Castle Blackmarsh (0913), Pop: 1,294, of which is 823 Hyperborean, 471 mixed; Align N; Ruler: Lord Tyrilas Graax; Warlock 9, LN; Resource: Market.
Castle Blackmarsh is the largest settlement in the Blackmarsh region. It was originally founded by the Hyperboreans many thousand of years ago when Hyperborea was still once part of Old Earth and served as the main port and watchpost against any who would approach from the lands further to the south-east. It also hosted various settlements and conclaves of Magicians and Warlocks. It was ruled by a Lord of the leading Family appointed by the spokesman from each of the other main Families and advised by a council of users of magic and the influential merchants.
It survived the fall; of the coming of the Ashen Worm, the 'Green Death,' the time of the 'The Mountain that Fell,' and of the 'Shattering,' and became an independent city-state dominating the settlements along the southern shore of the Smoking Bay. As the lands flooded around the castle and the economic decline caused most of the outlying settlements to be abandoned shorty after. The mages established themselves in Castle Blackmarsh, forming a conclave in the castle.
The Hyperboreans dominated the city-state for many centuries, but occasionally allied with the other Sub Human cultures to defeat common threats and allowing some to enter the city and reside. In that time the population of the town stabilized and found a small amount of prosperity as adventurers entered Blackmarsh searching for alzarém. Still the town could probably support six to eight thousand people and many streets and sewer tunnels have been walled to keep vermin at bay; and with no plan to develop or clean the city; it has in places fallen into ruin; with who knows what strange creatures lurking within.
A century ago, an ambitious Hyperborean Magician named Atacyl Oathbinder manoeuvred his way into control of the council. He seized absolute control of Castle Blackmarsh and ruled as a tyrant for several decades. It is rumoured that he accomplished this through a strange helmet capable of mind control. His attempt at empire building was thwarted. The Hyperboreans retook Castle Blackmarsh; with a combined force of different magicks, Hyperborean Blackmarsh exiles, Blackmarsh Wardens and a troop of Vasan Vikings.
The Hyperborean Families retook control of the settlement and appointed a Lord at the fore of the reformed council. Castle Blackmarsh; the home of the Magician’s Conclave, was the site of many Atacyl’s experiments and magical researches. Even after a century of rule; not every levels of the underground complex that Atacyl had created; have been explored. Forty years ago, Atacyl reappeared as a vampire Magician and attempted to retake Castle Blackmarsh. He was destroyed, supposedly, by a band of adventurers and his base at the old Lanis Lighthouse was purged.
1) Blackmarsh Castle: The castle is currently under occupation by the original inhabitants of the place; and the four Hyperborean Families of Graax, Vheez, Shoon and Druun. They maintain sole control to prevent former allies of Atacyl Oathbinder from gaining access to the lower levels. They do not have the manpower to clear the dungeons. They will allow adventuring parties who have the recommendation of the Blackmarsh Wardens or the Temple of Ullr to enter. The Hyperboreans have an arrangement with the Temple of Ullr to provide healing at a good rate for those that require it.
2) Temple of Aurorus; “The Shining One”: This once glorious temple to the Goddess of Arcane Knowledge has fallen into decay. The near destruction of the Society of Magician and Scholars by Actacyl has left little for donations to maintain the grounds and buildings. Much of their income comes from charging for access to their extensive library of magic, legend, and lore. High Priest Vulival Shoon (Priest 7, Hyperborean, LN) takes services on holy days.
3) Graax Mansion: The home of the Graax family; the Graax family are the ruling family of the Hyperboreans in Blackmarsh Castle and the majority take resident with the castle prime. They are mostly warriors and warriors sorcerers of the city-state generating an influence that stretches from the southern borders of the Southland to the halls of the Duchy of the Ostrobards. Their connections in Khromarium, Gal city and Erikssgard are well know, though they disdain any trade with Port Zangerios, though this does not stop others of Blackmarsh Castle from doing so. There is about 216 members of the Graax family in the Blackmarsh Castle; throughout and within the confines of the city.
4) Vheez Mansion: The home of the Vheez family; mostly scholars and magicians of the Hyperboreans of Blackmarsh Castle. There is about 201 members of the Vheez family in the Blackmarsh Castle; throughout and within the confines of the city. They support the Magician's Guild at present in the Scholars' Inn and make preparations to relocate their premises to a more established abode with the city.
5) Shoon Mansion: The home of the Shoon family; mostly the religious orientated family of the Hyperboreans of Blackmarsh Castle and beyond to it's borders, priests and clerics control multiple temples in the vicinity of small villages and hamlets within the lands of the Ostrobards down to the southern borders of the Southland. There is about 186 members of the Shoon family in the Blackmarsh Castle; throughout and within the confines of the city.
6) Druun Mansion: The home of the Druun family; mostly merchants and entertainers of the Hyperboreans. They travel far either looking for trade good to barter or tales to learn and share. There is about 220 members of the Druun family in the Blackmarsh Castle; throughout and within the confines of the city. The Druun family own a dozen merchant ships and 8 caravans of a dozen wagons each, they conduct business with the major cities of the region, even Port Zangerios and Port Taran.
7) The Alzarém Lodge: This is a banquet hall open to members only. The caretaker of the lodge is Qull Rilltose (0-lvl, Common Human, LN); but many secret partners (some saying a few influential Hyperboreans; not necessary of the Castle) are included. Only elite explorers and adventurers are invited and the yearly fees are said to be ruinous (about 10,000 GP). However, membership gives access to information and lore found nowhere else. The few that are invited gladly pay.
8) Blackmarsh Banquet Hall: This is the largest banquet hall in Castle Blackmarsh organised by Mirozun Druun (Bard 6, Hyperborean, CN). Unlike the Alzarém Lodge it is not exclusive and any adventuring groups that is willing to pay it's fees may make use of the main hall and the many private dining rooms. It also makes suites of 3 to 4 rooms available to rent for groups needing a place to stay. During the evening hours, merchants, caravan masters, and ship captains dine and drink in the main hall seeking business opportunities. Starting an hour after sunset (if there is one or not) the floor show starts, it features singing bards, dancing wenches, and juggling fools.
9) The Rannos Company: Jonn Rannos (Common Human, LN) is the most successful ship magnate in the Blackmarsh region and one of the leading trading companies on the Grey Sea. He owns over two dozen ships of various sizes, ranging from one-mast coasters to caravels capable of crossing the vast distances to the Zangerios and beyond (if needed?) or to the City-State of Khromarium. With a recommendation, he will let an adventuring group charter one of his ships.
10) The Blackmarsh Syndicate: Actacyl’s reign dispossessed many wealthy and influential inhabitants of Blackmarsh. Driven into hiding; they attempted to strike back at the Oathbinder’s tyranny. In subsequent decades their descendants became little better than a group of organized thugs living in what is now called the Maze. Today, they gladly aid those who are discontented with the rule of the Hyperboreans while running their illicit operation for financial gain. Chief amongst the syndicate is one Ezbenis (Assassin 7, Kimmeri-Kelt, LE). They prefer to be called 'The Betrayed.'
11) Temple of Ullr: This temple was established soon after the fall of Actacyl. The Clerics of Ullr with their allies; the Blackmarsh Wardens aided the Hyperboreans rid the town of the many magical traps, devices, and creatures left behind. Since then they have been the most popular temple with their hall packed on holy days. They actively seek out newcomers and encourage them to form adventuring parties. They will either send them to the Hyperboreans to explore Castle Blackmarsh or into the surrounding countryside to respond to the many requests for aid. The Godar of Ullr, Gunnleifr Audulfsson (Cleric 6, Viking, CN) and 8 acolytes (Cleric 1, Viking, CN) take residence here.
12) Dax Brothers Outfitters: Founded by two brothers five decades ago, this is the premier shop to buy equipment in the Blackmarsh region. They import the best from the Grand Kingdom and beyond. Their prices are 20% higher than normal, but the equipment’s quality gives a +1 or +5% bonus to dice rolls involving their use. The Dax Brothers long passed away long ago and currently a large group of cousins are involved in running the store; at present Rall Daxos (0-lvl, Common Human, LN) serves at the counter. Many of them are overseas or scattered throughout the Blackmarsh region looking for the latest goods to bring back to the shop.
13) Emporium of the Arcane: Not all Magicians in Blackmarsh struggled after the fall of Actacyl and the return of the Hyperborean Families. Thil the Cowled (Mag8, Common Human, LN) proved himself an ally of the Hyperboreans and the Blackmarsh Wardens and became one of the first adventurers to become rich from exploring the dungeons beneath the castle. After retiring from adventuring, he established the emporium to buy and trade magic items. Now 102 years old, he leaves the day-to-day op