My current weekend game (not the one I am doing a Campaign Journal for) is set in the nation of Blackmoor, and I am trying to find as much information as I can about this frozen land
I am curious if anyone knows if there are any articles in Dragon/Dungeon, or anything else that I might be able to easily find.
I am also trying to decide on how much information to use from the d20 Blackmoor book by Zeitgeist Games. Generally if anyone has any tips or experience with Blackmoor it would be appreciated.
Pretty sure there are some LG Core modules set in the area if you can lay your hands on them. Think the Burning Cliffs was a Core Special at one point as well.
@ Flint: Burning Cliffs is a Iuz Border State module it would seem. Took me a while to find it among my LG stuff. Thank you very much for those two Dungeon adventures they had very nice maps that I have yoinked.
@ Pesh: Thank you for pointing me to that Oerth Journal it was very helpful!
That OJ writeup is both my favorite Blackmoor source and probably my all time favorite OJ article. Also check out the two-part RJK fiction about the City of the Gods in a later issue.
The GH Adventures hardback is the original source on the Burning Cliffs: http://www.pvv.ntnu.no/~leirbakk/rpg/adnd/society/adnd_society_greyhawkplaces.html
It also describes a nearby location called Rigodruok in the Land of Black Ice. If you have the full book, there's a magic item or two relevant to Blackmoor in another chapter.
"Fiend's Embrace" in Dungeon 121 takes place in the nearby Cold Marshes. It contains a small map of the marshes and a minor mention of a (dead) NPC from Blackmoor.
Finally, Jeffrey Talanian's Charnel Crypt of the Sightless Serpent is not only a great adventure, but it's just begging to be placed in Greyhawk's Blackmoor: http://www.swordsmen-and-sorcerers.com/store
Edit: The "Alien Devices" chapter from DA3 used to be available online, but it looks like WotC finally took down their old edition downloads. Here's the old link if you feel like doing from Google sleuthing: www.wizards.com/dnd/files/Blackmoor.txt
It also describes a nearby location called Rigodruok in the Land of Black Ice.
"Nearby" is relative. I think the original intent of the authors was that Rigodruok was relatively near Blackmoor, and that it was the "City of the Gods" vaguely alluded to in the Greyhawk boxed set. The description given of the City of the Gods there, "a place where iron buildings tower and it is summer year round," describes Rigodruok exactly.
However, in The Adventure Begins, Roger E. Moore stated that Rigodruok was actually located on Oerth's geographic north pole, making it "beyond the Land of Black Ice" but on another continent altogether. And the City of the Gods became an entirely different place.
This is to the good, I think. A Guide to the World of Greyhawk Fantasy Setting actually mentioned two places associated with the Land of Black Ice that Greyhawk Adventures turned into only one. The first, "they are said to tell of a warmer land beyond the ice where the sun never sets and jungles abound" obviously fits Rigodruok, and the second, the place between the Land of Black Ice and Blackmoor territory, is the land where "iron buildings tower." Greyhawk Adventures put the iron buildings in Rigodruok beyond the Ice.
Edit: The "Alien Devices" chapter from DA3 used to be available online, but it looks like WotC finally took down their old edition downloads. Here's the old link if you feel like doing from Google sleuthing: www.wizards.com/dnd/files/Blackmoor.txt
This is the original description of Blackmoor items, published in
DA3 City of the Gods, 1987, a setting that was a part of what later
became the world of Mystara (DUNGEON & DRAGONS(R) Game, Expert).
ALIEN DEVICES
The alien technology in this module includes many powerful devices
that can be acquired and used by the PCs. While you, the DM, know
that these items are simple tools or mechanical devices, residents
of Blackmoor perceive them to be magic items and treat them
accordingly, giving each a name that expresses its power in
understandable terms.
This section lists all of the common alien devices corresponding to
magic items. Each item is listed by its proper name, followed in
parentheses by the name by which the item is known to non-aliens.
Each listing has a short description of how the item appears to
non-aliens, followed by a discussion of its functions.
Alien devices are made from super-tough ceramics and acrylics and
from other exotic substances. Unless otherwise noted, they can't be
harmed by non-magical weapons or tools. Also, unless otherwise
noted, all items that use a power pack are powered by the same type
of 1" x 2" x 1/2" pack, and all power packs are fully charged when
discovered (minus any charges used during the encounter or melee in
which the PCs discover them); all standard power packs are
interchangeable. Used power packs can be recharged in Beagle 's
power plant (which is in a high security area not open to the PCs).
In some cases, alien devices are activated or controlled by voice
command. Generally, these devices understand only Galactica (the
language of the Galactic Federation) and the coded battle languages
of the Federation Fleet. They do not respond to Common unless
specially programmed to do so. Often, items respond only to special
codes given in a battle language.
Alien devices aren't intended for use by non-technological species.
It is especially easy for those not trained in their use (e.g. the
PCs) to improperly insert a power pack, thus damaging the item.
Each time one of the PCs tries to change a power pack, there is a
50% chance that he damages it so that it no longer functions.
Battle Armor (Godsuit)
Description: This item looks like a smooth, wondrously light and
thin stocking but one that has been knit with arms and legs to
cover the entire body. Woven into the stocking's neck is a small
oblong box.
Functioning: All aliens and Soldiers of the Frog wear this tough
battle armor, a type of form-fitting, light-weight acrylic mesh. A
sensor in the "oblong box" tells the suit when it is being worn and
causes it to emit a repulsion field that gives the wearer AC 0 without adding to his encumbrance. The
"oblong box" contains a
standard power pack. Squeezing the box in the palm of the hand
causes it to eject its power pack. A new pack can then be slid into
the box. Each new pack powers the armor for 4 months. Power packs
already in suits discovered by the PCs are good for 1-4 months.
Communicator (Talk Box)
Description: This item is a gray egg-shaped device that fits in the
palm of the hand. A retractable metal clip extrudes from one end.
Functioning: This communicator lets the user have a two-way
conversation with anyone who has an implant or communicator or with
any device that is plugged into the alien communications network (a
computer, for example). Communicators have a range of 48 miles.
They can always receive anything being transmitted on their band.
When in transmit mode, they transmit all sounds within 12" inches.
A character activates a communicator by giving the transmit signal
(a verbally communicated alphanumeric code, in most cases). The
small clip is a belt clip that can be thumbed out for carrying or
thumbed out of the way when the device is in use. If the user tells
the communicator to "translate", it automatically translates
everything that it receives into whatever language the user is
speaking. His own words are not translated. Squeezing the base of
the device causes it to eject its power pack. A new power pack can
then be slid into the base. Each pack can power the device for six
hours of continuous use (about 24 conversations).
Glow Wand (Magic Torch)
Description: This item is a six-inch long, one-inch diameter gray
metal tube with a translucent cap of some smooth, dense material at
one end. The tube has parallel ridges running along its length.
Functioning: The item is a sophisticated portable light source. The
"cap" is actually a combination lens/light source. To make it emit
light, the user twists it clockwise. The lens immediately begins to
cast a diffused glow. The further it is turned, the brighter and
more focused the light becomes. Turning the lens in the opposite
direction decreases and diffuses the light. Turning it all the way
in the opposite direction shuts the light off. The glow wand is
powered by a standard power pack inside the tube. The pack can be
removed or replaced by pressing against one of the tube's ridges,
causing an access panel to spring open. The panel snaps shut when
pressed back into place. Each power pack is good for 24 hours of
operation.
Grenade (Death Egg)
Description: This item is a smooth, heavy, egg-shaped ball, no more
than an inch thick at its widest end. There is a small seam in the
middle of the ball. The ball comes in six colors: red, yellow,
black, blue, green, and gray.
Functioning: Each grenade can be thrown (up to 60 feet) or fired
from a grenade launcher. However, if the grenade is inactive (its
normal state), it can be thrown or fired all day, and nothing will
happen. Before it can explode, it must first be active (or live, as
the aliens say). To make a grenade active, it is necessary to twist
the two ends in opposite directions until there is a click. The
grenade then explodes five seconds later. The effect of the
explosion depends on the grenade's type. The different colors
indicate different types. These include:
Gamma (red): This type emits a powerful blast of radiation. All
entities within 30 feet must Save vs. Death Ray. Those who fail
their saving throw sustain 8-48 points of damage. Those who make
their saving throw sustain no damage. Gamma grenades do no damage
to the surrounding area.
Light (yellow): This type creates a globe of light 60 feet across.
It is similar that created by the magic user spell continual light,
but it lasts only one turn. Those who are looking directly at the
grenade when it first explodes must make a Saving Throw vs. Spells.
Those who fail the saving throw are blinded for one round. Those who
make their saving throw are unaffected.
Opacity (black): This type creates a globe of darkness 60 feet
across. It is similar to that created by reversing the magic user
spell continual light, but it lasts only one turn. Opacity grenades
can't be used to blind characters.
Sonic (blue): This type emits a destructive, but focused, blast of
sound. All entities within 5 feet must Save vs. Paralysis. Those
who fail their saving throw sustain 12-48 points of damage and are
paralyzed for the next 6 turns. Those who make their saving throw
are unaffected. Sonic grenades destroy all furniture and fragile
items within range. They damage doors just as if the door was a
character. If and only if they explode while wedged against a wall
or floor, they blow a hole in the surface (one-foot thick, if the
surface is stone or metal; three-feet thick if it is earth or
wood).
Neuron (green): This type emits a cloud of mild nerve gas. All
entities within 30 feet who aren't wearing a functioning pressure
suit must Save vs. Breath Attack. Those who fail their saving throw
sustain 1-4 points of damage and are paralyzed for the next 6
turns. Those who make their saving throw are unaffected. Neuron
grenades don't affect machines (including robots), golems, living
statues, or inanimate objects. The gas need not be breathed to be
effective - it just has to touch an exposed surface. However, armor
and clothing are no protection from the gas.
Tangler (gray): This type emits a dense monofilament web that
twists itself around whatever it encounters. All entities within 10
feet must Save vs. Magic Wands. Those who fail their saving throw
sustain 1-4 points of damage and are entangled in the web. They
can't move until they are cut free. Those who make their savingŒ h) 0*0*0*ƒ ƒ Œ throw are
unaffected. It is necessary to inflict 3-18 points of
damage on the web in order to free each entangled character. Only
magic blades and acid affect the web. Since the web responds to
resistance by tightening around its source, characters who try to
struggle free of the web sustain an additional 1-4 points of damage
(from the cutting effect of the monofilament) during each round in
which they struggle.
Grenade Launcher (Wand of Death Eggs)
Description: This dark gray, foot-long, inch thick tube is open at
one end and closed at the other. There is a red bump on one side.
Functioning: The closed end holds a standard power pack, a
propellant pack, and all of the micro-circuits needed to fire the
grenade launcher. The cap can be removed by simply unscrewing it.
The red bump is a firing button. To use the launcher, drop a live
grenade in it, aim it where you want the grenade to go, and press
the firing button. With a soft plop, the grenade flies toward the
aiming point. It takes one round to arm the grenade, load, and
fire. The launcher has a maximum range of 300 feet, but is highly
inaccurate ( + 5 to the hit roll) above 120 feet. Each new
propellant and power pack inserted in the launcher is good for 24
uses. Those packs already inside a launcher when it is discovered
by the PCs are good for 2-24 uses. If the device is triggered while
it contains more than one grenade, it explodes, doing 3-18 points
of damage to the user plus any damage done by the grenades (which
also explode).
Hand Blaster (Wand of Sunflame)
Description: This dark gray, L-shaped device is made from some
smooth, dense substance and is molded to fit a human hand. The part
that fits most comfortably in the palm is studded with tiny buttons
and protrusions. The other part ends in a thin tube.
Functioning: This small, easily concealed weapon works like a wand
of fireballs (doing 6-36 points of damage at a range of 240 feet
whenever a small stud in the front of the pistol grip is pressed).
The weapon has a standard power pack in the grip. Moving a slide on
the grip causes the weapon to eject its power pack; it can then be
reloaded by simply sliding a fresh power pack into the bottom of
the grip. Thumbing open a panel in the back of the grip exposes a
vertical gauge whose red indicator line shows how many charges are
left. The panel snaps shut when released. Each new power pack
inserted in the weapon is good for 24 uses. The power pack already
in a weapon when it is discovered by the PCs is good for 5-20 uses.
Heavy Blaster (Staff of Sunflame)
Description: This device actually looks more like an unwieldy club
than a staff. The smooth, dense, dark gray substance from which it
is manufactured is studded with arcane bumps and bulges and it is
broader and heavier at one end, tapering to a thin tube at the
other.
Functioning: This shoulder-fired weapon works is the size of a
crossbow (but is much lighter and is shaped like a rifle). It works
exactly like a wand of fireballs, but does 8-48 points of damage at
360 feet whenever a small stud in the underside of the stock is
pressed). The weapon has a standard power pack in the stock. Moving
a slide on the stock causes the weapon to eject its power pack; it
can then be reloaded by simply sliding a fresh power pack into the
butt-end of the stock. Thumbing open a panel in the top of the
stock exposes a vertical gauge whose red indicator line shows how
many charges are left. The panel snaps shut when released. Each new
power pack inserted in the weapon is good for 24 uses. The power
pack already in a weapon when it is discovered by the PCs is good
for 5-20 uses.
Implant (Talk Spell)
Description: This item consists of a small metal and ceramic button
in the back of the skull, just under the ear. This button is
normally hidden under the skin, but may be revealed by a wound.
Functioning: All aliens have a miniature transmitter-receiver
implanted in their mastoid bone. This implant lets the alien have
a two-way conversation with any other character who also has an
implant or a communicator or with any device that is plugged into
the communications network (a computer, for example). Implants have
a range of just four miles. They can always receive anything being
transmitted on their band. They only transmit the sounds made by
the character in whom they are implanted when he gives the transmit signal (a specific combination of
teeth clicks). Non-aliens commonly interpret the receipt and
transmission of signals in this way as the result of some arcane
spell, especially since the aliens usually communicate using their
own battle language, which is not understandable by non-aliens.
Unlike communicators, implants do not have a translator function.
They have their own power source. An implant ceases to function if
it is removed from the alien in whom it is implanted or if that
alien is killed.
Light Saber (Sword of Light)
Description: This item is a six-inch long, one-inch diameter gray
metal tube with a red lens of some sort at one end. The tube is
banded with ridges of metal and contains a small plate near the
lens. The plate is inset with a variety of studs and small flashing
lights.
Functioning: This is a light saber, a weapon designed for
deep-space combat where it is desirable that pressure hulls not be
damaged by casual blaster fire. The end with the lens emits a
three-foot long by one-inch diameter controlled beam of light bent
to form a lethal blade. Treat this weapon like a sword + 4. It is
activated by pressing one of the studs in the control plate by the
lens. The other studs are used to regulate the blade's length and
width. The flashing lights are used to monitor its status and are for diagnostic purposes, only. The light
saber is powered by a
standard power pack inside the tube. The pack can be removed or
replaced by pressing against one of the tube's ridges, causing an
access panel to spring open. The panel snaps shut when pressed back
into place. Each power pack is good for 12 minutes (72 rounds) of
continuous operation.
Medkit (Cube of Healing)
Description: This item is a smooth, white 4-inch white cube. One
side of the cube is covered with flashing lights and strange
symbols. There is a small stud in one corner. The opposite side has
dozens of shallow indentations. The remaining four sides are blank.
Functioning: When the side with the shallow indentations is placed
next to a character's skin and the medkit is turned on by twisting
the stud, the item performs a medical exam on the character and
displays the results (including its diagnosis,if any) by flashing
lights and changing the symbols displayed. The results include a
readout listing any treatment that it is performing. If the machine
is not turned off within 10 seconds of a course of treatment being
indicated, the medkit executes the treatment. This may include
debriding and sealing any wound over which it is placed, slathering
ointments of various kinds on burns or irritations and/or
spray-injecting the patient with one or more drugs. The medkit
doesn't actually heal the patient, but it causes normal (but not
magical) healing to proceed at four times the normal pace. The med;
it only works in this fashion when applied to humans. It isn't
designed to treat non-humans. If used on a nonhuman (including a
demi-human), the patient must make a Saving Throw vs. Poison or
sustain 6-24 points of damage as a result of malpractice. Medkits
don't use power packs; they have their own internal power source.
Each medkit can boost the healing of 100 points of damage.
Needler (Wand of Poisoned Dreams)
Description: This dark gray, L-shaped device is made from some
smooth, dense substance and is molded to fit a human hand. The part
that fits most comfortably in the palm has a stud and several tiny
protrusions. The other part ends in a thin tube.
Functioning: This small, easily concealed weapon fires small hollow
steel needles containing a paralyzing drug out to a range of 60
feet whenever the stud in the front of the pistol grip is pressed.
Entities hit by the tiny needles must make a Saving Throw vs.
Paralysis. Those who fail their saving throw suffer 1-2 points of
damage and are paralyzed for one hour. Those who make their saving
throw suffer 1-2 points of damage, but are not paralyzed. The
small, light-weight needles tend to shatter when they strike heavy
armor ( + 5 to the hit roll when fired at characters in plate mail
or monsters that are AC 3 or lower). The weapon has a standard
power pack and a tiny ammo pack (the same size as the power pack)
in the grip. Moving a slide on the grip causes the weapon to eject
these packs; the weapon can then be reloaded by simply sliding
fresh packs into the bottom of the grip. Each new power pack inserted in a needler has 24 charges
(uses), and each ammo pack
contains 24 needles. The packs already in a needler when it is
discovered by the PCs are good for 5-20 uses. Thumbing open a panel
in the back of the grip exposes a vertical gauge whose red
indicator line shows how many charges are left. The panel snaps
shut when released.
Pressure Suit (Suit of Lights)
Description: When inactive, this item looks like battle armor with
a hood and a slightly larger box woven into the neck. When it is
active, it gives the wearer a multicolored aura.
Functioning: A pressure suit has the same characteristics as battle
armor, but it also creates an atmospheric envelope around the
wearer. Characters wearing a pressure suit are immune to the
effects of heat, cold, and lack of atmosphere. The suit needs to be
recharged after every 12 hours of use. Recharging consists of
replacing the standard power pack that powers it and hooking the
box woven into the neck up to a small nozzle found next to the
keypad in any of Beagle's locks.
Riot Stick (Wand of Pain)
Description: This item is a 24-inch long, one-inch diameter, smooth
white stick with a grip at one end. The butt of the grip can be
twisted. Attached to the center of the butt end by a strap is a
pair of odd, shiny black gauntlets.
Functioning: This so-called riot stick is designed for use in
controlling shipboard mutinies. Twisting the butt of the grip
clockwise sends electrical current through the stick (but not the
grip, which is insulated). The further clockwise the butt is
twisted, the more current charges the stick. Small alien numerals
along the grip show the 10 possible settings. At the lowest
setting, an unprotected individual touched by the stick gets a
minor jolt of electricity that does no damage, but does startle the
individual. At the next lowest setting, the stick does 1-2 points
of damage. At the third setting, it does 1-4 points of damage. At
each setting above the third (4-10), it does two additional points
of damage (for a maximum of 15-19 points at the tenth setting). The
device is powered by a standard power pack inside the grip. The
pack can be removed or replaced by twisting the grip
counterclockwise from the off position, causing the butt of the
grip to pop free and revealing the location of the power pack. The
butt can be closed by twisting it clockwise. Each new power pack
inserted in this item is good for 24 uses. Packs already in the
item when it is discovered by the PCs have 5-20 charges (uses).
Snoopers (Far Seers)
Description: This item consists of a pair of short tubes joined
along their sides by some rigid material. The tubes are filled with
layers of some clear substance and can be seen through. Connected to the tubes is a strap of some
flexible stretchy substance.
Functioning: This item is actually a set of goggles that are held
in place by an elastic strap. The "short tubes" contain lenses
through which the user looks. Sensors in the sides of the snooper
goggles react to the focus of the user's eyes, multiplying the
effect of natural focus so that the harder the user looks at an
object, the more it is magnified. At maximum focus, the user sees
up to four times as clearly and four times as far as other
characters. When the user stops focusing, the magnification steps
back. Similar sensors compare the light requirements of the user's
eyes with the amount of ambient light and multiply the brightness
of available light sources like a starscope so that the user always
sees as if it were daylight, providing there is any light to be
multiplied. In situations where there is no light source available,
the user need only toss his head in a certain way to kick in
special heat sensors that give him infravision per the magic user
spell of that name. Snoopers don't use power packs. However, their
delicate lenses are easily broken. There is a 2 % chance per use
that this item is made useless by damage.
Translator Badge (Medallion of Speaking)
Description: This item is a one-inch diameter button fixed to a
pin, so that it can be attached to clothing. The button has two
parts, a stationary center and an outer circle. A metal rim around
the center contains a small arrow pointing toward the outer circle.
The circle contains runes and revolves when turned. The center of
the button contains two glowing runes one of which matches runes on
the outer circle. Depressing the center causes the runes to change
or disappear.
Functioning: This item translates the spoken word into other
languages. The words of the wearer are translated into the
languages represented by the outer circle; all other speech is
translated into the languages represented by the center. The arrow
in the metal band is an indicator used to show the language into
which the wearer wants his words to be translated. The item has a
tiny speaker that broadcasts its translation in such a way that the
translated words seem to be coming from the mouth of the speaker.
Pressing the center of the item turns it on and off or changes the
language into which the words of speakers other than the wearer are
being translated. The glowing runes in the center correspond to the
languages into which the various speakers' words are being
translated. One of the runes on the outer circle is a "wild card"
that represents the language of the first speaker whose words arc
heard by the device after it is turned on. If the speaker's
language is unknown, the device gradually builds up a vocabulary
and grammar for that language by recording and analyzing the
speaker's words. In order to assist it in this task, the button
contains a small imaging device for use in recording noun referents
and body language. Translators can be plugged into computers and
can then download the data they contain directly into computer.
They have their own built-in power source and are designed to be thrown away when power is depleted
(after 5-20 months).
A Guide to the World of Greyhawk Fantasy Setting actually mentioned two places associated with the Land of Black Ice that Greyhawk Adventures turned into only one.
Good catch Rasgon! I hadn't compared those discrepancies.
And thanks rol-oeste for digging up the Alien Devices text. We have a good little collection of free sources here.
There's also the OD&D Supplement II which is called Blackmoor and the First Fantasy Campaign which places Blackmoor on a different planet. I don't know how that corresponds to the d20 Blackmoor book by Zeitgeist Games.
In the OD&D supplement, there are Arneson's rules which include how to roll for where you hit in combat as well as his first published version of "Temple of the Frog."
In the First Fantasy Campaign module, it describes Castle Blackmoor. The orcs in this module seem to be taken straight from The Lord of the Rings.
There's also the OD&D Supplement II which is called Blackmoor and the First Fantasy Campaign which places Blackmoor on a different planet. I don't know how that corresponds to the d20 Blackmoor book by Zeitgeist Games.
Does the FFC or Supp II reference which planet Blackmoor is on? Or are you thinking about the DA modules which are linked to Mystara?
The ZGG line was (perhaps) deliberately vague on these things. It uses the FFC/DA maps of Blackmoor which dont quite match the Greyhawk version, so some tweaks will be required.
Raymond wrote:
In the OD&D supplement, there are Arneson's rules which include how to roll for where you hit in combat as well as his first published version of "Temple of the Frog."
There are also other hints about the setting hidden here and there within the pages of that book.
Quote:
In the First Fantasy Campaign module, it describes Castle Blackmoor. The orcs in this module seem to be taken straight from The Lord of the Rings.
The Tolkienesque Orc Tribes are straight from the original Chainmail Game IIRC.
No, there are no planet references in the text that I can recall. There's just that one Judges Guild map that shows placement in the Judges Guild world at the same time Judges Guild was releasing FFC for Arneson.
I have the impression that Arneson didn't consider his setting as placed on Oerth. Gygax placed Blackmoor on Oerth for fun as I understand it. Most people that got the OD&D supplements probably didn't have a problem making a choice to put it in the Judges Guild world or Oerth and probably combined all the settings somehow though later each company would expand on their settings and you probably end up with four different planet choices for Blackmoor. A lot of players may not even be familiar with the Judges Guild stuff to know there was another option (aside from the Mystara stuff). I didn't until about two years ago when I bought a copy of FFC on ebay. (I started collecting the OD&D licensed by TSR era stuff...but that got de-railed.)
That's why I'm curious about the d20 stuff. I haven't read any of it and am wondering if Arneson moved his setting out of the Judges Guild planet to his own later. From an intellectual property standpoint, he probably did.
No, there are no planet references in the text that I can recall. There's just that one Judges Guild map that shows placement in the Judges Guild world at the same time Judges Guild was releasing FFC for Arneson.
Ah yes, I see what you mean. :)
Quote:
I have the impression that Arneson didn't consider his setting as placed on Oerth.
Well, the most significant part of Arneson's campaign was played out between 1970-1976. Arneson may not have considered his setting part of Oerth, but he did consider it part of the Pre-Greyhawk C&C Society Setting. This is why he refers to the Great Kingdom, the Duchy of Ten/Tehn and also perhaps other entities which may have originated with Gygax, Kuntz or some of the other active groups at the time, which later ended up incorporated into Greyhawk.
Quote:
Gygax placed Blackmoor on Oerth for fun as I understand it.
As you probably know Greyhawk also sprung out of the C&C Setting, but many things were changed along the way. While the name Blackmoor was used, it doest seem like any attempt was made to make GH Blackmoor look much like Arneson's Blackmoor. My personal theory is that Arneson's Blackmoor ought to have been placed where Ratik is if they had wanted the geography and political landscape to fit more with Arneson's campaign.
Quote:
That's why I'm curious about the d20 stuff. I haven't read any of it and am wondering if Arneson moved his setting out of the Judges Guild planet to his own later. From an intellectual property standpoint, he probably did.
Given the IP situation, ZGG were prevented from making any references to Greyhawk, Mystara or the Wilderlands. However, the focus on those books is on the local setting, so that it can be adapted to any of the above with only limited work.
Gygax placed Blackmoor on Oerth for fun as I understand it.
As you probably know Greyhawk also sprung out of the C&C Setting, but many things were changed along the way. While the name Blackmoor was used, it doest seem like any attempt was made to make GH Blackmoor look much like Arneson's Blackmoor. My personal theory is that Arneson's Blackmoor ought to have been placed where Ratik is if they had wanted the geography and political landscape to fit more with Arneson's campaign.
As we know, the Gygax OC map was a loose reversal of North America, with the Chicago and Milwaukee becoming Greyhawk and Dyvers. What I read somewhere that might not be common knowledge, is that Gygax tacked an honorary version of "Blackmoor" up north because Arnerson's campaign was based in Minneapolis. This rough Minneapolis/Wisconsin/Chicago relationship seems to have been maintained in the development of the the Flanaess map.
Oh, and I think it's implied, but I thought I'd better be explict for some readers...since Blackmoor was the first campaign setting, I don't know if Arneson had thought about on what type of world his setting existed but it couldn't have orignially been the Judges Guild one because Blackmoor was first and therefore anything else wouldn't have been original to what he created for himself before publishing something to the public. Who knows, maybe he thought of it as a version of Earth.
Oh, and I think it's implied, but I thought I'd better be explict for some readers...since Blackmoor was the first campaign setting, I don't know if Arneson had thought about on what type of world his setting existed but it couldn't have orignially been the Judges Guild one because Blackmoor was first and therefore anything else wouldn't have been original to what he created for himself before publishing something to the public. Who knows, maybe he thought of it as a version of Earth.
I think he had many different ideas about this. But in general his focus were the things that would affect the game. Much of the rest was kept vague until the players did something that would need Arneson to make up his mind about it.
The one thing we do know was that he used the C&C Newsletter as a basis for ideas about Blackmoor's surroundings. This is where he got the Great Kingdom and the Duchy of Ten from; both central elements in his campaign. Also, there were crossovers to Jon Snider's Star Probe/Star Empires game which gave rise to space ships and aliens showing up from time to time.
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