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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

XX Blackmarsh page 1

Introduction

Blackmarsh in the year 576 C Æ lies on the fringes of civilization, an isolated area of land located around a large bay on the western edge of the Grey Sea; a sheltered inlet off the Grey Coast. For many, many thousands of years, the frontiers of the great Hyperborean nation encompassed this region until the Ashen Worm arouse and the Hyperboreans fled to their retreats in the Spiral Mountain Array. When at last the land thawed, some did returned to their ancestral homelands; but they eventually in time retreated in small numbers through the centuries back to their glorious city of Khromarium, leaving only a few families in control of the land. Then after the 'Green Death,' only a small enclave remained, surviving only by hiding in their vaults beneath the castle; leaving many to die in lethargic and helpless sleep in their lotus-dreams. The remaining Hyperboreans hide within their walls of their ancient Castle Blackmarsh till it was safe to return to the land above. But a few outposts of other cultures survived and flourished after the coming of the 'Green Death,' and finding passes through the glaciated mountains amid the dangers of the encroaching wilderness, came Kelts and a few Kimmerian tribes and from the sea Viking came and settled the area and survived.

The Mountain That Fell: The bay that dominates Blackmarsh was created after the return of the Hyperboreans from their forced exile in their Spiral Mountain retreats by the disaster known as 'The Mountain That Fell.' Before the bay existence a great mountain dominated the land; but it sunk below the waves and only the great magic of the Hyperboreans stopped their castle which was known at the time as the 'Black Castle,' from being utterly destroyed in the process. Water rushed in and around what was left of the land as boiling clouds rushed out in every directions leaving a wasteland in it's wake. This creating the marsh surrounding the castle and from then on, the land and castle was renamed Blackmarsh. After 'The Mountain That Fell,' strange and terrible monsters appeared in the surrounding wasteland. The Hyperboreans in the now Castle Blackmarsh, drove the fell creatures into hiding, and kept their land secure. However, after further æons, their power is waning and the monsters have crept back into the dark corners of the wilderness.

Many speculate why the mountain sunk, some say that witnessed the event and survived; attest to seeing a blazing meteorite shoot from the skies and strike the mountain. Others say that a creature from the deep vast and to horrible to behold pulled at the mountain's roots and sucked the mountain down, some say that it was both, with a whispered curse to both Aurorus and Khalk-Xu upon their lips.

Æons have past since that time and a thousand years more after the 'Green Death,' and many farming communities had spread throughout the plains and forests between Blackmarsh, the White Mountains and the Frostgrims. More cultures settled the northern Blackmarsh amongst the Ostrobards and some to the Southland (as known to the locals) close to the now formed Viking settlements of Vasaland. For a brief time the peoples were united in an alliance and pushed back any threats from monsters or hostile tribes. Then near two hundred years ago (383 C Æ) disaster struck once more as the power of the Hyperboreans truly diminished, they collapsed after being defeated by strange powers from a unknown source in the cataclysmic battle known as the 'Shattering.' Blackmarsh was near to being abandoned. Left in the wake of the fleeing people's retreat was a patchwork of realms ruled by petty kings and tyrants.

Since the 'Shattering,' the frontier has slowly retreated. In place of the ordered safety of the Hyperborean government; monsters, man-eaters, savages, and others increasingly roamed without restraint. In the present day, those who come to Blackmarsh are more interested in alzarém, killing monsters, or with the strange artefacts left by 'The Mountain That Fell,' than establishing new settlements. The only force that stands against the wilderness is the Blackmarsh Wardens. Anyone who is willing to defend the land and it's people are welcomed into their ranks.

The Reforming: 'The Mountain That Fell,' had left a strange and special gift; a powerful enhancing magic for those who could wield it. Near and far, those of learning and stout of heart discovered new powers to shape their world. In the desolation around the Smoking Bay the adventurous found a strange source of power called 'alzarém;' magic in physical form. And there was more, scattered amid the landscape were strange artefacts and stranger creatures that survived 'The Mountain That Fell.' For a time Men, Dwarves, and even Orc scouting groups, and other strange and bizarre creatures braved the dangers and fought each other in the wastelands. Then the Hyperboreans regained some of their strength and power hidden in their Castle Blackmarsh and rode out and expelled the feuding interlopers, drove the monsters out; and ruled the land once more.

Alzarém (Al'zar-eem): Alzarém is a magical substance, much like a metal-like substance that takes many forms (mostly crystallized). It could be a meteorite nugget, or an iridescent rock; some rare souses of alzarém take other forms and can be found by those who know what to seek. What all these items have in common is they are infused with pure magic. Alzarém can be used in the casting of spells or the creation of magic items. Alzarém allows a user of magic to cast spells without losing it from memory. The alzarém is consumed in the process. One alzarém for a first level spell, two alzarém for a second level spell, three for a 3rd level spell and so on. One alzarém is worth 100 gp towards the creation of a magic item. The referee can use alzarém as treasure usable towards the creation of a magic item in place of giving out more gold pieces.

The Wild North (Wildland): To the north of Blackmarsh lies what the locals call the 'Wild North,' or Wildland; a cold land of dark fir and spruce, much like in the Black Forest Inlet, though these trees are not as tall, being only about 200 ft. in height. The mighty Belaya River flows through the centre of the land; wide and ferocious, raging down from the eastern Frostgrims. Scattered through the eastern Wildland are isolated Human tribes called the Rurasin city-states; but they are a small; though savage groups, desiring only battle lust and the need for slaughter (Berserkers or Fighting-men CE); these people maybe a mixture of the Tlingit and Yakuts that were defeated in New Vinland by the Vikings many years back and formed into aggressive tribes of the black firs. The good thing about their location, is that most are trapped between two mighty surging rivers and cannot reach the tribes of the south and the Ostrobards of the north; because they are not very good boatmen.

Southland: Bordering Blackmarsh to the south; is the region known as Southland. It lies on the western frontier of the Vasa Province of the Grand Kingdom (or Vasaland) and was recently opened for settlement. The Kingdom of Bolzak in the White Mountains is the birthplace of many Dwarves in Blackmarsh; and they are not to be trusted!

Peoples: There are many distinct areas of Humans in Blackmarsh. The Ostrobards (treated as Common Humans and Kimmeri-Kelt, with Anglo-Saxon influence) in the north are new to civilization, having shed their barbaric ways in the last century. There are the Humans along the western shores of the two bays down from Castle Blackoak in the north to Jorvik in the south; consisting mostly of Common Humans, Kimmerians, Kelts and Kimmeri-Kelt. Then the renegade Vasan Vikings (or better known as the Vhalen) have four settlements along the eastern edge of Blackmarsh and south of the Wildlands. They arrived there after they lost much of their homeland to changes in Vasa with the new Grand Kingdom. Finally, there is the Grand Kingdom (Vasaland); known as the Vasan; which is starting to expand into Blackmarsh. There are also pure-blooded Kimmerians, and Kelts living in small groups within the area and of course the Hyperboreans of Castle Blackmarsh.

The Blackmarsh Wardens are a organization indigenous to the area and work from a central base deep within the Greywoods. They mostly consist of Rangers, Fighters and Scouts though other Classes do join and are of Mixed heritage; a coming together of many different peoples.

The Aeries of the Raven, are an obnoxious tribe of Bird-men that are not to fond of being treated as slaves by any; problem is they still are a pack of cowards and use overwhelming numbers to win any battle. They live in the small forest north-east of the Tave Marshes and have other nests nearby.

Geography

The aftermath of 'The Mountain That Fell,' has had a major impact on the region’s geography. The impact caused many cracks and shifts in the land; forming the numerous swamps and estuaries of the region. Even after over a thousand and a half years, and the best efforts of the Hyperboreans; much of the shoreline is a confusing maze of waterways.

Alhert Island This long barrier island has little of note other than scrub and sand. The unique Pyrocantha bush grows in abundance here. It's berries can be harvested in the fall and used to create a salve that when rubbed on armour gives a +1 bonus to AC. Unfortunately, the salve lasts only a single battle, but additional doses can be applied. Multiple applications of the salve do not have an accumulative effect.

Ash River One of the two major rivers of the Greywoods, it flows south connecting with Smoking Bay. And greatly used by the Blackmarsh wardens row canoe down river to Ashdown. Athril A small rill from the hills east of Inuacus Keep. A settled piece of land with individual farms, a hamlet and small steadings, are supported by this small rill. Bjórr Cove The last named water base of the Vasans, their progress north halted at the approach to Jorvi