For the foreign adventurer or visitor from other lands, allow us to introduce ourselves. Blackmoor is a human-dominated kingdom located at the south-west end of the Phoenician Sea. Although physically isolated from other cultures by the geography of land and sea, it nonetheless is among the most influential political and economic forces in the West. Nicknamed by some “The Golden Kingdom”, her 1300-plus years of history are a testament to the strength, stability, and judgement of the kingdom’s leadership. Even the lowliest of Blackmoor’s citizens can enjoy lives of safety and comfort, and a standard of living that is the envy of the world.
For adventurers in particular, Blackmoor's world-famous reputation is well deserved. It is the gateway to Frostcrag Peak, generally considered one of the world’s top ten adventuring locations, and is surrounded by other territories and locations capable of entertaining adventurers of every level and profession. Although activity is strictly regulated and controlled by law, these regulations are remarkably adventurer-friendly, particularly regarding those from outside lands and cultures. In fact, Blackmoor as a kingdom has a long history of active support for its adventuring community, and has a well-developed infrastructure for aiding and assisting the professional adventurer.
The original Blackmoor colony was founded by the Phoenicians in 655 PC (Phoenician Calendar) as a seasonal colony, funded and governed as a profit-making venture by one of the Empire’s famous paladin Orders (the Emerald Circle). Despite its extreme distance from the homeland, the colony proved first agriculturally self-sufficient, then actually profitable. In a little over a century, the colony grew to become a permanent community, and by the tenth century PC, it was ready to become a formal city-state of the Empire.
And then the Great War struck. When it did, only Blackmoor's geographical isolation, along with our strong naval tradition, enabled it to avoid being overrun and destroyed by the armies of evil and to culturally survive that terrible war, even if still at a high cost. In the aftermath, it was clear Blackmoor wasn't a colony, it was now a mother country itself, and the independent kingdom was officially declared in 1025.
In the ensuing centuries after the war, as the western world literally rebuilt itself from scratch, the fact that Blackmoor had not only survived, but retained its sea-based knowledge and traditions, meant it almost by definition immediately dominated re-emerging trade markets. Control of trade routes brought great wealth to what was already a prosperous community, and gave her captains and navigators an advantage of knowledge and seamanship still unmatched by any other state or nation in the West. It established the kingdom as one of the western world's pre-eminent powers, a reputation it proudly maintains to this day.
Although set back somewhat during the time of the Drow Wars, Blackmoor has continued to prosper and grow in influence throughout the modern era. Standing invariably aloof from the alliances and politics of the larger continent, Blackmoor has established an world-wide reputation as a loyal ally, a punishing opponent, and a fair arbiter of international disputes. Her navy may be matched by some in size, but by none in quality, and Blackmoor's mercantile fleet is by far the largest and most capable in the western world. The kingdom's famous openness towards immigration and visitation makes it essentially unique amongst the world's cultures as a center of world civilization. And with a substantial border of wild frontier, it is a kingdom which can continue to expand and develop, and continue to lead the west as one of its great cultures.
The Kingdom of Blackmoor begins and ends with the great City of Blackmoor; it is a vast metropolis of more than 200,000 citizens, and the economic and political heart of the kingdom. The city is the home of Blackmoor’s government, the center of her trade and shipping industry, the heart of her manufacturing sector, her most important port, and the site of her greatest temples. There are other cities in Blackmoor, yet residents of The City tend to think of everything else as rural. It is ungenerous but probably true. Blackmoor City is, without question, the heart of the kingdom of Blackmoor.
The City of Blackmoor is as cosmopolitan and sophisticated as any capital of any nation, perhaps more than most. Blackmoor’s influential trading fleet has for centuries imported more than just the products of other cultures, they have brought art, culture, ideas and innovations, the best the world has to offer. These have all been readily assimilated, as Blackmoor has traditionally held to a standard of social tolerance and cultural respect for others. The government of Blackmoor stresses civil lawfulness, but not cultural conformity. Those willing to live within the established norms and rules of Blackmoor society are welcome to express their cultural and philosophical uniqueness as they wish. It makes Blackmoor City a place of surprising diversity.
The best example is probably Temple Street. Along it you will find represented (most more than once) the Egyptian, Norse, Finnish, Sumerian, Babylonian, Indian and Chinese Pantheons, none of whom are native to Blackmoor’s founding people. Elsewhere, you can find a Roman bathhouse next to an Egyptian coffeeshop next to a Chinese noodle house. Both architecturally and culturally, the city clearly shows its Phoenician heritage, but if you look for a while you might find just about anything.
This should not imply the Blackmoor City is a disorganized chaos; it is quite clear the city is laid out in well-planned design. It is also obvious that design has been outgrown, several times, but there is a clear sense of organization throughout the metropolis, from the “Old City” (as natives refer to the area within the original city walls) to the newest developments. The City is divided into a number of different areas (locally called “Quarters” even though there are actually nine) where related businesses, residences, or functions are generally clustered. Wide roadways connect these Quarters and form the city’s arteries, along which the daily business traffic flows. In some areas, particularly the Old City, the urban overcrowding becomes rather noticeable; in newer areas there is enough open space to make the city’s atmosphere feel almost light.
Blackmoor’s King maintains a magnificent palace within the city, it is the center of a city section dedicated to governmental functions. Blackmoor’s lawful traditions have led to a high level of bureaucracy and administration; the Royal Quarter (as this area is called) is the home of that administration. The government might well be the largest employer in the city, natives like to joke their government proves that bureaucracy never dies. Since almost everything in Blackmoor is regulated, the number of inspectors, observers, record-keepers, and supervisors needed to keep track of it all is quite impressive. The Imperial Registers are all located here, as are the Imperial Judiciary buildings. It means a lot of buildings and a lot of people. A side result is the Royal Quarter also has a large proportion of taverns and eating halls, also quite a number of hotel taverns (providing for foreign visitors with governmental business).
Blackmoor City’s Port Quarter occupies the entire waterfront area. Since Blackmoor Port is, with rare exceptions, the only legal port facility for international trade and travel, it has to be able to handle anything. While the kingdom’s primary shipbuilding facilities are actually located elsewhere, the city’s Royal Dockyards are among the most respected in the Phoenician Sea. The commercial docks are large, efficient, and carefully regulated; the merchant houses have their own dedicated locations, public and private facilities are separated but equally well provided for. A large artificial breakwater extends along most of the harbor about a thousand yards out, helping to provide peaceful harbor waters in the face of all but the severest storm. The many businesses necessary for supporting the shipping industry are found in this quarter as well. As one would expect, Blackmoor’s Port Quarter contains some of the best ship’s chandlers in the business, and there’s no shortage of bars for freshly-paid seamen to drink in either.
Other businesses, artisans, and residences of Blackmoor City are organized in Quarters of their own, with the residential areas tending to occupy the central parts of the city and the businesses to the periphery. This pattern is becoming harder to discern, as the City’s relentless growth (particularly in residential needs) now seems to regularly make a mockery of the efforts of City planners. The oldest parts of the City suffer a bit from age, though over time many buildings have been torn down and rebuilt. Yet there are few other cities in the world that can boast over a thousand years of safe and healthy history. Visitors to Blackmoor City cannot help but be impressed with the vibrant and active city life, stable and well-ordered in its daily affairs.
Though city residents might tell otherwise, there is, in fact, more to Blackmoor than just the City. Rural residents often take great pains to point out that two-thirds of the kingdom’s population in fact does not live in Blackmoor City, and the City itself represents just a tiny fraction of the vast lands of the kingdom.
Blackmoor’s rural lands are divided into seven separate dukedoms which have developed over the kingdom’s history. The City and its immediate surroundings are one, the other six are Rockaway, Warwick, Thorndale, Chilton, Oakhill, and Arundel. Here the majority of Blackmoor's population generally lives in small villages and towns, working the surrounding land in various agricultural pursuits.
Only the best and most productive land is used, large areas are left in their natural (usually wooded) state to provide both resources and recreation. The areas closest to Blackmoor City and the other cities are the most developed, of course, and as one travels towards any border more and more of the land is in this natural state, reflecting the lower population density. In the country’s heartland, towns have long since overgrown their original fortifications; virtually every town is busy and prosperous. Most still have small garrisons, inevitably local militia with a core of regular troops, but they are more like a police force than a military unit. Provincial capitals have strong castles and elaborate fortifications, as each serves as an emergency refuge point for the people of its province. Travel in the country is easy and safe; the roads are well-maintained, well-patrolled, and are well-provided with inns and traveler's rests along the way.
Blackmoor’s rural lands are highly prosperous, because the land produces wealth twice over. The wood of the natural forests is a tremendous resource. The timber types are mixed, from the tall oak so valued by shipwrights to ubiquitous fir tree, easily burnt for fuel and energy. There are trees for every building and consumption need, and Blackmoor’s forests are an economic dream. When cleared, most land further proves to be immensely fertile, whether allowed to re-grow forest or used for agriculture. Working in combination with an ideal climate, the land consistently yields bountiful harvests, feeding the people of Blackmoor and providing a rich surplus for international sale. Grains have gradually evolved to become the “cash” crop from the export standpoint. But many other crops, including many types of fruit trees and various cotton and fibrous plants help maintain the self-sufficiency of the local economy. Few kingdoms anywhere in the world have found land so advantageous to human life.
The farmers, foresters, and ranchers of Blackmoor are freemen who voluntarily bind themselves to a collective approach which ensures the greatest productivity for the state rather than the greatest profit for the individual. Each family owns the land it works, but plant/grow/harvest according to a central planning system. The full harvest purchase is guaranteed by the state, with extra profit returned for exceeding quotas. The intense regulation of the economy by the government ensures prices are kept high enough to make the farmer’s life attractive, yet not out of control for the poor (particularly in staple foods), central planning also ensures adequate resources for domestic and export markets. Blackmoor’s rural community is, as a result, exceptionally stable; there are many farms that today can still trace their origins back to the days of the original colony.
While this idyllic rural picture accurately describes a view of the heartland, the scene does become distinctly different in the frontier provinces of the south and west. Though expansion into these areas has been ongoing for multiple decades now, the assimilation process is slow, and much of the area is still essentially wild and unexplored. Here, towns and villages are walled, fortified, and garrisoned; those who use the roads either travel armed or with the regular caravans which maintain trade and communication on the frontier. Most days are as peaceful as anywhere in Blackmoor, but history teaches only a fool treads blindly where danger lurks.
And there is no question that danger lurks, for beyond these village borders lies nothing but the endless wilderness that human existence has battled against since the founding of the colony. Life on the frontier is dangerous, but it has always been so, and throughout Blackmoor's history those dangers have been overcome. The frontiersman is regarded with great stature in Blackmoor society, and a symbol of the kingdom's strength and character. Many members of Blackmoor's nobility can trace their origin to frontier stock, and service time in the borderlands is considered an honorable calling rather than social damnation.
Blackmoor is known world-wide as a country of great economic strength and independence. Nature has provided Blackmoor with seemingly unlimited natural resources to benefit from, and the development of sea trade has ensured those resources become profit. Over time, her dominance of western sea routes has magnified these advantages to produce a country whose influence in the western world far exceeds her size or population.
Blackmoor certainly has the western world’s most regulated economy. Everything in Blackmoor’s internal markets is highly regulated. It is a commonly accepted Blackmoor joke that the kingdom is so well-regulated that there is undoubtedly even a Guild Hall for criminals to regulate themselves (a thief with a union card?). All brokers, merchants, tradesmen, artisans, and even laborers are registered and organized by the kingdom’s bureaucracy. Every profession has a Registry, a governmental office that keeps records of everyone who is legally permitted to do business in Blackmoor. Registries are responsible for price regulations, enforcement of Blackmoor’s business laws, and they collect tax information and record all business activity. Every profession further has a Guild organization which regulates and supervises its members. The Registries are part of the Government, the Guilds are technically citizen organizations; however, Guild policies are, by tradition, common law and enforced by the respective Registries.
Particularly peculiar to Blackmoor is the Merchant House system, a sort of feudal response to the marketplace. Goods and services throughout the realm are distributed by family-owned companies, and each family’s business focuses on a certain product or service. Businesses do not compete with each other; each is a regulated monopoly with its own products. Ownership of the House title is hereditary, but still subject to royal confirmation. It is an economic system designed to ensure an equitable distribution of goods and services, and provide for the general wealth; but it completely denies individual opportunity and profit potential. Running a business in Blackmoor is more like a responsibility than a profit opportunity; storekeepers worry not about maximizing profits but on preventing disruptions. All prices are controlled by teh Registries, profit levels are quite small, but guaranteed by the government. The businessmen of most Western kingdoms would consider the yearly profit of a Blackmoor business not worth the effort, but since the profits are guaranteed, the accumulation of years gives unlimited potential in a long-run perspective. Since the business is passed down through generations, the Merchant House families build their strength gradually, but inexorably. Yet never is this allowed to come at the disadvantage of the average citizen.
All agricultural produce and forest harvesting take place under the coordinating eyes of the Agricultural Collectives. Farmers and loggers are assigned quotas to be harvested from their respective lands; the Merchant Houses ensure equitable distribution to city, countryside, and export markets. Individual farms are often dedicated to either the export or domestic market; thus farmers worry only about raising their crops, and not how profitable selling will be, since profits are guaranteed by the government. Manufacturing processes work similarly, with artisans receiving work instructions from their respective Guilds to produce goods the marketplace requires.
The average citizen of Blackmoor pays relatively light taxes, as the normal cost of government is built into the regulated economy. For visitors from abroad, and for adventurers (native or visitor), this is not the case. Foreign nationals doing business in Blackmoor pay a heavy tax (particularly in importation fees); it is a point of sore contention between Blackmoor and many Western kingdoms. Local adventurers are also subject to strict taxation, although at notably lower rates.
The kingdom of Blackmoor is best imagined as a roughly rectangular shape. Her northern border is, of course, the Phoenician Sea. To the east lie the Barrier Peaks, to the west the Razorback Mountains; the distance between them averages 180 - 200 miles. The lands of the kingdom stretch from the Barrier Peaks to within 50 or so miles of the Razorbacks, and on average between 70 -100 miles south from the seacoast. Further south lies only wilderness.
Most of the land between the mountain ranges is either flat or gently rolling hill country, slowly gaining elevation as one travels inland. Originally covered with light to moderate-density forests, much of the heartland has been cleared to create open farmland. Yet throughout, perhaps as much as a third of the land lies undeveloped; only the best areas are used for cultivation and a surprising amount has been left in a relatively natural state.
Two large rivers flow from south to north through Blackmoor to the sea, and both serve as important routes of trade and commerce. The aptly named Broad River meanders through the western side of the "valley" from dual sources in the Razorback Mountains and the Misty Marsh. On the east side, the Coldwater runs roughly parallel to the Barrier Peaks. Steadily fed by runoff streams out of the mountains as it travels northward, it forms a wide and powerful river in the flatlands with magnificent harbor sites as it approaches the Phoenician Sea. It is along this river, a few miles inland, where Blackmoor City was founded.
The kingdom's eastern border has always been strictly marked by the Barrier Peaks. This mountain range is truly well named, as it forms as distinct a barrier as a massive wall built by the gods themselves. It extends uninterrupted from the Phoenician Sea coastline almost directly south a distance beyond Blackmoor’s knowledge, with massifs rising abruptly from the valley to towering summits of 15,000 to 20,000 in height, even more. The mountains extend nearly twenty-five miles along the coastline, and there appears no reason to suspect this depth changes as they stretch away south; there are no known natural passes or crossing-points (there are paths into the mountains, just not through them). Nor would there be a reason to cross, for beyond the mountains lies only the Great Desert, which is a lot like saying beyond them lies nothing at all. As a result, from landsman's point of view, the Peaks might as well be the eastern edge of the world.
The Razorback Mountains, and their foothills, form the western boundary of the valley area and of the human population. While nothing like the Barrier Peaks to the east, the Razorbacks are nonetheless a formidable range in themselves. Consisting of a long series of sharp and severe rocky peaks and ridges, the mountains properly begin some distance inland from the sea, and run initially south, then south-west as they approach the Dead Lands. These mountains, and their rugged foothills, are nicknamed the Orc-lands. Beyond the Razorbacks, the land extends westward to the Endless Sea, and is completely dominated by a vast stretch of old-growth forest traditionally called the Great Western Wood.
For a good hundred-plus miles southward from the seacoast, the land is dominated by gently rising flatlands and light hill country, as described above. But then change begins, and five distinct geographic areas gradually emerge. Along most of the southern border, the land becomes more notably dominated by rocky hill country, some wooded but overall more open. Named for their dominant denizen, they are called the Goblin Hills, and they form a belt perhaps up to 50 or more miles deep stretching between the mountain ranges.
At varying distances, the Goblin Hills give way to three other distinct areas. On the east, stretching out from the Barrier Peaks into the valley, is Frostcrag Forest, a well-defined area of heavy forest broken by lakes, streams, and small meadows. A suitable adventuring site of its own, it is also the gateway to the world-famous dungeon site Frostcrag Peak. The Forest begins only a few days travel into the Goblin Hills, extends perhaps forty or so miles into the valley at its widest, and is known to run more than twice that distance until it meets the Dead Lands.
In the south and middle-western part of the Goblin Hills, the land quite suddenly and oddly flattens out into a vast swampy wetland. It is a highly magical area, but difficult enough to be largely unexplored. Known as the Misty Marsh, it is estimated to be a good forty-plus miles wide. Exactly how far south it extends is unknown, but like Frostcrag Forest, the only thing beyond it is the Dead Lands.
To the west, along the Razorback mountain foothills, the zone of orc habitation continues through the Goblin Hills area, but as the range begins to fall off to the west, another distinct and heavily-wooded area begins. This is the Dreadwood, a forest fully consumed by evil magic, where not just the creatures but even the plant life itself is possessed of a dark and malign intent. Deep within it, perhaps the source of this corruption, is an ancient Drow fortress known in Blackmoor as "The Spider's Web" linking the Upper World with the realms beneath. The extent of this forest is uncertain; like the other features it extends to the Dead Lands, but to what extent remains unexplored.
Ultimately, no matter how one proceeds south between the mountain ranges, everything ends in the Dead Lands. Utterly devoid of life, the land is literally without animals or plants, no birds in the air, no fish in its rivers, no bugs in the dirt. How or why the Dead Lands exist is unknown, but it is clear enough that something once existed here, for there are both ancient ruins and burial sites from some mysterious culture, as well as an undead presence specific to many of them. Believed to stretch from the Barrier Peaks to the Razorbacks, this area encompasses the entire valley zone, and extends an unknown distance to the south. It has never been successfully crossed, and if anything lies beyond, it remains a mystery.
Adventuring has always been a part of Blackmoor's social history, and if you are a traveler from a foreign realm or society, you will find adventurers are welcome here. For the Blackmoor citizen, adventuring is a right by birth, and the Mercenary Adventurer is a recognized legal profession in our kingdom. Like all professions in Blackmoor, it is also a structured and regulated one, and it is important particularly for newcomers and outside visitors to understand the social structures and legal statutes regarding adventuring activity.
By the King’s Charter, the Blackmoor Mercenary Adventurer's Guild acts as the oversight agency which serves to register, regulate, and support adventuring activity, both among Blackmoor's citizens and visiting adventurers from outside lands or distant realms. To do this, we offer a variety of professional services, and equally are responsible for certain duties as well.
Adventurer's Guild representatives and facilities can be found in every city and town in the realm, even in many villages, and the Guild offers a wide variety of free services which will augment your professional activity, including listings of Current Events, Jobs Wanted postings, Local Guide listings, Patronage services, and even a Expedition Broker Service for the freelancer. We maintain Education and Training Facilities which are open to all registered members, and a Professional Standards division for certifying skill and ability levels. The Guild also acts as a clearinghouse for the individual professional guilds (Wizard's Guild, Ranger's Guild, etc.) that comprise the more specialized guilds within the adventuring community.
The Guild is also charged by the kingdom with the responsibility of regulating adventuring activity. This includes a watch for activity which could endanger the kingdom at large or compromise local safety, and the requirement of collecting tax revenues. Any adventuring activity in Blackmoor takes place only under Guild auspices and supervision; unregistered activity is illegal and punishable by potential forfeiture of property and expulsion from the realm. All expeditions must be registered with the Guild and be assigned a specific recordkeeping agent (known as a Notary) for whatever time period is required. For situations where a group desires a particular level of privacy in their activities, the Guild guarantees the confidentially of these reports and offers a “closed file” service in which the records are assigned to library storage not generally accessible to the public. All guarantees are, however, subject to the good-faith requirements of full and total disclosure. To quote the great and noble Baron Kassen Strongarm, Guild Master from 1245 - 1275, "We don't judge, we just want the taxes".
All adventuring profits are subject to normal kingdom taxation. For non-citizens, the taxation rate for adventuring profits is 33% of monetary value of all non-Epic treasures. The rate for native citizens is 20%, and should your adventuring group consist of a mix of citizens and visitors, a sliding scale is imposed adjusting appropriately. All valuations are based on Blackmoor standard commercial rates, and adventurer groups are by law guaranteed 100% pre-sale market value for items surrendered as tax payments.
While Blackmoor extends its arms in open invitation to the world's adventurers, all visitors are advised of the realm's codes regarding activity, equipment, and property. As a rule, in all urban areas, and throughout the heartland in general, the wearing of military-class armor and carrying more than an individual honor weapon is both unnecessary and illegal. These rules are altered in Frontier Zones, where the normal wearing of light or medium armor, and carrying of personal weapons is permitted in non-urban areas.
The use of magic in public situations, while not de facto illegal, must be judged carefully. Necromancy specifically is illegal, and conjurations of all types are highly restricted. Laws throughout the kingdom hold all individuals responsible for their magic, both directly (what it does) and indirectly (what it causes to happen). Similar laws hold individuals accountable for pets and creatures under their responsibility, and anything they should conjure or summon. Further, although it is seldom enforced, there is a kingdom-wide policy allowing for prosecution of individuals causing "Irresponsible Magic Dangers", usually defined as some magic that didn't specifically hurt anyone, but perhaps could or might have.
All business in Blackmoor is conducted in either national currency or local credit. Any trade or business conducted in non-government issued currency is strictly illegal, as is conversion of currencies in a non-licensed facility. For visitors to the kingdom, all foreign coinage must be converted to local currency to serve as legal tender. Alternatively, the Guild recommends visiting adventurers establish credit accounts through the Mercantile Exchange and conduct all possible business through this system. Both these options are made available for choice by the visiting adventurer as you reach Port of Entry during the assignment of documentation.
If you are from outside the kingdom and unfamiliar with Blackmoor's economy, the Guild advises you to understand the local credit system is truly "the same as cash". All Blackmoor merchants are part of the banking system by law, and a Marque of Credit given by any merchant in any spot in the kingdom is guaranteed by law to be honored by any other such merchant anywhere. Visiting adventurers are encouraged to use this system as much as possible, it being both easier and safer to carry a few Marques than large quantities of coin.
Local currency consists of four separate coins, as well as trade bars. Copper pennies are the smallest coin, they are 100 to the shilling and show a shield on one side and a GuildHall on the other. The shilling is the basic unit of exchange, a medium-sized coin of silver alloy with a sailing ship on the face and Blackmoor Castle on the back. The silver oak is a large coin worth 10 shillings; they have various themes on the back, depending when minted, but always the familiar Blackmoor Oak on the face. The golden tiger is a moderate-sized coin of gold alloy worth 50 shillings, traditionally showing the Blackmoor Tiger on the face, and a likeness of the current (when minted) king of the realm on the back.
Trade Bars are bars of solid silver or gold, certified by the government for purity, and equivalent to a given amount of silver shillings. The smallest is the hundred-shilling bar, a fairly common sight in normal trade, but they range up to silver or gold bars of up to 30 lbs. weight. And while visitors are reminded that it is illegal to melt down Blackmoor currency, trade bars (of more modest size) are available for the purposes of metalworking, gilding, jewelcrafting or spellcrafting.
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