TEXT: -1-
  A Setting Supplement
  Compatible with the
  Delving Deeper
  Rules and all Editions based on
  The original 1974 roleplaying game
  Blackmarsh
  Copyright 2011 Robert S. Conley
  Written by Robert S. Conley
  Cartography by Robert S. Conley
  Layout by Robert S. Conley
  Edited by Tim Shorts, and Ken Harrison
  Inspiration and Design, Dwayne Gillingham
  some artwork copyright, The Forge, Maciej Zagorski, Pawel Dobosz, Claudio
  Pozas, Louis Porter, Jr. Design, Cerebus, Dover Publications, used with permission.
  some artwork public domain retrieved from Wikimedia Commons
   at http://commons.wikimedia.org
  Thanks to John Adams and his team for putting together the Delving Deeper
  Rules
  
  -2-
  Introduction
  At the dawn of roleplaying, the campaign and its setting were already established.
  One could say it preceded the RPG itself, as Dave Arneson adapted the ideas of
  Major David Wesely’s Braustein game for his Blackmoor campaign.  Slightly later,
  Gary Gygax created Greyhawk.  From the experience gained with these campaigns,
  the first roleplaying game was written.  In all the years since, the campaign has
  been the centerpiece.  Yet few roleplaying games included a fully useable campaign
  setting with their rules.
  The limits of roleplaying games are only bound by the collective imagination of the
  referee and his players.  But first time referees are often daunted not only by the
  effort needed to master the game rules, but also having to create a campaign
  setting.  Many have given the advice to start out small, to detail a town or village
  near a dungeon as the initial focus of the campaign.  As the referee gains experience,
  he can later expand into the surrounding wilderness, fleshing out the campaign
  setting with as much detail as he wishes.
  As good as that advice is, it would help to have examples of what a fleshed out
  campaign would look like.  That is why Blackmarsh has been included in the Delving
  Deeper Box Set.  It is not meant to define the limits of the Delving Deeper world,
  but rather show its possibilities to show referees a way of organizing their own
  campaigns and finally, as a source of inspiration.
  Blackmarsh was designed to evoke the earliest campaigns of the world’s most
  popular roleplaying game.  It takes place amid a wilderness full of danger and
  the possibility of great treasure.  It is organized as a numbered hex grid with
  locales keyed to specific hexes.  Locales are described briefly in a paragraph or
  two.  Most locales are meant to serve as a springboard for the referee to create
  his own details.  In addition, geographical entities, organizations, and realms that
  span multiple hexes are described as well.
  The Hex Map
  A grid of hexes, arranged in columns, make up the map.  The hex numbers are
  given in a four-digit format (1213, 0114, etc).  For example, 0211 means that it
  is in the “02” column (the 2nd column of the map) and is 11 hexes down.
  Sometimes the hex number will not be clear because of the terrain in the hex.  In
  this case, you will need to count the hexes.  Each map hex is 5 miles.
  This system of using hex numbers allows a referee to quickly find the locales on
  the map and what is near a location.  This helps keep the map uncluttered and
  easy to read.  Geographical features are composed of multiple hexes and are
  labeled directly on the map.  They are listed alphabetically in that map’s
  chapter.
  Adventuring Advice
  This format is designed to make it easy to referee players as they explore the
  world.  With a list of locales, it is easy for the referee to determine what is over
  the next hill and what possible challenges the players might face.  In addition, since
  the players can largely be left to their own devices, this format allows the referee
  more time to focus on the core adventures in his campaign.
  Not every hex location has a description, and the background information is only
  meant to be a loose framework.  Referees are encouraged to add material and
  make the setting unique to their campaigns.
  
  -3-
  It is suggested that to get maximum use of this setting that the referee look over
  the locales, then chose the ones that best suit the campaign.  Note the NPCs and
  their circumstances.  Develop a timeline of events if the characters are not involved.
  Detail important locales and add new ones of your own design.  Do the same for
  the NPCs, and make notes on their motivations and personalities.
  After each session of the campaign, review what the players did.  Look at your
  original timeline of events, see what impact their actions had, and make the needed
  changes.  Sometimes the players’ actions will lead to a new and unexpected chain
  of events.
  The creativity of the referee comes by not forcing his players to follow a
  predetermined story, but to develop new and interesting consequences based on
  the players’ actions.  Use the NPC’s motivations and personalities to decide which
  consequences are the most likely and pick the most interesting.
  The result is a campaign where the players feel they are forging their character’s
  destiny within a living, breathing world.  It will not only be fun and adventurous, but
  also filled with surprises.  Consequences will accumulate and spin the campaign
  into unexpected directions.
  Overview
  Blackmarsh lies on the fringe of civilization, located around a large bay on the
  western edge of the Grey Sea.  For a brief time, the frontiers of the great empires
  encompassed the region, but they retreated centuries ago.  Only a few outposts of
  civilization remain amid the dangers of the encroaching wilderness.
  The bay that dominates Blackmarsh was created two millennia ago by the disaster
  known as The Mountain That Fell.  After The Mountain That Fell, strange and terrible
  monsters appeared in the surrounding wasteland.  The elves arrived in Blackmarsh,
  drove the fell creatures into hiding, and healed the land.  However, after two and
  a half millennia, their power is waning and the monsters have crept back into the
  dark corners of the wilderness.
  
  -4-
  A thousand years ago, the Bright Empire settled Castle Blackmarsh and for a brief
  time the races were united in an alliance and pushed back the monsters.  Then eight
  hundred years ago, the Bright Empire collapsed after being defeated by the
  barbarians in the cataclysmic battle known as The Shattering.  Blackmarsh was one
  of the first regions to be abandoned.  Left in the wake of the empire’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 Bright Empire, monsters, barbarians, and other increasingly roamed
  without restraint.  In the present day, those who come to Blackmarsh are more
  interested in viz, killing monsters, or the strange artifacts left by The Mountain That
  Fell than establishing new settlements.  The only force that stands against the
  wilderness is the Blackmarsh Rangers.  Anyone who is willing to defend the land
  and its people are welcomed into their ranks.
  The Mountain That Fell
  In the days when man knew only the working of stone and fought for their existence
  against the orc and the goblin, the sky turned to ash and down fell the fiery
  mountain onto the land.  The world tore open and the grey waters rushed in.  Those
  who survived the impact were lost as boiling clouds rushed out in all directions
  leaving a wasteland in its wake.
  The Mountain That Fell left a gift; magic.  Near and far, those of learning and
  strong of heart discovered new powers to shape the world.  In the desolation
  around the Smoking Bay the adventurous found viz, magic in physical form.  And
  there was more, scattered amid the landscape were strange artifacts and stranger
  creatures that survived The Mountain That Fell.  For a time men, dwarves, orc,
  goblins, and other races braved the dangers and fought each other in the wastelands.
  Then the elves came into Blackmarsh expelled the feuding races, drove the monsters
  out, and healed the land.
  Viz
  Viz is a magical substance that takes many forms.  It could be a flask of pure
  spring water, a newly bloomed flower, or an iridescent rock.  What all these items
  have in common is they are infused with pure magic.  Viz can be used in the casting
  of spells or the creation of magic items.
  Viz allows a magic user to cast spells without losing it from memory.  The viz is
  consumed in the process.  One viz for a first level spell, two viz for a second level
  spell, three for a 3rd level spell and so on.  One viz is worth 100 GP towards the
  creation of a magic item.  The referee can use viz as treasure usable towards the
  creation of a magic item in place of giving out more gold pieces.
  The Wild North
  To the north of Blackmarsh lies the Wild North, a cold land of dark fir and taiga.
  The mighty Belaya River runs through the heart of the land.  Scattered through the
  Wild North are the human Rurasin city-states.
  Southland
  Bordering Blackmarsh to the south is the region known as Southland.  It lies on the
  frontier of the Vasa Province of the Grand Kingdom and was recently opened for
  settlement.  The Kingdom of Bolzak in the White Mountains is the birthplace of
  many dwarves in Blackmarsh.
  
  -5-
  Adaption Notes
  The map for Blackmarsh is designed to work with the Lands of Adventure, a series
  of settings.  For those with the Lands of Adventure product (or the earlier Points of
  Light products from Goodman Games) Blackmarsh adjoins along the northern edge
  of Southland and lies a hundred miles to the west of Wildlands.  It is set during the
  time period depicted in Southland, the era of the Grand Kingdom.
  There are several possibilities to place Blackmarsh in your existing campaign.  The
  first, it’s located on the frontier of the “known world”.  A once wide spread empire,
  that encompassed Blackmarsh, has since retreated or collapsed.  Another possibility,
  Blackmarsh is located in an out of the way corner of the world where the land is
  marginal for farming and mining.  In times of decline, it is one of the first places to
  be abandoned, or at best ignored.
  The settlements of the four races (man, elves, dwarves, halflings) are distant colonies
  of racial homelands.  The remoteness of Blackmarsh means that these settlements
  are effectively independent.
  There are four distinct areas of men in Blackmarsh.  The Ostrobards are new to
  civilization, having shed their barbarian ways in the last century.  There are the
  men along the southern shore of the Smoking Bay running from Castle Blackmarsh
  in the west to Jorvik in the east.  They are a surviving remnant of the Bright Empire.
  The Vasan Vikings have four settlements along the eastern edge of Blackmarsh.
  They arrived here after they lost much of their homeland to the Grand Kingdom.
  Finally, there is the Grand Kingdom which is starting to expand into Blackmarsh.
  Several references are made to the dwarven kingdom of Bolzak which is found in
  Southland.  This can be ignored or replaced with a suitable dwarven kingdom of
  your choosing.  Olden Hold is a base for the dwarves to explore Blackmarsh so it
  is not critical to have a kingdom immediately to the south.
  The Blackmarsh Rangers are designed as an organization indigenous to the area.
  If a referee wants to incorporate the Ranger class this would be a natural starting
  point.
  For the House of the Raven, a referee could use the dark elves from other fantasy
  roleplaying games.  As presented in Blackmarsh, they are a group who believe
  that the elves should rule and enslave other races.  This is considered abhorrent to
  the cultures of Blackmarsh.
  
  -6-
  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 two thousand years, and
  the best efforts of the elves, 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.  Its berries can be harvested in the fall
  and used to create a salve that when rubbed on armor gives a +1 bonus.
  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.
  Dragonbone Peaks
  The western slopes of these high mountains took the brunt of the debris ejected
  from the crash of The Mountain That Fell.  The debris covers most of the valleys of
  western slopes.  In the centuries since, an extensive cavern system has formed.  It is
  believed the network extends for miles along the western edge of the mountain
  range.
  Driftwood Isle
  The currents of the Grey Sea caused this island to accumulate a large amount of
  driftwood as well as other objects from the wind and tide.  Along the southeast
  peninsula, the scattered remains of a ship can be found.  Beneath a pile of seaweed
  is a body of a young man dressed in the style of a high noble of the Grand
  Kingdom.  His hand clutches a necklace with the royal seal.
  Lanis River
  The Lanis River flows north from Southland and is three miles wide when it enters
  Blackmarsh.  The current is deep and slow and easily allows ships and barges to
  travel in both directions.  Merchants travel between Castle Blackmarsh, Westguard
  and the dwarven kingdom of Bolzak.  Sometimes the occasional Vasan longship
  will try their luck raiding farther south.
  Pendar Mountains
  A spur of the White Mountains they connect a hundred miles to the northwest.  They
  are known for the numerous goblin tribes that inhabit the little explored mountain
  valleys.
  Rednut River
  This river gets its name from the number of Rednut groves growing along its banks.
  The Rednut is considered a tasty delicacy by the inhabitants and animals of
  Blackmarsh. Every fall, the river surface is covered with floating rednuts as they
  drop from the trees. This has the unfortunate effect of attracting hippogriffs and
  griffons who swoop down and scoop them off the water.  They are not above
  trying to take a more meaty bite from an unwary traveler on the river.
  Sandstone Island
  The leeward side (facing Sheltered Bay) is a mass of sandstone that was heavily
  cracked from the crash of The Mountain That Fell.  There are numerous ravines,
  gullies, and chasms throughout the length of the island.  This is a favorite haunt for
  vikings and pirates to hide their treasure.  Windward, it gradually fills in with sand
  until the beach dunes are reached.
  
  -7-
  Sheltered Bay
  A chain of islands absorbs the brunt of any storm sweeping in from the Grey Sea.
  It is also the only entrance into the Smoking Bay and the rest of Blackmarsh.  There
  is a 1 in 3 chance per day of encountering a ship entering or leaving the Smoking
  Bay.
  Smoking Bay
  The Mountain That Fell created the Smoking Bay and for a century afterwards,
  pillars of steam rose from the waters and were seen for hundreds of miles away.
  The pillars of steam have since subsided, but the name remains.  The sea bottom is
  a confusing maze of rubble with many areas unexplored.  Many sea creatures
  have moved in to take advantage of the chaotic terrain to hide.
  The Black Marshes
  The impact of The Mountain That Fell fractured this region forming the marshes that
  give the area its name.  The marshes are fifteen miles north-south and over fifty
  miles east-west.  The impact left several large lakes connected by a confusing
  maze of waterways and bogs.  It offers a convenient place to hide for those who
  want keep their activities away from prying eyes.  The water is black in color
  caused by the minerals leeching from the surrounding soil and vegetation.
  The Crimson Hills
  Over the centuries, numerous orc tribes conquered and were conquered among
  these hills.  Their continual conflict has caused this region to be known as the Crimson
  Hills.  The two main tribes are the Bateaters (1911) and the Bloodcrushers (2207),
  but there are several smaller orc clans and families hiding and hunting in the hills.
  The Grey Sea
  The Grey Sea is known for its storms, strong currents, treacherous reefs, and superb
  fishing grounds.  After the collapse of the Bright Empire reavers, vikings and pirates
  dominated the waters, but the rise of the Grand Kingdom has largely brought
  peace to the Grey Sea.  Only the Vasan Vikings and a few pirate ships remain to
  challenge the might of the Grand Kingdom’s navy.
  
  -8-
  The Greywoods
  Over a thousand elves make their home in this forest.  The forest gets its name from
  the Grey Ash trees, whose seeds in the fall, dry into a grey ash like color.  The
  seeds littering the forest floor remind the elves of the wasteland that once existed
  here in the aftermath of The Mountain That Fell.  The ash seeds are also a potent
  source of viz, jealously guarded by the elves for their own use.
  The Tave Marshes
  Unlike the Black Marshes there are not many lakes in the Tave Marshes. Instead,
  there is a network of estuaries connected by small steams and bogs.  The region is
  largely avoided by the surrounding races due to the evil reputation of the weretigers
  that dwell within the swamp.
  The White Mountains
  These majestic, snowcapped mountains stretch far to the northwest, and are the
  highest known in the regions.  The dwarven kingdom of Bolzak lies to the south and
  Olden Hold is the northernmost outpost.
  The White Mountains teem with game, and great predators, such as griffons and
  hippogriffs, making their home in the high aeries.  Stone giants are known to roam
  to the edge of the mountains, and although they don’t often attack, they will attack
  small parties of travelers.
  Thornbrush Island
  The leeward side of this island is choked with groves of thorny bushes and hedges.
  Numerous game trails form an extensive maze that wild boars (2 HD) and other
  creatures use.
  The Westwall
  Farther south, the Westwall forms the western boundary of the Vasa Province of
  the Grand Kingdom.  The northern terminus ends in Blackmarsh and is home to
  several clans of hill giants.
  Locales
  0105
  These are the ruins of Daur Anthar, the hold of the famed Dwarven
  Ironmaster, Gamli Norreshield.  It is here that he found a vein of metal rich in viz
  and researched its use in the forging of arms and armor.  When the hold was
  abandoned several hundred years ago, an earth elemental (HD 12) remained to
  guard the ruins.
  0107
  A band of brigands are bent on vengeance against the Rangers of
  Blackmarsh and are marching on Blackoak Castle.  Sigrun the Boneless (Ftr9), two
  captains (Ftr6,5), and three lieutenants (Ftr4) lead 115 brigands.
  0211
  Viewing the Halflings of Newcombe as easy prey, King Graptar the
  Stupendous (treat as a hobgoblin and wielding a +1 warhammer) moved 150
  goblins into the Pendar Mountains where they established their new base.
  Surrounding the king are twelve guards (treat as hobgoblins) who protect Graptar
  against any usurpers.
  0214
  A mother black dragon (old, HD 8) and her child (young, HD 7) have
  slaughtered a herd of deer and are in a meadow consuming the carcasses.
  
  -9-
  Rumors 
  1 
  In Strangeholm, the halflings have uncovered a powerful sword of law 
  (F) 
  2 
  Goblins roam the Pendar Mountains (T) 
  3 
  Be careful wandering the Greywoods, the boundary between worlds is 
  weak there (T) 
  4 
  The elves have wild parties of debauchery in Castle Blackmarsh(F) 
  5 
  The Duke of the Ostrobards is noted for his wild parties (T) 
  6 
  The Wizard of the Isle will allow any who tells him a riddle he can’t 
  solve to stay on The Mountain That Fell (F) 
  7 
  Lord Mazardan of Olden Hold is offering 1,000 GP for any viz brought 
  to him (partially False, he will offer 200 GP) 
  8 
  King Ragnar’s grip on the throne of Castle Taldane is weak.  Civil war is 
  about to ensue (T) 
  9 
  The Blackmarsh Rangers are recruiting new members (T) 
  10 
  Sir Causari of Inuacus Keep is gathering forces to overthrow the elves 
  (F)  
  11 
  Three beautiful maidens dwell in the westernmost lake of the 
  Blackmarshes, they will bestow their treasure on those who please them 
  (F) 
  12 
  Beware of those who march underneath the Raven’s wings (T) 
  13 
  Actayl Oathbinder survived the clearing of the lighthouse and is now in 
  Jorvik raising an army (F) 
  14 
  A strange maelstrom appears in the western portion of the Smoking 
  Bay.  One can see treasure at the bottom  (T) 
  15 
  The Ostrobards are having trouble with attacks by hippogriffs (T) 
  16 
  Lord Mazardan hosts a lavish banquet at Olden Hold every year.  Only 
  the most successful of explorers are invited.  (T) 
  17 
  Myrmidons of Sarrath are leading an invasion force into Blackmarsh (F) 
  18 
  So many orcs have died in the Crimson Hills that the hills are haunted by 
  their spectres (F) 
  19 
  Most of the magic-users from the time of the Bright Empire lived in 
  conclaves south of the Black Marshes.  Their ruined homes are 
  dangerous but many are remain untouched  (T) 
  20 
  The Duke of the Ostrobards is going to hold a grand tourney the first in 
  the Blackmarsh region (F) 
   
  0217
  Oldan Hold, Pop: 342, Dwarf; Align L; Ruler: Lord Mazardan, Ftr6, L,
  Dwarf; Resource: Market.
  Oldan Hold is the northernmost outpost of the Dwarven Kingdom of Bolzak.  It was
  founded as a base for the search of viz by the Ironmasters of Bolzak.  It’s become
  an entrepôt where merchants all over Blackmarsh come and trade with the dwarves.
  There are 5d10 foreign merchants (human, elf, halflings) with their guards present.
  Lord Mazardan was one of the most successful explorers and appointed as Lord
  of Oldan Hold two decades ago.  He is also High Captain of the Northern Company
  of Adventurers.  An association of explorers looking for sources of viz.  Every year
  he hosts a grand banquet in the company hall where members and their friends
  eat and tell tales of their discoveries.
  0302
  The inside of this bend on the Rednut River is riddled with giant snake
  dens.  Every 100 yards there is a 3 in 6 chance of encountering either a hole to a
  den (1-4) or a giant snake (HD 2)(5-6).
  
  -10-
  0309
  This crumbling wizard’s keep dates back a thousand years to the time of
  the Bright Empire.  An experiment gone awry left the keep infested with numerous
  ochre jellies (HD 5), including one very large black pudding (HD 10, 60 hp) in the
  old great hall.
  0318
  A herd of mean tempered wild boars (HD 3) roam the slopes of the
  White Mountains here.  Even hunters from Olden Hold (see 0217) avoid this valley.
  There is a 1 in 4 chance of encountering 4d4 boars per hour while in the region.
  0407
  Blackoak Castle; Sinerian, Ftr4/Mu6 L, Elf; 50 elves, 60 men, 40 dwarves,
  20 halflings.
  This castle is the headquarters of the Blackmarsh Rangers, an organization dedicated
  to preserving peace between the races and keeping Blackmarsh free from the
  depredations of monsters.  They consider the Brotherhood of the Raven their mortal
  enemy (see 1807).  The Temple of Thor at Castle Blackmarsh is an ally especially
  when monsters are involved.
  The Blackmarsh Rangers were founded by the legendary Geran Blackoak fifteen
  centuries ago during the invasion of the Ostrobard barbarians.  Geran Blackoak
  was instrumental in restoring the peace.  While he failed to unite them politically, a
  tradition of mutual assistance took hold among the races.
  The castle serves as the primary training ground for new rangers recruits as well as
  a meeting place for the biannual gathering of the captains.  It contains workshops
  and stores to supply the various ranger circles wandering throughout Blackmarsh.
  Clerics of Silvanus, the Forest Lord, are traditionally stationed at the castle to
  provide aid and support.  Thanks to the elves, one of the finest schools of magic in
  the Blackmarsh region is found here.  The school tends to study the practical rather
  than theoretical aspects of magic.
  High Captain Sinerian has been the leader for over a century and expects to serve
  for several decades more.  Her greatest challenges have been dealing with the
  raids of the Vasan Vikings from across the Grey Sea, and the rising power of the
  Grand Kingdom to the southeast.  If the Rurasin city-states to the north unite, it may
  prove another threat to the peace.
  0409
  Strangeholms, Pop: 292, Halfling; Align L; Ruler: Mayor Holbein Redleaf,
  0-lvl, L; Resource: Farm.
  Strangeholms is a halfling village that surrounds a large hill south of the Holms
  Water.  The region around the village has rich soil for farming and the halflings
  supply much of the food needed by Castle Blackoak (see 0407).
  Mayor Holbein, along with his constable, keeps the peace, but struggles when the
  occasional monster emerges from the ruined wizard keep (see 0309) to the
  northwest.  In addition to being mayor, Holbein is a skilled painter and has had his
  work commissioned several times by the wealthy and nobles of Blackmarsh.
  0413
  A tribe of 190 kobolds dominate the forest north of the lake.  High Chief
  Cruk rules the kobolds with the assistance of six other chiefs of the tribe (treat as
  goblins).  He also leads the kobolds in the worship of a strange glowing sword of
  law in an open grove at the center of the forest.  When the kobolds first arrived,
  a century ago, they tried to take the sword, but it killed any who touched it.
  
  -11-
  0415
  These islands are known as the three sisters.  Each island is the home of a
  nixie (HD 1, charm) and the three of them are rival sisters.  They use their Charm
  Person ability to compete among themselves for the most handsome captives.  They
  are not above conspiring with outsiders if it means that one sister is denied her
  prize.
  0515
  This is the dwelling place of the Lake King (HD 5, charm) and his court of
  80 nixies (HD 1, charm).  He will release anybody captured if they will kidnap his
  quarreling daughters and bring them home to him.  (see 0515)
  0605
  A weak wall exists between this world and other planes of existence in
  the elven forest.  Here the fabric of reality has been torn, 48 elves are fighting a
  12 flame demons (treat as 8 HD Fire Elementals).  Several dozen more elves
  surround the conflict trying to contain the blaze started by the fight.
  0608
  Ashdown, Pop: 121, Mixed; Align L; Ruler: Councilor Neera Dane, Ftr6,
  L; Resource: Market.
  Ashdown is home to many retired rangers as well as the spouses and children of
  rangers currently on duty.  Neera Dane, a retired ranger captain leads the village
  council and operates under the authority of the high captain of the rangers.  She
  and the villagers will gladly aid any friend and ally of the rangers.  Halflings, men,
  dwarves, and elves can be found living here.
  0610
  Greenton, Pop: 642, Halfling; Align L; Ruler: Ealdorman Paddock Ryburn,
  L; Resource: Farm.
  Greenton is the chief settlement of the Newcombe Halflings and an important
  market for the surrounding farms.  Here merchants from across Blackmarsh flock to
  purchase grain and other produce to export back to their home regions.  When in
  residence, the merchants stay in a hamlet just outside of Greenton known as Sack.
  So named from the stuffed woolsacks the merchants sit on while bidding or
  negotiating prices.  Ealdorman Paddock maintains a large contingent of 20
  constables led by Sherriff Barris Ironoak to keep the merchants in their place.
  0616
  Ruchill Burn runs through a 50’ deep gorge for over a half mile.  During
  the Bright Empire, magic-users established a conclave here to harvest the viz found
  within the cliffs of the gorge.  Two centuries after the empire’s fall, the conclave
  was abandoned.  The cliffs are honeycombed with several levels of the conclave.
  Many of the levels span both sides of the gorge with bridges connecting them.  Not
  all of them are safe.
  0702
  Six trolls (HD 6, Regen) feast on corpses from a slain merchant caravan
  from Englafeld (see 1305).  The smoke from their cooking fire can be seen from
  two miles away.
  0712
  This ruined tower was once used as a lighthouse.  It guided ships to the
  mouth of the Lanis River.  Built during the Bright Empire it was abandoned several
  centuries ago.  Since then, a succession of leaders of chaos expanded the complex
  beneath the tower to create a base to be used against Castle Blackmarsh (see
  0913).  Currently, it’s believed to be empty having been cleared by adventurers
  over forty years ago after the killing of Atacyl Oathbinder, an undead vampire
  magic-user.
  
  -12-
  0804
  Stardell Falls, Pop: 503, Elf; Align L; Ruler: King Nilal, Ftr4/Mu8, L;
  Resource: Magic.
  Stardell Falls is the heart of the Greywoods.  The village consists of individual
  steadings arrayed in a series of semi-circles around a 40-foot waterfall.  On
  either side of the falls are two towers made of a shimmering grey stone, and a
  bridge connects the two.  The west tower is the King’s Tower and the east tower is
  the Queen’s tower.  Here King Nilal resides with his queen, the Lady Aerindel
  (Ftr4/Mu8).
  The waterfall is a rich source of viz.  Elven magic-users inhabit the steadings
  surrounding the lynn.  At the base, behind the falls, is a magnificent temple to
  Silvanus the Forest Lord.  The temple is carved out of the rock.  The falls provide a
  spectacular backdrop to the services especially when the moon or sun is at its
  zenith.
  0814
  Scattered throughout the bogs are several small buildings that were once
  the homes of magic-users researching the plants and herbs of the region.  Stone
  was sunk into the bogs and dry pathways were built to connect the scattered
  residences.  It was abandoned in the century after the fall of the Bright Empire and
  time has taken its toll.  Sections of the pathways have worn away and various
  creatures have moved into the abandoned dwellings.  Some have reported that
  the wizards left unfinished experiments and strange forms of plant life live in the
  ruins.
  0909
  A large water elemental (16 HD) inhabits this area of the Smoking Bay.  It
  preys on unwary ships sucking them down into a giant maelstrom.  At the sea
  bottom there is a half-mile wide shallow basin littered with the remains of the ships
  and treasures that the water elemental dragged down.
  0912
  This island is home to 100 men who fish the surrounding island.  They were
  granted this island by the lords of Castle Blackmarsh in exchange for standing
  watch against any raiders, particularly Vasan Vikings.  At the south end of the
  island is a 20’ wooden tower that can be seen from the main land.  At the sign of
  danger a fire will be lit and relayed along a series of signal towers to Castle
  Blackmarsh.
  
  -13-
  0913
  Castle Blackmarsh, Pop: 1,294, Men; Align N; Ruler: Governor Tyrilas,
  Elf, Ftr4/Mu2, L; Resource: Market.
  Castle Blackmarsh is the largest settlement in the Blackmarsh region.  It was originally
  founded by the Bright Empire over a thousand years ago and served as the main
  port for various settlements and conclaves of magic-users.  It was ruled by a governor
  appointed by the emperor and advised by a council of magic-users and merchants.
  It survived the fall of the Bright Empire and became an independent city-state
  dominating the settlements along the southern shore of the Smoking Bay.  The
  economic decline caused most of the outlying settlements to be abandoned a century
  after the empire’s collapse.  The mages established themselves in Castle Blackmarsh,
  forming a conclave in the castle.
  They dominated the city-state for several centuries occasionally allying with the
  other races to defeat common threats.  In that time the population of the town
  stabilized and found a small amount of prosperity as adventurers entered
  Blackmarsh searching for viz.
  A century ago, an ambitious magic-user named Atacyl Oathbinder maneuvered
  his way into control of the council.  He seized absolute control of Castle Blackmarsh
  and ruled as a tyrant for several decades.  It is rumored that he accomplished this
  through a strange helmet capable of mind control.  His attempt at empire building
  was thwarted.  The rangers retook Castle Blackmarsh with a combined force of
  different races and Blackmarsh exiles.
  The elves took control of the settlement and appointed a governor at the head of
  the reformed council.  Castle Blackmarsh, the home of the wizard’s conclave, was
  the site of many Atacyl’s experiments and magical researches.  Even after a century
  of rule, not all of the levels that Atacyl created have been explored.
  Forty years ago, Atacyl reappeared as a vampire magic-user and attempted to
  retake Castle Blackmarsh.  He was destroyed, supposedly, by a band of adventurers
  and his base at the old Lanis Lighthouse (see 0712) was purged.
  
  -14-
  
  -15-
  Castle Blackmarsh Establishments
  1) Blackmarsh Castle
  The castle is currently under occupation by the Greywood Elves.  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 Rangers
  or the Temple of Thor to enter.  The elves have an arrangement with the Temple of
  Thor to provide healing at good rates for those that require it.
  2) Temple of Thoth
  This once glorious temple to the God of Knowledge has fallen into decay.  The
  near destruction of the society of magic-users 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.
  3) Temple of Thor
  This temple was established soon after the fall of Actacyl.  With their allies, the
  Blackmarsh Rangers, they rid the town of the many magical traps, devices, and
  creatures left behind.  Since then they have been the most popular temple with the
  hall packed on holy days.  They actively seek out newcomers and encourage them
  to form adventuring parties.  They will either send them to the elves to explore
  Castle Blackmarsh or into the surrounding countryside to respond to the many
  requests for aid.
  4) Merry Legs Banquet Hall
  This is the largest banquet hall in Castle Blackmarsh.  Unlike the Viz Club it is not
  exclusive and any adventuring party that is willing to pay its 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 parties 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 the floor show
  starts, it features singing bards, dancing wenches, and juggling dwarves.
  5) The Scholar’s Inn
  This is the largest inn in town.  It has an extensive library that is open to patrons.  It
  doesn’t have the depth of the library at the Temple of Thoth, but it has more
  current material.  Nearly half of the rooms are rented to what remains of the
  Blackmarsh Guild of Wizards.  Survivors of Actayl’s reign and the elven takeover
  have congregated here to restart the guild.  However, the town’s mistrust has hindered
  their recovery.
  6) The Viz Club
  This is a banquet hall open to members only.  Only elite explorers and adventurers
  are invited and the yearly fees are said to be ruinous.  However, membership
  gives access to information and lore found nowhere else.  The few that are invited
  gladly pay.
  
  -16-
  7) 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.  Many of them are overseas or scattered throughout the Blackmarsh
  region looking for the latest goods to bring back to the shop.
  8) Emporium of the Strange and Arcane
  Not all magic-users in Blackmarsh struggled after the fall of Actacyl and the takeover
  by the Elves.  Thil the Cowled proved himself an ally of the elves and the Blackmarsh
  Rangers 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 operation to his apprentices, but will still participate in negotiations
  for high value items.
  Adventurers will find that there is an 80% chance that magic items worth 1,000 GP
  or lower can be found in stock.  For items up to 5,000 GP value there is a 20%
  chance of being in stock.  For more valuable items, these are auctioned off every
  quarter at the Viz Club.  For non-members there is a 1,000 GP entrance fee.
  9) The Abrams Company
  John Abrams 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 Golden Shore beyond the Sunrise Sea.  With a
  recommendation, he will let an adventuring party charter one of his ships.
  10) The Blackmarsh Company of Adventurers
  The Company of Adventurers is largest company of caravanmasters in the
  Blackmarsh region.  They organize overland caravans to Greywood, the Duchy of
  the Ostrobards, Newcombe Shire, and into Southland.  Matthew Thanes is the latest
  Captain General to lead the company and is always on the lookout for new members
  to join as merchants, scouts, or guards.
  11) The Company of Honorable Men
  Actacyl’s reign dispossessed many wealthy and noble inhabitants of Blackmarsh.
  Driven into hiding, they attempted to strike back at the Oathbinder’s tyranny.  In
  subsequent decades their descendents became little better than a group of
  organized thugs.  Today, they gladly aid those who are discontented with the rule
  of the elves while running their illicit operation for financial gain.
  
  -17-
  Locales (cont)
  0918
  On a bluff, overlooking the lake, is the remains of a wizards’ conclave
  founded a thousand years ago during the Bright Empire.  Like the others, it was
  abandoned shortly after the empire’s fall and remained unoccupied for several
  centuries.  After the collapse of Atacyl’s attempt to regain control of Castle
  Blackmarsh, one of his lieutenants, Sir Autse Darkheart (Ftr12), now occupies the
  ruins.  Sir Autse was transformed into a wraith and was made Atacyl’s second in
  command.  The ruins are now crawling with skeletons, zombies, wights, and lesser
  wraiths under Darkheart’s command.
  1002
  Wedmor, Pop: 255, Man(Ostrobard); Align L; Ruler: Lord Octa, Ftr5, L;
  Resource: Cattle.
  Wedmor was settled by the Ostrobards several centuries ago and has become a
  center for cattle herding.  Every fall, the herds are rounded up and most of the
  bulls and old are slaughtered.  The meat is salted and shipped down the Rednut
  River to Muncaester and distributed throughout the Blackmarsh region.  Lord Octa
  is looking for additional hands to aid with the roundup and guard against raiders
  and monsters.
  1014
  This large island, in the midst of the Black Marshes, is a nesting ground for
  a herd of chimerae. (HD 9)
  1103
  Sixteen centaurs (HD 4) are running down a herd of cattle they are planning
  to rustle.  A mile away two herders (Ftr1) are riding at full gallop back to Wedmor
  (see 1002) for help.
  1107
  This grotto is home to 86 merman (HD 1).  They are ruled by King Neptar
  (Ftr4).  They are holding a funeral for Neptar’s son who was slain by a water
  elemental. (see 0909)
  1112
  On the sea bottom, are the sunken remains of the last treasure ships to
  sail from Blackmarsh before the fall of the Bright Empire.  Gold, adamant, and
  sealed crates with viz lie in the hulls of a dozen galleys and scattered across the
  seabed.  Taking residence amid the crumbling ships is a school of several dozen
  sharks (2 HD) along with a giant sea serpent. (12 HD)
  1113
  Inuacus Keep; Sir Causari, Ftr10, L; 50
  men.
  This keep is an outpost of Castle Blackmarsh and
  protects the surrounding farms from monsters moving
  north from the Black Marshes, as well as Atacyl
  loyalists located in Jorvik.  Sir Causari is the leader
  of a faction that wants to see the elves leave Castle
  Blackmarsh and restore human rule.
  1213
  Located on Witch Hill are the foundations
  of Ramat, an old ruined Thothian monastery from
  the time of the Bright Empire.  It was home to a
  potent holy artifact known as the Spear of Ramat.
  All records on the monastery were lost after the
  empire’s retreat.
  
  -18-
  In the present, the young daughter of Governor Causari of Incanus Keep lost her
  favorite pet dog while on a picnic near the ruins.  The governor will gladly pay an
  adventuring party to search the ruins for the dog. (see the Ruins of Ramat, from
  Brave Halfling Publishing.)
  1214
  This island is home to a coven of warlocks.  This coven was established a
  century ago after the fall of Castle Blackmarsh.  A few surviving magic-users fled
  here with Atacyl’s body and oversaw his resurrection as a vampire.  In the
  transformation process, Atacyl slaughtered half of the coven before fleeing into
  the bogs.  Since then the coven has struggled to survive and only a few aging
  members remain.
  1217
  In the foothills north of the last peaks of the Westwall is the steading of 8
  hill giants (HD 8).  They enjoy raiding the farms around Jorvik and Norbury Castle.
  1302
  Camden, Pop: 214, Man(Ostrobard); Align L; Ruler: Lord Varxis, Ftr8, L;
  Resource: Iron.
  Several iron mines dot the hills to the west.  Lord Varxis has his hands full trying to
  keep enough forces in the field to protect the mines.
  1305
  Muncaester, Pop: 895, Man(Ostrobard); Align L; Ruler: Duke Caedwine,
  Ftr4, L; Resource: Market.
  Muncaester is the largest settlement of the Ostrobards, and the seat of their dukes.
  It is located on an island in the midst of a bay formed by the confluence of the
  Rednut River and the River Eamont.  A thriving market in farm produce, furs, and
  exotic herbs attracts merchants from all over the Grey Sea.
  Duke Caedwin is known for his great girth and wild banquets.  He has agents
  throughout the town on the lookout for new arrivals to provide a banquet with tales
  of their exploits.  The duke will not take no for an answer.
  1306
  A small group of five islands stretches southwest from Muncaester (see
  1305).  They are home to dozens of fishing clans harvesting the bounty of the
  Grey Sea.  Several of the fishermen are members of smuggler clans that specialize
  in moving goods in and out of Muncaester, evading the duke’s taxmen.
  1307
  This forested island lies unspoiled in the middle of the Smoking Bay.  The
  sorcereress Naomi (Mu9) ensures that it stays that way.  She relies on several
  dryads (HD 2, charm) for aid.  She was once the lover of the Wizard of the Isle,
  (see 1309) but he spurned her several centuries ago.  Because of this any male
  interlopers will stay as the guest of the dryads for a long, long time.  Females will
  just experience memory loss and put adrift to sea.
  1309
  The larger island is all that remains of The Mountain That Fell.  It is incredibly
  rich in viz although the lack of any beach and the steep slopes make it difficult to
  get around.  Any who managed to brave the island not only has to contend with the
  ire of the Wizard of the Isle but the numerous flyers dwelling around the slopes.
  There have been reports of gargoyles, wyverns, griffons, hippogriffs, pegasi,
  chimerae, manticores, and even rocs nesting near the summit.
  
  -19-
  The smaller island off the southwest shore is home to the mysterious Wizard of the
  Isle (Mu18).  His presence goes back centuries and all anybody knows of him is that
  he is the self-appointed guardian of what remains of The Mountain That Fell.
  Anybody surviving landfall and subsequent attacks by the local creatures will be
  apprehended by the Wizard of the Isle, and warned not to return.  They will be
  escorted back to their ship by the wizard’s golden mechanical servant Cee-Three.
  He will calmly explain that they need to seek their viz elsewhere and that The
  Mountain That Fell is very dangerous to meddle with.
  1316
  Jorvik, Pop: 481, Man; Align N; Ruler: Lord Maracan, Ftr11, C; Resource:
  Market.
  Jorvik was once one of the small villages allied with Castle Blackmarsh until a
  century ago.  When Atacyl rule was overthrown, several of his supporters fled to
  Jorvik and fortified the village.  They attempted several plots to retake Castle
  Blackmarsh, but failed.  Their aid of Atacyl’s last failed attempt (see 0712) nearly
  ruined them and they were forced to pay tribute to Castle Blackmarsh.
  Lord Maracan is the current leader and his plans revolve around posing as experts
  on the region to newly arrived scouts of the Grand Kingdom.  He is also attempting
  to enflame resentment towards the elves and their ranger lackeys.
  1406
  Two Vasan longships
  drift in the current, resting
  after a several days of hard
  sailing.  Each ship has 75
  warriors on board.  Their
  chief, Egil Longhair (Ftr 8),
  plans to raid at sunrise.
  1503
  A flock of 9 hippogriffs (HD 3) landed on Egbert’s farm two miles from
  the river.  The locals have gathered to watch.  Egbert weeps as his pigs and
  chickens are devoured by the hippogriffs.
  1506
  Ethanfeld, Pop: 145, Man (Ostrobard); Align L; Ruler: Lord Ingwold, Ftr6,
  L; Resource: Fish.
  This village gains much of its livelihood from fishing, but also enjoys some trade
  outfitting adventurers heading east to the Dragonbone Peaks.  Lord Ingwold leads
  20 men known as the Dragonbane Company.  They keep the valley up river clear
  of monsters.
  1515
  A shrine to the sea god, Mannann, is maintained on the island by Tavis (Clr
  8).  His holy duty is to aid any shipwreck survivors.  He has a small single mast
  sailing boat he uses to search the surrounding waters.
  1518
  Norbury Castle; Sir Dennis Langre, Ftr9, L; 120 men.
  This is the northernmost outpost of the Vasa Province of the Grand Kingdom.
  Completed only five years ago, it is hoped that the castle will serve as a gateway
  for merchants and explorers from the Grand Kingdom into Blackmarsh.
  
  -20-
  Sir Dennis Langre served on the frontier with Grand Kingdom’s rival the Ochre
  Empire and in some of the New World colonies.  While he appreciates the aid that
  Lord Maracan of Jorvik has given in learning about Blackmarsh, he is beginning to
  suspect an ulterior agenda.
  1602
  Wessex Keep; Bedewald the Atheling, Ftr6, L; 50 men.
  This is the easternmost outpost of the Ostrobards.  It shields the farms and villages
  to the west from the creatures who dwell in the Dragonbone Peaks.  Duke Caedwin
  eldest son, Bedewald, is in command.  He is the opposite of his libertine father in
  almost every way.  He was given Wessex Keep to so that the duke wouldn’t have to
  hear his nagging.
  1609
  The land between the coast and the swamp is occupied by 325 Kobolds
  (HD ½) of the Shelleater Tribe.  They are divided into six feuding clans who
  continually fight among themselves.  They will only unite when outsiders invade.
  They use their superior knowledge of the terrain to make life miserable for the
  invaders.
  1701
  In a cave beneath a rocky outcropping, an eight-headed hydra (8 HD)
  has taken residence.  Bedewald the Atheling (see 1602) has a patrol periodically
  check to make sure it hasn’t moved farther south.
  1706
  Four rocs (6 HD) from The Mountain That Fell (see 1309) have landed and
  are feasting on the remains of a sub-adult red dragon (see 2105).  Three hundred
  yards to the east is the charred remains of a fifth Roc.
  1709
  On this island, in the midst of the swamp, there is strange black monolith
  on top of a rocky outcropping.  Every full moon weretigers emerge from the
  surrounding bogs to perform strange rites.  If the ritual is watched for any length
  the players will discovered all races are among the weretigers; elves, men, halflings,
  and dwarves.  And even orcs, goblins, and kobolds!  Those who visited The Mountain
  That Fell (see 1309) will see that the monolith is made of the same type of stone.
  
  -21-
  1807
  In the middle of this forest is a confusing network of ravines and hills.  This
  is the current base of the Brotherhood of the Raven.  They are a group who believe
  in the supremacy of the elves.  They have operated against the rangers and other
  races of Blackmarsh for nearly two thousand years.
  Currently there are 158 Elves in residence along with 200 slaves, mostly orcs.
  They are nominally led by the Autarch Elana (Ftr4/Mu8) who has minimal authority
  over the various commanders and their troops.  To get anything done Elana has to
  continually negotiate compromises between the different factions.
  1816
  At the bottom of the lagoon are the remains of a ship that was sent by the
  Grand Kingdom’s rival, the Ochre Empire to scout Blackmarsh.  It contains several
  treasure chests of gold for bribery and valuable supplies to outfit expeditions.
  1902
  This was a settlement of the Ostrobards that was burned out several
  decades ago by the dragon Scytheback (see 2015).  It was the hub for several
  abandoned silver mines nearby.
  1905
  This is an encampment for 15 elves from the Brotherhood of the Ravens.
  They are led by Rinisar Anothil (Ftr 2/Mu 2).  They plan to rouse the hydra (see
  1701) and drive it to the southwest to ravage the lands of the Ostrobards.
  1911
  This network of caves is home to 105 orcs (1 HD) of the Bateater Tribe.
  They pay an annual tribute to the Brotherhood of the Raven (see 1807).
  1914
  A sleeping dragon turtle (11 HD) has drifted into the Sheltered Bay.
  2015
  Ten Vasan Vikings (HD 1) stand guard over supplies for the return voyage
  of Egil Longhair’s fleet (see 1406).
  2105
  This is the lair of Scytheback, a very old red dragon (11 HD).  She
  participated in the fall of the Bright Empire over a thousand years ago and hordes
  the treasures she looted here.  She made an alliance with the Brotherhood of the
  Raven (see 1807) and considers them useful pawns in keeping unwanted visitors
  away from her lair.
  Over the centuries, she has had a succession of mates to breed her young.  Her
  current mate is Dakack, an adult red dragon (10 HD), whom with she mated with
  twenty years ago.  They are currently raising three young that are now sub-adults
  (10 HD).  One of them is missing (see 1706).
  2109
  The Tribute Place: Kinkaris, Ftr6, L, Orc; 20 orcs.
  This crude heap of stones serves as a keep for Kinkaris (Ftr7, Orc, C) and his
  guards (Ftr 3, Orc). He has been placed in charge of collecting the annual tribute
  for the Brotherhood of the Raven from the Bateaters (see 1911) and Bloodcrusher
  tribes (see 2207).
  2114
  On this idyllic island five mermaids (HD 1, charm) frolic in the streams,
  collecting seashells, and gently placing them in a crystal clear pool of water in the
  center of the island.  Then on the night of the full moon they collect the ones that
  turn into viz (4d6) and journey to the Azure Lord’s hall. (see 2416)
  
  -22-
  2201
  Within the ruined castle, made of black stone, are twisted skeletal remains.
  It is obvious that they came to some horrific end.  Several attempts over the last
  several centuries have been made to reoccupy the castle.  Nevertheless, after the
  full moon the new inhabitants are slain in the same manner.  The last attempt was
  made a hundred years ago by the Brotherhood of the Raven.
  2203
  In this corner of the forest, 85 pixies make their home.  Their miniature
  village is spread out among the trees built on small wooden platforms.  They
  gleefully torment anyone who intrudes.
  2207
  This network of caves is the home of 243 Orcs of the Bloodcrusher Tribe.
  They are ruled by King Suduk (Ftr 8) assisted by his shaman G’mung (Mu6).  King
  Suduk resents paying tribute to the Brotherhood of the Raven and especially hates
  Kinkaris (see 2109).
  2306
  The hills and ravines echo with the sound of battle as 15 berserkers (Ftr 1)
  from Castle Taldane battles 30 orcs (HD 1) from the Bloodcrusher Tribe.  The
  berserkers are surrounded on a ridge between two ravines and are hard pressed
  by the orcs.
  2401
  Along the side of a half-mile stretch of the river valley are the warrens
  for 300 giant ants (2 HD).  The queen’s chamber is built around a long buried
  cubical artifact 10’ by 10’ by 10’.  There is a door on one side of the artifact, but
  the giant ants have not opened it.  One in twenty ant eggs can be used as a single
  viz.
  2410
  Six 20’ tall black pillars with strange carvings can be seen through the
  water on the top of a shallow bank.  On further examination, there are compartments
  on the ends of the pillars where viz can be inserted.
  2411
  Ysby, Pop: 80, Man (Vasan); Align N; Ruler: Chief Bjarni, Ftr5, N; Resource:
  Fish.
  This fishing village of Vasan Vikings was established two hundred years ago by an
  improvised clan from Vasa.  They kept contact with their relatives, and when much
  of Vasa fell to the Grand Kingdom Ysby proved to be an important way station for
  the refugees.  Since the establishment of Castle Taldene, it has returned to being a
  sleepy fishing hamlet.
  2416
  A sea mount rises from the ocean floor to 15 feet beneath the surface.
  Around the peak and down 80 feet are the grottos and caves of the Azure King
  (Ftr12), a powerful merman lord.  He rules over a tribe of 300 mermen.  The
  Sapphire Enchantress (Mu12, Merman) is his advisor and the current lover of the
  Wizard of the Isle.
  2505
  Castle Taldene: King Ragnar the Ringless, Ftr9, N, Men (Vasan); 200 men
  (Vasan).
  King Ragnar’s grandfather was dispossessed by the conquest of Vasa by the Grand
  Kingdom.  He fled with what goods he could carry on his longships and brought
  with him as many of his own and allied clans as he could.  In the decades since the
  petty kings of Taldene dreamt of reconquering their home, but it has been a struggle
  to survive in Blackmarsh let alone rebuild enough troops to mount a major military
  expedition.
  
  -23-
  King Ragnar is known as the ringless after losing his royal signet ring when his
  finger was cut off in a raid on Castle Blackmarsh.  It brought him great shame and
  now he spends his days in a drunken stupor beating his dogs.  Rumor has it that it is
  sitting in a jeweler’s shop in Castle Blackmarsh.
  2508
  Gamla, Pop: 405, Man (Vasan); Align N; Ruler: Chief Yngvar, Ftr12, N;
  Resource: Farm.
  Protected by the swamp to the west, Gamla has seen a small measure of prosperity
  due to the fertile land.  Chief Yngvar criticizes King Ragnar (see 2505) at every
  turn.  Yngvar is considering whether to challenge him or whether to raise a rebellion
  to overthrow him.
  2618
  A ship from the Ochre Empire is sailing toward Blackmarsh searching for
  the lost expedition sent here five years ago.  It is commanded by Lord Travvarn
  (Ftr7, L), a powerful myrmidon in the Church of Sarrath, the Dragon God.  He is
  assisted by Archon Devers (Clr5, L) who enforces a strict discipline among the ship’s
  crew and warriors.
  2704
  Daretop, Pop: 415, Man (Vasan); Align N; Ruler: Chief Kalfvald, Ftr8, N;
  Resource: Farm.
  Daretop supplies much of the food for Castle Taldene. Chief Kalfvald is an aging
  warrior past his prime.  The chief is fiercely loyal to King Ragnar and will come to
  his aid in any fight with Chief Yngvar (see 2508).  However, his son Hamdir (Ftr7)
  does not share his father’s loyalties.  The death of Kalfvald will drastically alter the
  balance of power for King Ragnar.
  2706
  This island is crawling with giant crabs (3 HD).  Longships from Daretop
  (2704), Castle Taldane (2505), Gamla (2509), and Ysby(2411) come here to hunt
  the crabs.  It is dangerous, but great sport among the vikings.
  2707
  This island is deserted except for a single driftwood hut.  Here dwells
  Kostbera, a Vasan seeress.  In exchange for food and supplies, she will build a fire
  out of driftwood and seaweed to read the omens for the giver.
  2714
  Those who pass this spot report strange bubbles foaming the surface.  The
  few that have ventured down 100 feet have reported pieces of a strange, giant,
  crystalline skeleton at the bottom.  Even more disturbing is that in the more recent
  reports, the skeleton is more complete.
  
  -24-
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
  Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
  (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
  languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the
  methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work
  covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
  “Product Identity” means product and product line names,  logos and identifying marks including trade dress; artifacts; creatures
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
  formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments,
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
  registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify
  itself or its products or the associated products
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied
  to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
  Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that  Product
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
  material by E. Gary Gygax and Dave Arneson.
  Blackmarsh, Copyright 2011, Robert Conley.
  Designation of Product Identity: The following items are here by designated as Product
  Identity in accordance with Section 1(e) of the Open Game License, version 1.0; Any and
  all Delving Deeper logos, identifying marks, and trade dress; Any and all Bat in the Attic
  Games logos, identifying marks, and trade dress; all artwork,  symbols, depictions, and
  illustrations is designated Product Identity; except such items that already appear in the
  System Reference Document.
  Designation of Open Content: Subject to the Product Identity designation above, all text
  and maps.  It is the author’s intention that the Blackmarsh setting is open content and free to
  use for commercial and non-commercial projects.
  
SOURCE: textdata/thevault/Delving Deeper (osr)/Delving Deeper Adventures & Settings/Delving Deeper Blackmarsh/Blackmarsh Rev 5.pdf