in the case of a super power like the Coot. In that case I would pull ideas from When Gravity Fails, anything by William Gibson, or even Ghost in the Shell. There are lots of cool ideas like the idea you can look through any of your minions eyes whenever you feel like it, or a machine to inject different potions or poisons into your minion.
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Rafe:
Rotfoot is dead and locked in my basement... Wink
Will the gnome ever return to the Company of the Maiden? Smile
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Spikey:
Probably not, I enjoyed doing it but I felt I was lagging behind every time I posted because there would be 12-15 other posts in the span of a day Razz
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Gsvenson:
That's too bad. You will find that the pace of the game has slowed considerably, partly because of your concerns that it was moving too fast. Des is posting two or three times a week now and there is a second even slower game where he posts more like once or twice a week...
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Rafe:
Don't exaggerate! We played much quicker than I had thought, but never THAT fast - at least I think so... *Bad memory these days...*
Well then, shall I simply have poor Rotfoot butchered or shall I somehow port him to the slower game, so that you can resume with him there when you find the time?
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Spikey:
well I'd hate to see him murdered, but maybe his soul somehow gets trapped in a clockwork counterpart... a twisted version of himself to keep in line with the thread.
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Rafe:
Naah, can't kill him... Will let him run off...
BTW, your new avatar looks suspicously like some new piece of artwork for CBM... Am I right?
BTW2:
PLEAZZZE, RETURN! Torturing the gnome was so much fun!
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Spikey:
I remember that it was from Baldur's Gate 2, but I think they pulled artwork for that from elsewhere.
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Havard:
I agree. Cyberpunk toys is a great source of inspiration here. I like the clairvoyance/audience effects you mention here as well as the poison/drug ideas! Perhaps needles injecting stat boosting drugs? Ofcourse, the Tainted Technomancy would have negative effects, corrupting both the body and the soul...
What about appearances? Steamforged (Cyborged) characters need to look different than their cyberpunk counterparts. Ideas for making them more Steam Tech appropriate?
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Spikey:
Boilers, pneumatic pistons, clockwork bits; really anything from China Meiville did in the Perdido Street Station book or the source image for clockwork in the Hardback. Anything with a clockwork timer or magic infused powers. I mean quite honestly as long as it's gnomish it can look like anything, and as long as it is Coot in can look like anything twisted.
If the source book is made it needs to be one of those books you can flip over and start from the back to look at the two different views of all this technology.
You know, good from one side evil from the other, they meet somewhere in the middle for what happens when you combine them like an evil bastard.
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Rafe:
I believe it's from a a ...was it spellfire?... card... That D&D trading cards from the last days of 2e...
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Havard:
Some good ideas there! I should really get back to Perdido Street Station. Where did I put that book? I was searching on the net for some of the pics you mention or something similar, but couldnt really find anything good....
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Spikey:
Type in steampunk or steam punk, that may work.
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-Havard
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Richard Snider RIP |
Posted by: Havard - 11-24-2009, 06:35 AM - Forum: News Archive
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Here's a repost from my blog entry:
Quote:Richard L. Snider Has Passed Away
I am sad to have learned that Richard L. Snider passed away earlier this week, on the 17th of November. Cancer is believed to be the cause of death. Richard and his brother John were members of the Midwest Military Simulation Association in the 1970s and the Sniders became two of the original Blackmoor players. In Dave Arneson's campaign, Richard played the Cleric who became known as the Flying Monk. Richard was also active in making other contributions to the campaign and an entire section in Dave Arneson's First Fantasy Campaign is dedicated to Richard's additions to the game.
Richard also ventured into game design himself. Together with Dave Arneson, he co-authored Adventures in Fantasy(1978). In 1983, Richard created the game Powers & Perils.Richard was also a Sci-Fi author, having written about 35 novels, although only one, The Leather Rose, was actually published.
In recent years, Richard still expressed an interest in publishing RPGs, though attempts to bring back Powers & Perils on a commercial basis were blocked by Wizards of the Coast. In a post on the Wayfarer's Inn in 2007, Richard stated that he would be interested in bringing his creative ideas to the computer scene in "a computer mega-opus".
May He Rest in Peace.
And here's the obituary:
Quote:Richard Leonard Snider
Mr. Snider, age 56, of Mint Hill, died Tuesday, November 17, 2009 at his home. Born August 29, 1953 in Albuquerque, NM, he was a son of the late Leonard Alfred Snider and Elizabeth Moody Snider. Mr. Snider was a self-employed landscaper.
A prayer service will be held 11:00 a.m. Saturday, November 21, 2009 at St. Luke's Catholic Church.
Survivors include his wife of six years, Najwa; and eight siblings, Paul, John, Clare, Richard, Kathy, Mary, Tom and George. In addition to his parents, Mr. Snider was preceded in death by a brother, Peter.
You may join in celebrating the life of Richard Leonard Snider by visiting his memorial at http://www.MeM.com. Through the personal Guest Book on this site, you are invited to share your thoughts and memories with his family. Arrangements by McEwen Funeral Service - Mint Hill Chapel, 7428 Matthews-Mint Hill Road, Charlotte, NC 28227 (704-545-4864).
Published in Charlotte Observer on November 20, 2009
Thanks to Greg Svenson for providing the obituary.
Havard
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[WotC Repost] Blackmoor Reborn |
Posted by: Havard - 11-24-2009, 06:32 AM - Forum: Archived Discussions (Members Only)
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From: http://community.wizards.com/go/thread/ ... oor_Reborn
Cthulhudrew Nov 16, 2005:
Man- I'm so glad that Reference Guide finally turned up- You have no idea how long I've been looking for it! I knew it existed and wasn't just in my imagination!
Anyway, something really interesting that I noticed in their future plans:
Quote: Blackmoor Reborn
Adventures in Blackmoor Boxed Set: This campaign set allows the return of the Blackmoor civilisation in the Known World. A bit of history: Blackmoor destroyed itself 1,000 years ago and was "cloned" inside the Hollow World sanctuary by the Immortals. The Blackmoorians' technological antics finally upset the Immortals who literally kick them out of the Hollow World. Blackmoor re-establishes itself on the Known World, after being copiously trashed by their Immortal (ex)- patrons. Blackmoor distinguishes itself from the traditional fantasy genre because of modern technology equipment that keeps showing up in their setting. These are rare, poorly understood items that become very dangerous in the wrong hands. In a nutshell, Blackmoor qualifies as "dark-age medieval fantasy with technology"!
BMa1 - Blackmoor #1 of 2, The Egg of Coot: This adventure takes traditional player characters from the usual Known World to the chaotic Land of Blackmoor. They discover the secret and dark wonders of Blackmoor and realise the risks they pose to their way of life. They must shut down one of the known sources of technology-the strange and mysterious Egg of Coot. But it is indeed a deadly place.
BMa2 - Blackmoor #2 of 2, The Doomsday Rod: An adventure for native Blackmoor characters. These adventurers hear of a secret weapons cache forgotten by the powerful entities of their land. Contrary to the wisdom of characters in the traditional Known World setting, these fellows want these lethal contraptions to fulfil their dreams of power! The player characters are allowed to get their hands on the deadly weapons, but in so doing trigger a doomsday machine. The characters must use (and hopefully deplete) their newly acquired equipment to destroy the frightening machine. A typical shoot'em up escapade for gun powder-crazed players!
So they were planning on bringing Blackmoor back to the Known World setting (or at least the Outer World). I imagine this idea was scrapped for similar reasons to the planned DA5: City of Blackmoor module.
In any case, this presents some intriguing ideas- we know the Blackmoor civilization survives in the Hollow World in the form of the Blacklore Elves, but the info here seems to indicate that there is at least one other remnant of Blackmoor civilization inside the Hollow World. The Blacklore elves' technology can't function outside the Valley, so it couldn't be their tech that causes trouble in the HW (unless they somehow finally managed to make it work), and the info doesn't indicate that it is only elves that return to the surface. So how would this scenario come about? Some ideas:
1) The Egg of Coot managed to finagle his/her/its way into the group of Blacklore Elves that were saved by the Immortals, evading their detection, and it is it that is responsible for finally making the breakthrough that allows Blacklore technology to function outside of the valley, prompting the Immortals to kick them out of the Hollow World. Perhaps the Egg of Coot is in collaboration with the Burrowers.
2) There is a second Blackmoor civilization within the Hollow World, far removed from the known civilizations there (and not previously described). Explorers from this culture eventually contacted the Blacklore civilization, and working together, the two groups managed to make their tech function normally again.
Other thoughts?
As to their Outer World antics, where would the Blackmoorians pop up? Would the Immortals return them to Skothar, and their Outer World origins? (Where they might possibly wake a hibernating Egg of Coot?)
Or might they return in the place of an Outer World civilization that recently disappeared- say, the Alphatian Sea?
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Ripwanwormer:
It looks like this was supposed to take place in Mystara's ancient past - a mere 1000 years after the Rain of Fire.
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Cthulhudrew:
Hmm. Good eye, I hadn't caught that. I'm wondering if that isn't supposed to be a typo, though. It doesn't really make sense that this would herald the return of Blackmoor to the Known World if it is supposed to still be set in the past. Nor would it really help to explain why (if Blackmoor "returned" c. 2000 BC) there isn't some more legacy of the Blackmoor culture in the prese wrote:
It looks like this was supposed to take place in Mystara's ancient past - a mere 1000 years after the Rain of Fire.[/quote]
Hmm. Good eye, I hadn't caught that. I'm wondering if that isn't supposed to be a typo, though. It doesn't really make sense that this would herald the return of Blackmoor to the Known World if it is supposed to still be set in the past. Nor would it really help to explain why (if Blackmoor "returned" c. 2000 BC) there isn't some more legacy of the Blackmoor culture in the present day.
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Ivid:
Where did you get that info from? - Amazing, it is...
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Cthulhudrew:
In the "Synn's Secret" thread, Agathokles posted a link to a reference guide that Bruce Heard had posted on the MML a long time ago, that was his product line proposal for the Mystara line (he was Line Editor/Manager or whatever the title was). It laid out the status of the Mystara line, and their plans for future products (though as you can see while reading it, those plans changed somewhat).
I'd been looking for that list for ages now, and no one could seem to point me in quite the right direction, but now I've found it! :evillaugh
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Havard:
ndeed they were! The idea was cancelled because Mystara was cancelled. The ref guide lists this as an item that would have been published in the, then future of the setting IIRC. 
Quote: In any case, this presents some intriguing ideas- we know the Blackmoor civilization survives in the Hollow World in the form of the Blacklore Elves, but the info here seems to indicate that there is at least one other remnant of Blackmoor civilization inside the Hollow World. The Blacklore elves' technology can't function outside the Valley, so it couldn't be their tech that causes trouble in the HW (unless they somehow finally managed to make it work), and the info doesn't indicate that it is only elves that return to the surface. So how would this scenario come about? Some ideas:
I see this as confirmation that Blackmoor itself was preserved in the Hollow World. The HW boxed set mentions that Khoronus travelled back in time and preserved Blackmoor on a separate Plane, but placing it within the Hollow World makes alot more sense IMHO. It also means we can find new use for the DA modules, the FFC and the new ZGG products within Mystara.
Quote: 1) The Egg of Coot managed to finagle his/her/its way into the group of Blacklore Elves that were saved by the Immortals, evading their detection, and it is it that is responsible for finally making the breakthrough that allows Blacklore technology to function outside of the valley, prompting the Immortals to kick them out of the Hollow World. Perhaps the Egg of Coot is in collaboration with the Burrowers.
Again, I still think they were talking about the actual Blackmoor here. OTOH, having the Egg or one of its cousins work as manipulators with Blacklore society is interesting!
Quote: 2) There is a second Blackmoor civilization within the Hollow World, far removed from the known civilizations there (and not previously described). Explorers from this culture eventually contacted the Blacklore civilization, and working together, the two groups managed to make their tech function normally again.
This is the one I prefer. I even have a map setting up Blackmoor on the western (that is right side of the map) continent of the Hollow World. This would be the Blackmoor of the DA-series era, not its futuristic version, though the seeds of technology already exist here, notably with the Egg. I imagine the Afridhi, Thonians and other Blackmoor neighbours were also brought along for the ride, probably even the Wilderlands Campaign peoples if they are used. Afterall, we are talking about an entire continent here within the Hollow World that remains undeveloped.
Quote: I will try and get the map posted tomorrow.
As to their Outer World antics, where would the Blackmoorians pop up? Would the Immortals return them to Skothar, and their Outer World origins? (Where they might possibly wake a hibernating Egg of Coot?)
Or might they return in the place of an Outer World civilization that recently disappeared- say, the Alphatian Sea?
This has been bugging me too. Ideally, it should be somewhere that would allow us to use Dave Arneson's maps instead of having to create new ones. If we reverse East and West on the map ofcourse, it could appear on the western coast of Skothar.
My main objection to having it reppear in the Alphatian Sea is that I want Alphatia returned at a later stage...
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LoZompatore:
I give you another hypothesis about HW Blackmoor: see if you like it.
I prefer to give up the idea of a "cloning" of Blackmoor in the HW by the Immortals, because in the HW boxed set we know that Blackmoor obliteration "catches the Immortals off-guard" and that they don't have enough time to save any consistent part of this civilization before its copmplete destruction.
Anyway, we know also that:
- Blackmoor pushed the beastmen far in the north of Brun, near the North Pole;
- The elven colony of Wendar/Glantri is very, very near to the old North Polar Opening (which was smaller than the present one and located in the Ethengar Khanates). This land was on the fringe o Blackmoor civilization, even if not yet colonized by Blackmoor, and the elves asked for permission of colonizing it. We know, also, that these elves were a particularly "high tecnology" group.
- The flying device of Serraine, a combined antigravity/jet propulsion flight system, is found by gnomes somewhere in the Altan Tepes south of Rockhome, which means that the Blackmoorians came nearer than the elves to the old North Polar Opening.
This is what the official modules say. They all hint about a strong presence of Blackmoor in the old Arctic regions.
SO, why can't we say that the Blackmoorians passed through the old North Polar Oening and that they explored the Hollow World in 3200-3000BC, founding a colony?
The Alphatians succeeded in doing this using magical devices, which are opposed in many ways by the anti-magical barriers posed by Immortals on the route to the HW. The Blackmoorians, using technological devices, shouldn't be affected by these limitations, so the exploration and colonization of the HW should have been a lot easier.
Moreover, a colony in the HW obviously is not affected by the Great Rain of Fire. Also, any "nuclear" device (in case) located in the colony shall not detonate, because the Mystara's magic field perturbation (which probably caused the explosion of this kind of devices) is softened by the anti magic aura of the Hollow World.
So we can have a Blackmoor colony in the HW, with Blackmoor technology still working (and people who know how to use it) and, maybe, also some of its very dangerous exploding devices. Cool, isn't it? 
In a thousand years or so, this colony grows powerful, and begins to heavily influence the other HW cultures, in violation of the Spell of preservation. So the Immortals decide to eradicate it. Its members, their memory changed and deprived of all their technology, could have been transported somewhere in the external world in 2000BC.
For the destination place, I suggest the Skhotar continent (where I located Blackmoor ). Maybe, the Nentsun are the descendants of this colony, transplanted near their ancestral land...
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Havard:
Interesting theories there Lo!
I still like the idea of the old medieval style Blackmoor being preserved in the Hollow World though. Here is a map I made of the Hollow World marking the location of the canon civilizations of that world as well as Blackmoor and its neighbours, the Wilderlands, the Empire of Bahlor and the Selhomarr Empire.
Let me know what you think! 
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LoZompatore:
Not bad at all, Havard 
I like also a lot the locations you decided for these cultures.
Surely, the fast technological rise of Blackmoorian civilization is enough to persuade the Immortals to preserve a more "classical" Blackmoor culture in the HW (throughout history, the Immortals transported and preserved also many less-menaced Outer World cultures: think about Sajarpur or the Merry Pirates) .
The Afridhi and Peshwah, in particular, are the most endangered cultures (the Afridhi undergo a mass migration to Thonia, not a truly invasion, so they are a very vulnerable society), so they should surely have been transported to the HW.
Thonian Empire is declining in 4000BC, so maybe this culture is already in the HW up to this date (think about Milenians).
As for Blackmoor, apart from Khoronus intervention, other Immortals could have decided to preserve its civilization as a part of Thonian Empire, or maybe, as an indipendent society just after the Great Rebellion of the Northern Provinces. Anyway, the preserved culture should be anterior to Beagle crash/discovery, and so, anterior also to DA1 events.
Apart from this, surely these cultures don't represent a threat to the other HW cultures. So, if we accept the plan proposed by Heard & Co., we should think that in the 3000-2000BC HW is present ALSO a technological Blackmoor culture.
If this culture is a colony of Outer World Blackmoor (such as the Heldannics and Alphatians outposts of modern time), its ancient position coud be located somewhere between Azcans and Neathars.
In fact, remember the axis rotation: the old north polar opening (Ethengar) is about halfway between Atruaghin palace (which lead to Azcan lands) and the Alphatian shaft in the Alatians (which lead to Alphatian Neatharum in Neathar lands).
So, if Blackmoor colonists passed the North Polar Opening, they should have found uninteresting Neathar tribes all around them (Azcans, Oltecs, Beatmen and many and other civilizations locations in the HW are post cataclysmic). Maybe the colonists stood in proximity of old North Polar Opening, mantaining contact with the elves of Wendar/Glantri and other Blackmoorians outposts in the Arctic regions. The Heldannic Knights do the same in modern times, referring to the modern South Polar Opening.
When, after the GRoF, the Immortals began to transplant Azcans and Oltecs, this region became far more interesting (given also the fact that Blackmoorians and Oltecs never met in the Outer World - see HW boxed set), and so the (stranded) Blackmoorian colonists could have started to influence these cultures. Incurring in Immortals wrath by 2000BC.
Of couse, this is simply my personal wiew of the whole thing
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Mortepierre:
Quote: Ivid]OTOH, destroying the Egg would have been as un-Arnesonian as the Greyhawk Wars were un-Gygaxian... wrote:
OTOH, destroying the Egg would have been as un-Arnesonian as the Greyhawk Wars were un-Gygaxian... 
Careful with that kind of reasoning, Raf. If you take a look at the articles by E.G.G. & R.J Kuntz (Dragon #56, 57, 63, and 65), you'll see the Wars C.S. created were bound to happen sooner or later (although I'll grant you they probably would have ended differently if E.G.G. had been at the helm).
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Havard:
Going against the EGG might not neccesarily mean that it would be destroyed. The EGG afterall has proved to be extremely resiliant. However, for the players to get some sensation of success at the end of the adventure, they might be able to drive the EGG away, into hiding or exile, so it wont bother people again for a century or so...
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Ivid:
Quote: Mortepierre]Careful with that kind of reasoning, Raf. If you take a look at the articles by E.G.G. & R.J Kuntz (Dragon #56, 57, 63, and 65), you'll see the Wars C.S. created were bound to happen sooner or later (although I'll grant you they probably would have ended differently if E.G.G. had been at the helm).
Yeah, you're right, I see. - Still, it may be a similar situation - without owning the early Greyhawk sources, what I learned from the material I saw hints strongly that such conflicts like the Greyhawk Wars and in BM, the final war against the Egg were things that were esteemed to happen sooner or later. In the case of Greyhawk, the original author didn't come to carry it out himself, and with Blackmoor, things would have been quite the same, if that list is to be taken by the letter. That doesn't mean the results were (or would have been, in BM' case) bad, but maybe different from what the original designers had had in mind. (Actually, post-war Greyhawk was the period of the setting I enjoyed most.)
While Gygax never came to ellaborate us his vision, Arneson now has the chance. - I am pretty interested how this will go on, as for now, it doesn't really seem that the Egg will play a major role in current campaign development...
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Ivid:
Congrats to another great map, Havard!
Are those *my* JG Wilderlands, or some regions that originate in the Mystara setting, btw? 
The Egg is for me personally, quite a problem for the setting right now. Without it, BM looses a lot of charm, yet, one has to come near it sooner or later, because it's almost ever-present..
And really, now every story that reveals the truth about the egg would sound banal after dozens of years of theory... Personally, I hope that the new ZG line at least hints what one can do about it... I'd like my party to pay a visit to Ohmfet some day, so a bit of offical backing could come in quite handy...
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Ripwanwormer:
The Blackmoor that is recreated in Mystara is a Dark Age setting, like Dave Arneson's original campaign and DA1, but it has buried technology that keeps resurfacing.
This says to me that the Spell of Preservation prevented the Dark Age Blackmoor (which might have been put in the Hollow World as soon as it became "modernized" on the surface, rather than waiting until the Rain of Fire) from being entirely changed by technological advancement, but it didn't prevent this civilization from continuing to make advancements. For example, some Blackmoorians might invent machines that allow cities to fly, but thanks to the Spell of Preservation not all Blackmoorians would agree to live in them.
Once new advancements changed a substantial number of Blackmoorians' lives, the Spell of Preservation would also prevent the immortals from changing things back. Because Blackmoor was a place on the cusp of advancement, there was no way to preserve Dark Age Blackmoor without also preserving the potential for them to invent things that would change the way of life of not just many Blackmoorians, but potentially civilizations across the Hollow World. This couldn't be allowed.
Therefore, the Spell of Preservation was suspended long enough to remove Blackmoor civilization from the Hollow World entirely and put it somewhere else. Once it was on the surface, outside the grasp of the Spell of Preservation, the immortals could freely destroy the advanced technological elements of Blackmoor society, leaving the Dark Age Blackmoorians living among the ruins left by a more advanced society that they had, thanks to the Spell of Preservation, learned to shun.
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[ZGG Repost] How bring PCs to Blackmoor? |
Posted by: Havard - 11-24-2009, 06:32 AM - Forum: Archived Discussions (Members Only)
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=161
Desdichado (2005):
Hello,
What was there first, the chicken or the egg...? –Errh, a rather philosophical question from my part this time:
Now, since Blackmoor is set somewhere isolated, and virtually at the end of the world, how do foreign low-level PCs end up there? – For the usual route involves so many dangers that a person hailing from a foreign land would meet with so many adventures on the way north that *it* would likely already be a skilled adventurer when he or she arrives in the kingdom.
Moreover, what could be a motivation for foreigners to visit cold Blackmoor with all its dangers?
Yours,
Rafael
PS: The background for my question is that I am usually playing with gamers, who haven’t played in BM earlier and don’t know the setting. So, I usually let them play outsiders that are new to the lands of the North and so can learn about the setting as I present it to them. Smile R
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Havard:
Interesting question Rafael!
Some ideas:
Getting to Blackmoor: The best way to get to Blackmoor without the journey there being so challenging that the PCs are experienced heroes by the time they get there is if they travel there in the company of someone else. It could be in the company of a caravan (Complete with guards), escorted by Thonian (or other) military forces (perhaps they are deserters from the Thonian army?), or by sea.
Why go to Blackmoor? Who wouldnt want to go to Blackmoor!? Seriously though, I can think of a few reasons, which may or may not be tied with how they actually go there. The Thonian Army deserters idea is one that I have already mentioned. Or perhaps they have family in Blackmoor. Or they could be merchants or mercenaries trying to make a fortune there when the civilized world is full of already established trading houses and merc companies. Or, they could be left in Archils by a ship captain who couldnt afford bringing those extra sailors back to Thonia that he had brought all the way north. Escaped Skandaharian slaves is another idea. What else?
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Desdichado:
Thank you for those great ideas, my friend!
I am using the *sailor arc* for my current game, and I believe I'll take the *slaves arc* for my next one! I usually focus on the kingdom itself and the conflict with the Afridhi, so the Skandaharians play only a minor role in my game usually. But I've got to change that! Smile
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Adam:
Don't forget magic!! The Comeback Inn has all those strange visitors, maybe it "picks" some folk up. If you like the real high-fantasy side of DAB
-Adam
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Kythrian:
houldn't that be 'Which came first, the chicken or the Egg?' in this case? Wink
Anyway... good ideas above. Another that could be fun is to have the 'epic wizard with no name' show up on their doorstep, say 'you're needed elsewhere, be ready for adventure' and then just greater teleport them to the North. Then say 'bye!' and leave. Not only does it give them a reason to show up, it gives them an NPC to deal with in the future. Is this a Cabal member or a renegade? Maybe a thrall of the Egg? DM's choice there.
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Desdichado:
...Or just have the party adventure somewhere in the nowwhere, then let seem the a flash of lightning, and next having them lying on a teleport disk in Vestfold, and have some confused wizard saying >Oops!
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[ZGG Repost] Technology in Blackmoor |
Posted by: Havard - 11-24-2009, 06:31 AM - Forum: Archived Discussions (Members Only)
- No Replies
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=204
Havard:
Over at Dragonsfoot we have been discussion how to mix technology and fantasy and avoiding a sense of conflict between genres. Any suggestions to how to do this in a Blackmoor campaign? How much do the technological elements of Blackmoor come in to play in your campaigns? And which parts? (Clockwork, Steamtech, Space Ships?)
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Havard (2006):
This keeps coming up when I'm thinking about Blackmoor.
For a while I thought about running a Tech free Blackmoor, setting it at a time before too much inventing takes place.
Although it could be cool, I've started thinking it wouldn't really be Blackmoor though.
But I still havent decided what role tech will play IMC and how it should be portrayed. I am looking for something tha feels nothing like Star Trek, thats for sure.
What role does tech play IYC? And what does it look like?
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gsvenson:
I have always viewed technical items as "magic" items, describing them as magic wands, rods, armor, cloaks, amulets, etc. So a rifle might be a rod of lightening bolts, a flak vest might be a magic breast plate, battledress might be magic plate armor, etc.
Greg
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Desdichado:
My own BM is very steam-heavy... My own favourite character, Merowech Rednose, a gnome, bears two large revolvers and rides... a small steam-tank... Wink
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Spikey:
See?! It's cool to have clockwork monster of a gnome!
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Desdichado:
Actually, Rotfoot and Merowech are pretty similar types of characters - I would have introduced *my gnome* into the campaign, hadn't you popped up. Wink
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Spikey:
Heh, after playing a certain episode I suggest you should just put him in anyway.
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Desdichado:
Merowech currently runs an inn near Jackport. Maybe Kalen could have convinced him to join the Tenian Rebellion out of some odd reason, like... "They brew a very good beer there..
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Havard:
Hmmm...
After reading your comments, I am thinking that keeping Steam Tech a central part of the setting will make it easier to also include other types of technology, like items found in the Valley of Ancients, and the Temple of the Frog for instance.
I will also consider these items "magical", being within the realm of understanding of Wizards, though most will be usable, and even possible to repair/modify by non-wizards.
Taking this further, I'm thinking about making technology also into the main feature of the Egg of Coot. Its slaves often in actuality cyborged zombies or the like. The Egg will present a dark form of technology, perhaps even hinting at the direction Blackmoor's technology could take in the future...
On a more day to day basis, can someone help me with ideas for technology not used for combat, but for everyday purposes?
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Desdichado:
Apart from mining engines, the most common form steam tech shows up in my game is... TOYS! Smile
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