Showing posts with label Egg of Coot. Show all posts
Showing posts with label Egg of Coot. Show all posts

Wednesday, September 19, 2012

The Sar Aigu Ritual

The Sar Aigu Ritual is something that has become a central element in my current regular group campaign. I have found that it is a way to connect several elements of the Blackmoor Mythology. The Sar Aigu were introduced in Dungeons of Castle Blackmoor. That book describes how the Sar Aigu were the first race to climb onto the rocks where Castle Blackmoor was built thousands of years later.

In my campaign, the Sar Aigu were directed to that place by their God, the Power behind the Temple of the Frog. On the Blackmoor peninsula, they performed some kind of dark ritual. However, instead of summoning their God, they istead summoned a much older power. An Old One.

This scared the Sar Aigu and forced them back into the dark waters of the Black Sea. The magic of the Old One was what was infused with the rocky foundation of the Blackmoor peninsula. It is that magic that later drew large numbers of mages to the region, resulting in the Mage Wars. During that time of magical conflict, so much energy was released that it awakend the Egg of Coot from its dark slumber.

And here we get to another dark secret from my campaign. The Egg of Coot is just one of several ancient evils who were put into a state of unnatural sleep by the Gods. The servants of the Egg have now uncovered the ritual originally used by the Sar Aigu. They believe that they can use this ritual to draw fully from the power of the Blackmoor Peninsula. Their purpose, to awaken the other Sleepers. This is why the Egg of Coot and its servants keep attacking Blackmoor. And in my campaign, the ritual is about to be performed....




-Havard

Image source: http://www.obsidianportal.com/campaign/raven-home/wikis/deep-ones

Friday, May 6, 2011

Beholders of Blackmoor

Originally invented by Terry Kuntz, the Beholders first appeared in Supplement I: Greyhawk. I was never really a big fan of the Beholders to be honest, with their strange appearance and seemingly random powers. I tend to like monsters that fit into a certain theme, or are associate with some kind of mythology. I liked the idea of grouping many of the more bizarre creatures together as Aberrations, creatures from a distant plane of weirdness. I linked this to the Dimension of Nightmare from Frank Mentzer's BECMI cosmology.

My main reason for bringing up Beholders now is that they just appeared in Rafael's Blackmoor PbP Game, the Last Fantasy Campaign. Here they are described as Sentinels of the Egg of Coot. That is just brilliant! Not only does the round shape of the Beholders fit well with the Egg, whatever it is, but the Nightmare/Far Realm connection, also fits well with my Cthulhuesque interpretation of the Egg itself.

Illustration by Rob Torno







-Havard

Monday, February 7, 2011

Orcs of Blackmoor

The Temple of Id was destroyed roughly five centuries after the foundation of Blackmoor. With the destruction of the Temple, many hoped that the North would not see such foul manifestations of pure evil. They were wrong. The Gods of Evil had felt cheated it seemed, for they sent a new race of evil to terrorize the lands of Blackmoor. The Thonians would call them Orcs, or Goblins, but they were not like Orcs and Goblins found in other realms. Beastmen, some would call them for pure chaos ran in their veins. This would manifest itself physically causing the Blackmoorian Orcs to take on many grotesque forms. All humanoids, they would wary in size. Most have hairy bodies and some even have horns protuding from their beast-like heads.



Over the centuries, the Blackmoorian Orcs split into many different tribes. They had come from beyond the lands of the Skandaharians, and while many continued on southwards, five major tribes remained in the North.  One tribe, the Crimson Orcs, settled near Ohmfet, which would later become part of the Realm of the Egg. These Orcs worship Thanatos, Patron of Death. The second tribe, the Steel Orcs, settled in the Dismal Swamp. They worship Volketh, Patron of Murder. The third tribe, the Orcs of the Black Hand follow Hella, Queen of the Underworld. These settled in caves deep beneath the lands of Blackmoor. The fourth tribe were the Stormkiller Orcs, settling in the mountains which gave them their name. They follow Tyrhm, Patron of War, and they reign terror on their neighbouring races from their Black Castle.The last tribe are the Death Orcs. They settled in the far west, in the mountains later called Goblin Kush. There they were enslaved by the Afridhi and joined the cult of Zugzul. Recently they have began to return in the service of their former masters.

While split into tribes, all Orcs follow a single King. When the Egg of Coot rose, the King of all Orcs swore allegiance to the Egg. While a chaotic lot, the Orcs always answer when the Egg requests their aid. Many a time, the Orcs of the North have been part of the Egg's offences against Blackmoor. From the Egg, the Orc Shamans learned to summon demons, and demons would even interbreed with Orcs. This resulted in the so-called Baleborn Orcs, who make up the generals of Orc armies. The Egg gives these demon-breed Orcs special weapons and armor and they are feared among their own kin.

 The biggest enemy of the Orcs remain the Dwarves of Blackmoor. Since their arrival in the North, the two races have been almost continuously at war. The sixth war started recently when the Orcs of the Black Hand managed to abduct the Dwarven King! The dwarves have desperately attempted to free King Khazhakhum, but to no avail. The war continues and the Orcs have in that way removed the Dwarves from Uther's list of available allies. The Dwarven race is slowly being wiped out, and the Orcs dream of the day when they will feast on the skulls of the last of the mountain people.



Discuss this article here
Image Source: Orc

-Havard

Tuesday, January 25, 2011

Sea Monsters of Blackmoor

As I mentioned in my blog article on Dinosaurs the other day, the First Fantasy Campaign reports of a great battle in Blackmoor Bay between sea vessels and sea monsters. In the same article, I also speculated that the aquatic dinosaurs from OD&D Supplement II. Let's take a closer look at these creatures:


Mososaurus:
These Gigantic marine lizards are over 40 ft long. They sometimes use their great bodies to overturn ships. Fortunately their main diet is other aquatic beasts.



Elasmosaurus:
This creature is about 14 m (46 ft) in length and weighed over 2,000 kg (2.2 tons), making it the second longest plesiosaur. It has a large body and four flippers for limbs. More than half of its length is its neck, which had more than 70 vertebrae, more than any other animal. It has a relatively small head with sharp teeth. According to Supplement II, it loves snatching crewmen from ships.



Plesiosaurus:
These huge serpents have short necks, but large heads. They will not hesitate to attack ships venturing into their territories.



These are but a few of the various aquatic monsters mentioned in Supplement II. It seems likely that these creatures have some times been encountered in the deep rivers of the swamps near Blackmoor and in the Black Sea. Some speculate that these monsters are being bred in the realm of the Egg. Perhaps the Egg also has some way of controlling the beasts. Fortunately not all denizens of the Black Sea are this hostile.




Image Sources
Elasmosaur
Plesiosaurus
Mosasaur




-Havard

Thursday, January 13, 2011

Numeria: Pathfinder's Blackmoor

Pathfinder is doing really well these days. I am no expert on this game or its setting, Golarion, but as with everything from Paizo, the books look great. I was pleasantly surprised to discover the Golarion nation of Numeria, which seems to have alot in common with Blackmoor. I asked about this in a discussion over at the Piazza and it was pointed out to me that Golarion pays a great deal of homage to Greyhawk. Since Greyhawk has a Blackmoor, then Golarion should have one too.

A German D&D forum describes Numeria as a cross between Blackmoor and Expedition to Barrier Peaks. The most significant similarity is that during a cataclysmic event known as the Rain of Stars,

"a metal mountain fell from the sky and lit up the plains of Numeria, modern scholars believe it to be a vessel of some sort but that night it was a raging fireball."

This vessel from the stars, is apparently the source of the technological wonders which is an overarching theme to this nation. Furthermore, the capital of Starfall, shares many traits with Blackmoor's Starport and the Duchy of the Peaks in general. Numeria's ruler, the Black Sovereign, seems like a cross between the Iron Duke of Thonia and the Egg of Coot. The Black Sovereign is supported by technology oriented wizards and mechanical constructs. The people living outside the cities of Numeria are described in a way that reminds me of Peshwah. It is great to see that Dave Arneson's ideas were so strong that they keep showing up in new games and settings.





-Havard

Wednesday, November 3, 2010

Blackmoor Reference in the Tomb of Horror Prime


Stormcrow over at the Tombs of Horror Blog, made a pretty interesting discovery the other day. When the original Origins I Tomb of Horrors was sold on eBay, the neat sum of $1526.01 was more than the blogger could afford. The packaged included 1 cover page, 1 map page, 1 character list, 9 pages on the tomb contents and 24 pages of drawings. Fortunately, Stormcrow began to examine the pictures distributed for the auction. They were blurry, but he made out the following:

Click on image to enlarge


 Talking to Stormcrow and Grodog about this, we have become fascinated with the references to Blackmoor and the Egg of Coot. Also, as Grodog pointed out, it is interesting that the Egg of Coot was replaced by Iuz in later versions, perhaps suggesting a link between the Egg and Iuz?

The Highest Hill in the Egg of Coot, most likely means the Highest Hill in the Realm of the Egg of Coot. This would probably be somewhere in the Trolltop Peaks or the Locust Hills. The island east of Blackmoor is also interesting. Could it be a reference to the Isle of Dragons? Possibly linking the Tomb to the City of Father Dragon?


-Havard

Monday, May 24, 2010

[LFC] Skelfer Ard is the Ran of Ah Foo!

In the Last Fantasy Campaign, the game Rafael is running for us over at the Comeback Inn, a frightening revelation has just dawned on the heroes: Legendary wizard Skelfer Ard and Ran the Lich-King are one and the same!





Who are these guys again? Let's backtrack a little. Centuries ago, the magic users of the north were fighting over the Wild Magic that is so potent in the lands surrounding Blackmoor. Noone knows its true source, but many suspect it is tied to the very magical rock that Blackmoor Castle is built on. As these so-called mage wars raged on, Skelfer worked in his laboratory and came up with a way to control the wild magic, through the use of crystals. With his newly gained powers, he brought an end to the mage wars and set up an organization to keep magic under control in the future. This organization was called the Wizards Cabal. Once his work was done, Skelfer simply disappeared. Noone knows where he went off to, though the speculations have seemed without limit.

Lord Ran, or the Ran of Ah' Foo is another equally mysterious entity. He was believed to have started out as the puppet of the Egg of Coot, who then turned upon his master, seeking refuge in the west. For a while, he ran the Duchy of Ten, but this must have ended before the Afridhi invaded those lands.How could a good mage like Skelfer have been turned into a creature like Ran? Did he witness such dark things during the mage wars, that he could never go back to being truly good? Or did he fall under the spell of the Egg of Coot, just like Moorkok the Slayer?




-Havard

Tuesday, April 6, 2010

The Last Fantasy Campaign: Uther Lives!

The ongoing Blackmoor PbP, coined the Last Fantasy Campaign, and in which I play the character General Harwan, has taken a shocking turn of events. King Uther, believed to be dead and buried, is revealed to be alive!



As Vestfold and large parts of western Blackmoor have been destroyed by the Egg of Coot, the return of Uther hints to a turning of the tide. Could this be a chance for the Company of the Maiden to finally strike back at Blackmoor's enemies? I am excited to see what our DM, Rafael, comes up with next!








Image source: http://www.bzents.co.uk/blog.html


-Havard

Monday, April 5, 2010

An Easter Egg.... of Coot?

Do Blackmoorians have something similar to Easter? The closest I can think of would be Spring Equinox, originally a Druidic holiday, but now celebrated by all in Blackmoor on the 21st of Yovenouom (March) as described in the D20 Sourcebook.

Of course, they might have reason to fear the Season of the Egg! Alright, jokes aside, hope you all had a wonderful Easter!







-Havard

Wednesday, February 10, 2010

[Characters] Moorkok the Slayer


Reader 1d30 asked about this character some time ago. I figured it was time to elaborate some more. This is the fourth installment of the Realm of the Egg.

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.







(More information about Moorkok may be found in DA1. Much of the above are my own inventions. Some additional information and discussion about this character can be found here.)






-Havard

Sunday, February 7, 2010

The Last Fantasy Campaign



"The skies of the world were always meant to have dragons.
When they are not there, humans miss them.

Some never think of them, of course.

But some children, from the time they are small,
they look up at a blue summer sky and watch for something that never comes.

Because they know.

Something that was supposed to be there faded and vanished.

Something that we must bring back, you and I."


WHAT BE... "The Last Fantasy Campaign"?

"The Last Fantasy Campaign", dedicated to the memory of Dave Arneson and Richard Snider, and consisting so far of "The Grim Winter", "The War of the Thieves", "The Road", and "The Promised Land" aims at bringing the tale of Blackmoor's struggle against it's many enemy, as begun by Dave Arneson and continued by many others, to a coherent ending. By the end of "The Company of the Maiden's" and their companions' adventures, the Blackmoor we have known for forty years will cease to exist. - At least in our campaign's own continuity... Wink

HOW TO... Join campaign?

An invitation to join "The Last Fantasy Campaign" and "The Company of the Maiden" comes by personal invitation only. This is not because we would be a bunch of arrogant bastards, but because our group was established in 2005/2006, and the players have the same right as the DM to decide if someone new will join us, or who in particular. If there ever are free spots and we don't know whom to offer membership we will make a public rolecall.

HOW TO... Create character?

In 2005, this started as a d20 game, and remains so until today. Base for character creation is, essentially, everything ever published for D&D 3.5, by any company, as long as the character makes sense in our campaign environment. - Though I, as the DM, specifically encourage players to use either the material put out by Zeitgeist Games for Blackmoor, or by Necromancer Games, for Wilderlands of High Fantasy, for the creation and later, advancement of their PCs.

WHAT BE... "The Grim Winter"?

Started in December of 2005, and ended in March of 2009, "The Grim Winter" was the Company of the Maiden's first adventure and told the story of the Third War of Ten.
By the end of the campaign, the forces of Blackmoor had overthrown the evil Afridhi, albeit suffering great losses due to the treachery of the dread Bascom Ungulian. On the climax of the campaign, that later would have been called "The Battle of the Longest Day" by northern historians, King Uther, who had ruled and defended the Kingdom of Blackmoor since the days of the first war with the Egg of Coot, was said to have been severely wounded and to have later been abducted by the infamous lich-wizard Ran. The Company of the Maiden is said to have been among the last ones who saw Uther alive.

WHAT BE... "The War Of The Thieves"?

Starting in summer of 2006, and ending in spring of 2008, this was a side campaign to The Grim Winter, but advancing more slowly than the main game so players who couldn’t post as regularly as the rest didn’t have to quit our game. The War of the Thieves essentially told the further adventures of the thief Rowell and his companions, a group of NPCs the party had met during the first chapters of The Grim Winter, and featured an adventuring party participating in the Coven’s (the Blackmoorian Thieves Guild’s) conquest of the abandoned city of Mondburgh (based on Ernie and Luke Gygax’ lost city of Gaxmoor for Troll Lord Games’ setting of Erde). Though relatively short and admittedly not very coherent, the game had a huge impact on the development of our campaign and touched some of the topics that will alter be detailed in The Promised Land.

WHAT BE... "The Road"?

No relation to the famous book and movie. Running from March 2009 until December of the same year, "The Road", previously called "The Road to the Promised Land", was a collaborative writing effort by the players of "The Company of the Maiden" and chronicled the years after the Third War of Ten, and until six months before the beginning of "The Promised Land". On their quest to rebuild the war-ravaged lands of the Northern Marches, the split-up members of the "Maiden" survived a multitude of adventures, but ultimately could not prevent the second, and successful invasion by the Egg of Coot. By the end of this tale, many Blackmoorian cities had fallen to the enemy, while the Free People, led by Uther's and Risa Aleford's illegitimate son Mordred, had established to bring the front line to halt between Newgate and Vestfold.

WHAT BE... "The Promised Land"?

Our upcoming campaign, starting in February 2010, reuniting the old cast of characters, and set shortly after the events of The Road…, beginning with “the day on which Vestfold felll”… Word is that this will be the final stage, the last battle, and the end of days for the Kingdom of Blackmoor, as we know it…









Posted by Rafael 
(Edited by Havard)

Wednesday, February 3, 2010

Denizens of the Black Sea



The Black Sea is the sea to the north of Blackmoor. Until about a century ago, it was merely a great lake surrounded by land on all sides, and connected to the Skandaharian Sea to the north by the enormous Firefrost Canal. In the years that followed, the land began to change. The Black Sea grew as some of the lands surrounding it began to sink, creating disastrous floods across the northern Redwood. Unknown to all at the time, this was the Egg of Coot preparing for its ascension to the surface. As the realm of the Egg rose from the Sea, other lands around the Black Sea began to sink, wrecking havoc in the lands of humans and elves. This altering of the landscape caused the Black Sea to join with the Great Ocean (North Sea), changing the water in the Black Sea from fresh water to brackish water.

The Sar-Aigu
The oldest known civilization to have existed beneath the water of the Black Sea was the race of the Sar-Aigu. These mysterious Sea Devils share their origin with that of the Temple of the Frog, but soon found their way from the swamps and into the Black Sea. Eventually they gained the courage to rise from beneath the waves and build their stronghold on land, on the peninsula which would later be the site of Castle Blackmoor. They remained there until driven back into the sea by a greater evil. They were never heard from again, though they may still be lurking down there in the deep.

Merfolk
The Black Sea is also home to other intelligent life. The Merfolk of the Black Sea are said to have a civilization which “rivals that of humans” (Supplement II). They use Giant Seahorses (Hippocampi) as mounts and their warriors favor the trident.  Rumours speak of great Merfolk cities on the bottom of the sea. They maintain regular underwater communities where schools of fish are kept penned in with nets for food. Dolphins are allies of the Merfolk and the two races often work together.

It is difficult to say how the Egg’s devastating alteration of the seas affected the Merfolk. They seem to have been able to adapt from living in a fresh water environment to living in a saltier one.  The joining of the Black Sea and the North Sea allowed more clans of Skandaharians to get access to the Black Sea and the Merfolk quickly learned of the ruthlessness of the Northmen (See DA4 for details). Some speculate that it was in fact the Merfolk who accidentally awakened the Egg of Coot from its long slumber.

Sea Monsters
Both the Black Sea and the rivers that run through the Dismal Swamp are filled with various Sea Monsters. Many of these are believed to be spawned by the Egg of Coot. This is true in the case of the dreaded Sea Serpents known as Naliseth whose blood can turn drowning men into zombie like creatures. The Egg of Coot has used Sea Monsters in its attacks on Blackmoor, something that has proved to be quite successful against Blackmoor’s navy (See the FFC)

More ideas for underwater adventures in the Black Sea can be found here.








-Havard

Wednesday, January 27, 2010

Realm of the Egg Part III

Here's the third installment about the Realm of the Egg.


Realm of the Egg Timeline:



The Cthonian Age
The Egg is formed. It is said that it originally had humanoid characteristics, but as centuries passed this has changed...

Tsaothogghua spawns the Sar-Aigu and sends them towards what will become Blackmoor.

1
Empire of Thonia Founded
Emperor Robert I founds Blackmoor as the northernmost province of the Thonian Empire

512
Temple of Id is destroyed

970
The Egg of Coot is first discovered by men of the Duchy of the Peaks.

994
In his rampage through the Duchy of the Peaks, Marfeldt learns of the Egg of Coot and fully realizes what threat this entity poses to all who value freedom in the North. Marfeldt wows to destroy the Egg.

995
The “Weasel” is promoted to Baron of Blackmoor. Learning of threats to the realm, he betrays Thonia and flees to barbarian lands, leaving Blackmoor unprotected.

The Egg launches its first invasion against Blackmoor finding Blackmoor town largely unprotected. A small force lead by Lord Fant sneak into the castle and open the gates from the inside. The Egg’s forces are driven back, but the Town of Blackmoor is all but destroyed. Rebuilding begins. Fant becomes the new baron of Blackmoor.

Captain Krey of Blackmoor sells out to the Egg’s Lieutenant, Soukup, but the treason fails.

997
Large scale invasions of Blackmoor by the Egg of Coot, under the leadership of the Egg’s most trusted lieutenant: Ran. In the second wave of attacks, Blackmoor ‘s defences are breached and the Egg’s forces make it all the way into Blackmoor Castle, slaying everyone in sight.





The Egg places King Funk I of the Orcs in charge of Blackmoor. Too Confident in their own strength, the Egg’s forces expand south, eventually stirring even the Peshwa. The Barons regroup and are aided by Peshwa, elves and Northern Lords, working to regroup.

The Ran of Ah Foo betrays the Egg of Coot, escaping to the Duchy of Ten, taking many of the Egg’s secrets with him. The Egg does not forget betrayal. The Egg’s forces are gradually driven back.

998
Elven forces liberate Blackmoor Town, driving the orcs deep underground. Great Svenny slays Funk I. The Egg licks its wounds.

Moorkok the Slayer leads a Skandaharian attack against the Realm of Coot. The Slayer is captured and turned into a Thrall.

1008
Third invasion attempt by the Egg of Coot. This time the men of Blackmoor are prepared. King Uther repels the invasion.

1015
The Duchy of Ten is occupied by the Afridhi. The Egg is pleased to hear that the Ran has lost his realm, but disappointed that he seems to have escaped.

Working under the command of the Egg, Orc King Funk II launches an attack on Bramwald from the Stormkiller Mountains. Unfortunately for the Egg, the attack is repelled.

1022
Baron Bascom Ungulian leads an attack against the Realm of Coot, but is captured and his attack force is crushed.

1024
Baron Ungulian returns alive from the Egg’s captivity, but has been stripped of any memory of the events.
King Funk’s Orcs of the Black Hand attacks the Crystal Peaks and capture Dwarf-King Khazakhum.

Dwarven attempts to rescue their King fail.

1030
The Present.

Friday, January 22, 2010

Realm of the Egg Part II

Here's the second installment of my take on the Realm of the Egg. 



The Land

The Realm of the Egg is a place filled with sinister disorienting mists. Large towering structures can be seen surrounded by smaller ruined and abandoned buildings. Cities and towns appear desolate, although there are always creatures lurking in the shadows. Structures originally built by Merfolk can be seen among ruins.

Travelling through the land, the landscape will seem surreal to explorers. Magical experiments, permanent gates to other planes of existence and rampages of demonic creatures have turned the lands of the peninsula into a bizarre twisted realm.  Woodlands such as the Thornwood, the Forest of the Druj and the Weirdring Woods are dark and sinister places, where even plantlife seems hostile. These are not green wonders of nature, but black and thorny areas bearing little resemblance to forests in other lands. Mountains and hilly landscapes can be found in the humanoid infested Trollop Mountains and the infernal Locust Hills.

Four major settlements are hidden in this terrifying landscape; The Egg’s Nest, Ohmfet, Trollgate and Harbol.




The Egg’s Strongholds
The Egg’s Nest is an impenetrable fortress. Colossal rocks enforced by rusting steel bars and huge iron doors are some of the most prominent features of the Nest. Going deeper underground, the halls are a mixture of metal rails, cold rock, mushy swamp like growths covering some of the walls and slime dripping from the ceilings.

In addition to the Nest, three other strongholds guard the corners of the realm: Ohmfet, Harbol and Trollgate. Harbol lies to the south. It is from this nefarious place that constant attacks towards the Glendover are sent. Baron Bascom Ungulian made an attack on this fortress, but was captured and stripped of any memories of the place. Ohmfet occasionally sends envoys to meet with the people of the Duchy of the Peaks, but the people of the Peaks are frustrated that these envoys are oblivious to the temptations the Peaks have to offer. Trollgate guards the northern border. As the name implies, this stronghold is populated by Trolls and other humanoids who carry our raids on the Skandaharian and Frisian neighbours. At times, they Skandaharians have attempted to fight back, taking the war to the Egg. The last time they did this was a raid lead by one of the Skandahar’s greatest warriors; Moorkok the Slayer. When Moorkok succumbed to the domination of the Egg, the Skandaharians fled. They have not forgotten this loss.

















-Havard

Monday, January 18, 2010

Realm of the Egg Part I

The Realm of the Egg




Overview
• Location: North of Blackmoor.
• Area: 7000 sq. mi. Population: 20,000. Languages: Thonian. Coinage: Egg (pp), Prince (gp),
• Government Type: Dictatorial Magocracy. The Egg is the law within its realm.
• Industries: Piracy, slavery.
• Notable Sites: The Egg's Nest (pop. 6000), capital city.
• History: About 25 years ago, the seas to the north of Blackmoor mysteriously receded, as a rocky peninsula rose from its depths. Shortly thereafter, messengers bearing tidings from the Egg of Coot, lord of the northern peninsula, traveled to all the major cities in the North.
• Important Figures: The Egg of Coot (MU?). Moorkok the Slayer (F17), Prince of the Egg, Soukup (Balrog), Abler (MU)
• Flora and Fauna: Due to the experimentations of realms sorcerers, and the nature of the realm itself, encounters with nearly any sort of monster imaginable are possible.

Background
The origins and true nature of the Egg remain a mystery. For centuries, it rested deep underwater. Untill something, or someone awakened the evil entity from its slumbers. Some sages speculate that it was the sea folk who first discovered the Egg somewhere within their realm. Others claim that evil wizards, perhaps from the Red Coven, or even Abler the Demonologist himself.

The men of the Duchy of the Peaks were the first who reported to have made contact with the servants of the Egg, as early as in NC 970. The Egg used its powers to raise its city, Coot’s Nest, from the bottom of the Black Sea and at the same time made the surrounding lands sink below the level of the ocean. This greatly reduced the kingdom of the Redwood Elves. The changing of the landmass also connected the Black Sea to the North Sea which in turn gave access to the Black sea to the Skandaharian Raiders of the East. It is unknown what havoc these dramatic geological upheavals caused for the Black Sea Merfolk, but they have obviously no love for the Egg.










(Notes: Some of this information was based on the works of Andrew Theisen and David Ross)

-Havard

Monday, January 4, 2010

[Characters] The Wizard of the Wood


Legendary Characters is going to be a returning feature in this blog. One of the striking features of Dave Arneson's Blackmoor is its characters. The fact that so many of the NPCs were at one point PCs gives them a certain depth that would be more difficult to achive had they simply been designed by an author. We have earlier taken a look at the Great Svenny. Today's Legendary Character is the Wizard of the Wood. Greg Svenson provided the following:

After settling in the woods east of Blackmoor, the Wizard befriended many woodland creatures. He was able to raise a considerable force of Pixies. Ents and other sylvan creatures may also have been among his allies. The Wizard of the Wood has also been known to befriend dragons. The serene woodlands where the wizard had his homely hut built was protected by the dragon Tuffy, named after Gaylord's cat. In Garbage Pits of Despair, we learn of "Sophie", another of the Wizard's dragons. Sophie makes her home in the Dragon Hills. The Wizard befriended the Sophie when she was still quite young (20 years old), but used his magic to increase her age to over 300 years.

The greatest moment of the Wizard may have been during the Great Invasion, where the Egg of Coot attacked Vestfold (most likely in 994). The Wizard of the Wood joined with other forces of good, commanding a force of Pixies. The fate of the Wizard is unknown, but at some point he disappeared.  After this, the Woods which had been his home grew into a sinister place. So they remained untill the Thonian Year 1001 when a wizard named Sildonis cleared out the woods and claimed the title Wizard of the Wood for himself.

I have always been fascinated by the Wizard of the Wood. I think it was the reference in David Ross' Blackmoor Timeline that first drew my attention to this character. I always imagined there would have to be something to this title "Wizard of the Wood". Does the title imply fealty from the nearby Sylvan creatures? Does becoming "the new Wizard of the Wood" provide you druidic powers? In a campaign, I would be tempted to make Sildonis disappear or leave his post (he seems bored with it) so that someone else (a PC?) can claim the title...




-Havard

Necrotech: Power of the Egg of Coot



Necrotech is my take on the manifestation of the powers of the Egg of Coot. This is another example of how sci fi can be added to fantasy. The FFC has a rather humorous description of of the Egg, but one of its main features is the ability to produce magical items. Since I decided to make technology a core aspect of my campaign, I figured the items produced by the Egg could be more technological in nature. Not just regular tech though, or even technomancy. It's the Egg, which I am already potraying as a Cthuluesque entity, so the technology needs a dark twist. The Egg uses Necrotech to produce technologically enhanced undead. Picture a Zombie with metallic tubes sticking out of its head and metallic plates grafted into its skin. Undead servitors of the Egg have the blue glow in their eyes, similar to that of the Thralls of Coot. Necrotech is a term also used in games by White Wolf and Privateer Press.







-Havard

Monday, October 26, 2009

DUCHY OF THE PEAKS - PART II



HISTORY
The Superstition Mountains got their name from the rogue magic users who settled there many centuries ago. These were the original founders of the Duchy of the Peaks and they claimed the lands between the Misauga River and the Superstition Mountains as their own.

Much later, around the year 700, they were joined by a people called the Unwanted. These were dissidents fleeing persecution in the Thonian Empire. The Duchy offered to protect these people, but in the end the majority were turned into slaves. Many of these slaves were used to construct a line of forts along Thunder River.

The lands to the south of the Duchy of the Peaks has also been settled by these Unwanted and when they declared their own realm, the Duchy of Ten as an independent Duchy, some of the Southern Lands of the Duchy of the Peaks were lost to the newly formed neighbouring realm. The Duchy of the Peaks accepted this, seeing the chance of making a profit on this new political situation.

Men from the Duchy of the Peaks made contact with the Realm of the Egg of Coot later that same year. The Duchy attempted to play the Egg, the Duchy of Ten, Thonia and the Peshwa against eachother and has seemed to successfully avoid getting drawn actively into conflict itself. They rely on bribes, shifting alliances and clever diplomacy to stay out of war and make a profit instead.

In 985, Marfeldt the Barbarian arrived in the Duchy. His visit would prove disastrous to the realm. Disgusted by its culture, the Barbarian went on a rampage which reputedly significantly reduced the population of the realm.

The former Duke, known to some as Lord Whitehead was perhaps not the most clever man, though he was said to have lead men into battle personally, even though he mostly tried to keep his realm out of wars. At an old age, he married the exotic dancer named Sonia Sholako, who through the use of her charm and magic was able to manipulate the Duke into handing over the realm to her. She has remained the ruler of the Duchy since the death of the former Duke.

Unfortunately, the Afridhi invasion and recent wars has been problematic for the Duchy as the markets for their gemstones has dried up. The Duchess has been forced into an agreement supplying the Afridhi with Pikemen from the Peaks, though she has seemed reluctant to follow up on the arrangement. The economic troubles the Duchy has had, in recent years, have made the barons push their vassals and slaves harder, making the country ripe for revolt.












-Havard

Wednesday, October 14, 2009

DEMONS OF BLACKMOOR


Evil is very much present in the North. Adventurers exploring the darker places of the region risk encountering the darkest of evils, the Demons of the Fiery Pyts (Hell). Demons cannot normally exist on the Prime Plane unless summoned by mortals so it is surprising that so many of these darkest of creatures exist in the North. Many of these demons were called to Blackmoor in during the Mage Wars (Year 815-896). With the intensity of the battles between the spellcasters of the north, many desperate mages sought any means to ensure their victory in this bitter conflict. Ancient scrolls detailing the secrets of demonology were brought out from dusty vaults and once again put into practise. Some such pacts involved humans breeding with the infernal creatures, giving birth to children with demonic blood in their veins. The Mage Wars were not the first time demons were seen in the North however. In the deepest underground lairs and in the darkest forests, creatures exist that have been living their since before the men of Thonia began exploring these lands. Some believe these creatures are older than the race of Men itself. The Wizards Cabal has worked hard to purge the North of demonologists. Many practitioners of such arts have been executed over the last decades and many forbidden scrolls and tomes have been burned. Still, there are masters of demonology out there, summoning demons and using them to undermine the powers of law and good in Blackmoor.

Demons in Dave Arneson’s Campaign
There are several accounts of demons from Dave Arneson’s own campaign. Back then, the only type of demon existing was the Balrog, so that is the term most often used. In the encounter tables from the First Fantasy Campaign, there is a 5% chance to encounter Balrogs in desert or mountainous terrains. In Rob Kuntz’ account of Robilar’s Journey to the City of the Gods, Robilar’s meeting with a Balor is described; a battle which almost cost Robilar his life:

“Suddenly, the light grew, like an approaching lantern in the dark of night. But then it expanded to fantastic proportions; at the same moment there issued a scream from
inside which sent fear into him. The light had become a blazing fire, with smoke issuing before it and pouring out of the aperture and onto the ledge. Robilar stepped back as a
flaming figure taller than himself leapt onto the ledge. In one hand it held a flaming sword; in the other a whip dangled, curling back and forth by the ministrations of the creature's
ever-flexing wrist.

Robilar faced one of the most feared enemies of legend, and one he had never chanced to combat in the past: a Balor. Its wings spread high and wide and then its baleful eyes pierced him. Robilar winced, avoiding those eyes. He gripped his sword, awaiting the demon's rush. Its flames, even from the odd distance of ten feet between them, was painful to endure. Robilar thought of Mordenkainen. He did have a levitation spell...

The Balor leapt. It was an incredible feat, for it adjusted for Robilar's dodge by using its wings to glide. The fighter swung at empty air. The creature landed upon the metal ledge with a sharp thud. Robilar wheeled left, attempting to flank it. There was a cracking sound. Robilar thought of ducking, but the thought came too late. He felt a tug and he moved involuntarily. His sword arm was wrapped in the whip and he was being dragged towards the demon!
As Robilar struggled with the creature he thought of every wrestling match he'd won, from Greyhawk City to Narwell, to the courts of Ivid the Mad himself. But this was an inhuman strength he'd never encountered, and even his girdle didn't seem to matter. Robilar was pulled closer until the smoke and flames were about him. He screamed, and wrenched at the whip. A
sword cut through the smoke, barely missing his head. He had felt it pass--and too close. He let go of his own sword, heard it clang to the ledge as he took firmer hold of the whip. This
steadied him for a second, but there was that damn flame again. It seemed to be feeding on him, growing more powerful as he remained in it. He grew faint, numb; and he barely felt his hands blistering while noting the distinct smell of burning leather--hisgauntlets. His eyes swelled shut and he gasped as the flame heated his armor, branding his body.

He was roasting! The accursed thing was roasting him! Robilar desperately tugged at the whip. He could feel it give a little; but his grasp was slipping fast. His knew that his hands were charred; and he mentally fought to hold on--to tug. Robilar arched his back and planted his feet. He tugged upwards with all his might. He screamed as he did so. The whip broke with a loud snap. Robilar tumbled backwards andfell from the ledge, cutting through the cool air like a stone. Unable to concentrate on bringing his boots to work, he plummeted toward the street below. Toward death”
-Rob J Kuntz, Oerth Journal #6


The term Balor is used here, since the term Balrog was removed along with the other Tolkien terminology in all but the earliest versions of D&D. Things looked fairly bleak for Robilar, but he was saved by Mordenkeinen, played by none other than Gary Gygax:

“Mordenkainen had been preoccupied with searching for secret doors for some time after Robilar ascended. Failing to find any, he had returned to his vigil of watching above. Minutes after Robilar had landed on the ledge, he had seen the smoke, then the flame. He was in the process of casting his levitation spell when a body appeared and fell
groundward.

Mordenkainen adjusted the verbalization in time and cast the spell upon the body: it slowed but did not stop. It was all Mordenkainen could do to control the spell effect, bringing the body of his companion, who he now recognized, to a less than perfectlanding on the pavement below, where it tumbled and rolled for a few seconds afterwards. Mordenkainen approached a dazed and burnt fighter. He shook his head in dismay.”
-Rob J Kuntz, Oerth Journal #6


Original Blackmoor Player John Soukup played a Balrog in Arneson’s first campaign (although Arneson has later denied that he was a Balrog, just a powerful evil character, see below) Soukup’s Balrog appeared in the first Blackmoor game Greg Svenson ever played in. The Balrog, working for the Egg of Coot, had been terrorizing Baron Fant and the Baron had sent handpicked men, including the then inexperienced Svenny after the enemies. The entire army was killed, leaving only Svenny (barely alive) to be mocked by the Balrog. (http://blackmoor.mystara.us/greg01.html) It has been speculated that this is the same Balrog who later fought Robilar in the City of the Gods. Soukup’s Balrog also joined forces with the Great Svenny against Funk’s Orcs in the Blackmoor Dungeon:

“The Soukup brothers were actually players in the original campaign. Dave said they "were just one of the first bad guys." John Soukup played the balrog in the first adventure into Blackmoor dungeon and, again as the balrog, joined the good guys in an attack on Fred Funk's orc tribe on the 10th level of Blackmoor dungeon later in the campaign, his balrog character died on that adventure and the Great Svenny had to be dragged out by his companions (down to 0 hp). These are the two adventures I have the clearest memories of from among the 100's (?) I participated in in the early days.”
– Greg Svenson


It is interesting to note that Soukup Balrog joined forces with Svenny. Is this an indication that not all demons of Blackmoor are evil, or simply another example of evil turning upon itself?









-Havard

Tuesday, October 13, 2009

THE EGG OF COOT


[Image:Mock Cover module, by Havard]

The Egg of Coot is perhaps the most infamous of Blackmoor’s enemies. Dave Arneson describes the Egg, humorously in the First Fantasy Campaign.

The following is my own interpretation of what the Egg:

Nature of the Egg
The Origins of the Egg of Coot are a mystery. Some scholars believe that it is one of the remaining servitors of the Outer Beings. In the Age of Blackmoor, these servitors are referred to as Elder Demons, and once dominated the entire continent. The Egg appears as a huge globe of mossy gray flesh and eyeballs and mouths randomly scattered across the slimy surface. The Egg is buried deep under ground and almost never moves. Tunnels beneath the fortress known as the Egg’s Nest lead to the Chamber of the Egg which its most trusted servants use to contact their master. The Egg is the definition of Evil. It is highly intelligent and communicates with its fanatical followers through Telepathy.

The Egg has powerful magical powers. It is also a master of technomancy, but the technomancy used by the Egg is a different form of the art than what is practised at the University of Blackmoor. Fusing technology and necromancy allows the egg to created technologically enhanced zombies. Its highest ranking servants are technomantic Liches.

The Egg is also able to produce magical items including:

Juggernaut of Doom
This powerful War Machine is similar to regular Juggernauts and may travel through forested areas without any movement penalty due to huge cutting blades constantly swinging along its sides. Anyone approaching the juggernaut from the sides must save vs Dragon Breath or suffer 3d8 points of damage. The Juggernaut of Doom may carry up to 50 humanoids.

Wraith Blade
These wicked Bastard Swords are enchanted with the Vampiric Regeneration ability (the wielder heals Hit Points equal do damage dealt) which is usable once per day. However, points regenerated this way must be recorded. Once the total number of HP recovered from usage of this ability, the wielder becomes a Wraith himself.

Wraith Crossbow
These heavy Crossbows may fire once per round due to Repeting technology and magic. Long tubes reach from the Crossbow to the bolt quiver.

Wraith Mantle
These technomagical heavy mantles have the Etherealness ability similar to the potion of the same effect.

Potion of Poison
As the magical item of the same name.

Motivation
The goals of the Egg are difficult to grasp for mere mortal minds, but sages have some theories:

The Egg is Evil in a cosmological sense. It is the ultimate manifestation of selfishness at the expense of others and as such sees Blackmoor, a force of good, as a threat to its philosophy. Unlike the Afridhi, the Egg is not Chaotic, but perhaps closer to Lawful Evil, trying to force everyone and everything into submitting to its will. This is why someone like Marfeldt the Barbarian is willing to aid Blackmoor in the struggle against the Egg. It is also possible that the Egg through some precognition has recognized Blackmoor as a possible threat to its existance.

The Egg is interested in magic and technology. It may be what brought the Beagle to Blackmoor in the first place, but it has not been able to retrieve any technology from the City of the Gods itself. Rumours that the humans of Blackmoor have been able to retrieve artifacts from that City is of great interest to the Egg.

The Realm of the Egg
The Realm of the Egg is a place filled with sinister disorienting mists. Large towering structures can be seen surrounded by smaller ruined and abandoned buildings. Cities and towns appear desolate, although there are creatures lurking in the shadows. The land was raised from the sea and some of the structures seen were originally built by Merfolk

The Egg’s Nest is an impenetrable fortress. Colossal rocks enforced by rusting steel bars and huge iron doors are some of the most prominent features of the Nest. Going deeper underground, the halls are a mixture of metal rails, cold rock, mushy swamp like growths covering some of the walls and slime dripping from the ceilings.

Thralls of Coot
The Egg’s servants are known as the Thralls of Coot. They are fitted with a symbiote which make them completely under the control of the Egg. Under certain circumstances, the true nature of the Thralls can be seen. The Thralls get a bluish glow to their eyes and their faces become twisted. These features can be hidden, but become stronger when the Thralls are within the Realm of the Egg. The Champion of the Egg, known as Moorcock the Slayer is the ultimate Thrall of Coot. He was originally a Skandaharian Warrior, but now he has fallen under the control of the Egg. The loss of one of their greatest warriors has created enmity between the Skandarians and the Egg. The Ran of Ah’ Foo is another of the Egg’s creations, but one who betrayed its master and left for the Duchy of Ten. It is possible that the Egg

Egg and the Valley of the Ancients
Being a master of technomancy, the Egg is certainly interested in the artifacts coming out of the Valley of the Ancients. It is possible that it was in fact the Egg which caused the FSS Beagle to crash, drawing it as close as possible to its own realm for further studies.

The Spawn of Coot
The Egg is able to create miniature versions of itself known as Spawn of Coot. The Spawn is intimately tied to the Egg, and there is a telepathic bond between the Egg and the Spawn. At the early stages of the Spawn, the link extends to life force as well, so damaging the Egg will also hurt its spawn. Most likely this bond will be broken when the Spawn grows to a sufficient size. There are rumours that that the followers of Coot were preparing for the seeds of the Egg of Coot to be spread throughout the world.

Thanks to Rafael and others for suggestions and input on this one.

Sources
http://www.dragonsfoot.org/forums/viewtopic.php?f=41&t=37535
http://blackmoor.mystara.us/Coot.html
http://mmrpg.zeitgeistgames.com/index.php?name=PNphpBB2&file=viewtopic&t=151
http://www.thepiazza.org.uk/bb/viewtopic.php?f=24&t=278&p=27385&hilit=Coot#p27385








Havard

Chaosium 50 Year Anniversary (1975-2025)

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