In order to help those new to Blackmoor to find the area most suitable for their adventuring skill and ability, the Adventurer's Guild provides this assessment of Blackmoor's wilderness areas, including their relative dangers and rewards.
Encompassing the majority of Blackmoor's south central border, the Goblin Hills are an ideal area for novice (Guild ranked 1 - 4) adventurers to gain experience and practice the fundamentals of their profession.
The forests surrounding world-famous Frostcrag Peak are a dangerous but potentially rewarding area for ambitious adventurers. The Guild considers it accessible to groups of Guild rank 5 or higher adventurers.
Beyond Blackmoor's western border, the foothills of the Razorbacks and the lands around them are home to mixed orc and goblin tribes. We suggest a minimum Guild rank of 5 or higher before adventuring here.
The vast mountain range that forms Blackmoor's eastern border has proven to be an area capable of testing even experienced adventurers. Rank 8 should be considered a wise minimum for adventurers exploring here.
A powerful evil influence lies over the deep forests that extend southwest beyond the Razorback foothills. This is an area appropriate only for experienced adventurers approaching Guild rank 10 or 11.
Located south beyond the Goblin HIlls, the Misty Marsh is a vast, low-lying swampy area. A malevolent magic pervades it and affects the creatures living there. It should absolutely be avoided by adventurers below 10th rank.
South beyond the Misty Marsh, the Dead Lands begin, an area generally suitable only for large and well-organized groups of professional adventurers preferably rank 10 or higher.
Recent evidence suggests a new and mysterious Drow threat may be present in the great unexplored forests that extend west beyond the Razorbacks. The Guild has quarantined this area until further notice.
Regardless of your destination, visiting adventurers are reminded to take advantage of the many services offered by the Guild and Blackmoor’s merchants. Read testimonials from adventurers in the recent past! (unsolicited testimonials, updated each edition)
No, it's not really a dungeon, but it should be your first destination. This historic inn has catered to the professional adventurer since the early colonial days.
Located in the northern Razorbacks, this mage's fortress from Blackmoor's early history remains a recurrent destination, particularly for moderately experienced adventurers.
A fortress and ancient ruin deep within the Dreadwood, inhabited by Troglodyte Orcs led by a Drow Priestess. The Web borders on being a heroic-class dungeon, and a minimum rank of 11 is prudent for adventuring here.
Considered to be among the top ten "Greatest Dungeons of the World", Frostcrag Peak regularly attracts heroic-class adventurer groups (rank 12+) to Blackmoor from across the world.
The Goblin Hills are highly recommended as an destination area for novice or inexperienced adventurers (Guild ranks 1 through 4+) of all professions. The outstanding characteristic of the area is the shortage of surprises. It has been explored literally for centuries, its geographic features and ruin sites are well-mapped, and even beginners aren't likely to get too lost. Its population, natural and humanoid alike, is stable and predictable, and its dangers are both understood and relatively unchanging. Equally important, the Hills are literally Blackmoor's "back yard", in the sense that any place within it is never more than a couple days distant from base and a place of safe retreat. All this means that while the Goblin Hills hold little in the way of great discoveries, it also means there are very few situations where a prudent group will find itself over its head.
Although the Goblin Hills proper begin a day or two's travel south of Blackmoor's current border, there are plenty of natural dangers as soon as one steps into the wilderness. The area is rich in animal life, particularly wild deer, small mammals, and several species of stream trout, and that means carnivores to feed on them. The Blackmoor Lion is the apex predator, though their sightings are becoming increasingly rare. More frequently seen are black bears, bush cougars, and wolves, with several species of giant lizards acting as scavengers. Most won't attack an armed group, but an unwary individual is a different story. Large carnivorous frogs sound funny, but they are fairly common and several species are no laughing matter. Similarly, verminous creatures such as spiders and scorpions represent a relatively ubiquitous danger anywhere in the Blackmoor wilderness.
Magical creatures are not terribly common in the wilderness areas and Goblin Hills proper, though there are a few occasionally encountered. The Red Basilisk, a scavenger and carrion feeder, is the most dangerous, but fortunately rare. Stirges are often encountered in dense groups around water during the late spring and summer months, and these can attract small clusters of cockatrice which apparently feed on them.
It is obviously not the animals, however, for which the area is named. In reality, three humanoid races are regularly found in the area, one just tends to be the most noticeable from the human standpoint. Kobolds and goblins probably exist in near-equal numbers throughout the Goblin Hills, concentrated a bit towards the central and western areas. Both tend to make lairs in the wide array of small caves that dot the hilly areas, particularly along its small streams and rivers. Additionally, the Hills support a population of roving gnoll bands, how many is unsure but their numbers are fewer by far.
Although the total population of humanoids in the Goblin Hills is probably fairly high, it is not considered threatening. Every few decades there are conflicts on a minor scale, but that's why Blackmoor maintains an army. Small bands of raiding goblins, and occasionally gnolls, are something of a constant nuisance on the frontier, but only rarely do large-scale threats develop.
No one is going to get rich adventuring in the Goblin Hills; the value of the area lies in allowing the novice and inexperienced an opportunity to build the experience that will keep them alive in more formidable future situations. A bit of profit can be made from the supply of ornamental gemstones apparently produced by lair-digging (turquoise being particularly common), and one can never tell what particularly the gnolls may have scavenged. But it is the opportunity to practice the craft of adventuring in a low-risk environment that will be the true measure of gain.
Although the famous castle at Frostcrag Mountain is a destination only for the greatest adventurers, the extensive forests surrounding it are a lesser-known but no less significant adventuring destination for members of Blackmoor’s adventurer community. They can be explored by well-prepared groups of journeyman level (Guild rank 5 - 7), and are entirely appropriate for experienced (Guild rank 8 - 10) groups as well.
Frostcrag Forest lies only a few days travel from Blackmoor’s south-eastern borderlands. Its northernmost boundary is roughly defined by the Tomolan River, one of many which flow west out of the Barrier Peaks to meet the Coldwater. South of this point, in the area between the Coldwater and the Barrier Peaks, the forest become notably heavier and more extensive, dominated by tall broadleaf trees in the lower valley areas and mixed with conifers as it clings to the lower reaches of the mountains. The land itself is more hilly and rugged, and cut by numerous small streams flowing off the mountainside from west to east.
Frostcrag Forest is exceptionally rich in wildlife; we like to say if it’s part of the Blackmoor ecosystem, you’ll find it here, particularly if it's a predator. Bears (including the dreaded Cave Bear) and sabre-tooth tigers rule the forest, and the Blackmoor crocodile haunts streams and lakes alike. Snakes, both constrictors and venomous, are well-represented, and the various species of giant spiders include the exceptionally dangerous Widowmaker. Overhead, the skies can find griffons and wyverns, both of whom nest in the Barrier Peaks, patrolling for their own next meals. About the only predator missing is the Blackmoor Lion -- they seem to stay to the more open valley areas, and none have ever been reported in Frostcrag Forest.
The native humanoid population of the forest area appears to consist of kobolds and bugbears (orc bands are occasionally found here, but they are clearly themselves intruders from elsewhere). The kobolds are nothing but a nuisance. The bugbears, in contrast, are a factor any adventurer group must consider carefully.
Frostcrag bugbears are sophisticated and intelligent creatures who generally avoid adventurer groups unless or until those groups appear to pose a danger. They almost inevitably give warning signs; groups that heed them and move away seldom have further issue, but those that ignore them are inevitably attacked with great violence. The woodsman skills and knowledge of their environment possessed by the bugbears make their ambushes deadly, and they are formidable individual warriors. Shamans in particular need to be taken very seriously, as their spellcasting ability is distinctly advanced. They are particularly adept at calling woodland allies, not just forest animals (formidable enough) but legendary creatures like tree sprites, shamblers, and possibly even treants. This favored tactic helps them strike with overwhelming force even against large and formidably-equipped adventurer groups.
Because of their secrecy, we know virtually nothing about the Frostcrag bugbears in terms of social or political structures. The general assumption is that they live a somewhat mobile lifestyle in small groups, as nothing bigger than (empty) temporary encampments have ever been found. Sightings of Frostcrag bugbears outside the Forest are almost non-existent, and they have never appeared to participate in any of Blackmoor's conflicts with other humanoids -- orc, goblin, drow, or otherwise. Numerous attempts to contact them in a friendly manner, including efforts by the Ranger's Guild and Blackmoor's Druidic society have proved fruitless.
Despite this danger, Frostcrag Forest is still an ideal adventuring area, primarily just because it's big enough to make avoiding bugbears pretty easy. Probably fewer than half the groups that venture there even find signs of their presence in the first place, and those that turn away from encounters have no shortage of further forest to explore. And exploration here continues to be worthwhile, for there is something mysterious in the area's past.
Ruins of ancient structures dot the landscape in Frostcrag Forest, no one really knows how many. All are so ancient that nature has long since overgrown them, and because of this, new sites continue to be discovered even after centuries of exploration. Experts generally believe these structures can be divided between at least two or more ancient civilizations, ones which in any case are clearly unrelated to the modern bugbears and otherwise not particularly matching anything in the historical architectural record.
Whomever they were, they were wealthy and magically sophisticated. The most common site find in Frostcrag will include an underground construction, usually including repositories and not infrequently tombs, and almost always containing valuable treasures and not infrequently magical artifacts. They also tend to contain magical guards and guardians, in some cases including an undead presence at burial sites, but of a nature well within the capabilities of an appropriately experienced group.
The reality is that finding a new Frostcrag Forest ruin probably presents the best "profit-to-risk" ratio a mercenary adventurer group will find anywhere in the Blackmoor area. A well-constituted group that avoids foolish risks (bugbears) should find the general dangers of Frostcrag Forest well within their ability to handle, making sustained exploration for undiscovered sites a viable option. And for those who make a previously undiscovered find, the value of treasures that are gained inevitably seems generous for the net risks taken.
This is not to call it "easy" -- not every group returns with all its members, and a few don't return at all. Adventuring is, after all, a dangerous business, and the Forest is no exception. But for those who treat that business with respect, Frostcrag Forest represents an ideal place for adventurers seeking both experience and profit alike.
Since its earliest days as a colony, the Razorback Mountains and their foothills have been known to Blackmoor as "the Orc-lands". Home to a substantial but spread-out population of orc-tribes, the area is not one to be entered lightly, even for experienced adventurer groups. Nonetheless, it can be an attractive possibility for groups that plan wisely according to their abilities.
Geographically, the Razorbacks and their foothills begin perhaps 30 or so miles from the sea, then stretch away south like a giant ribbon, gradually fading to the southwest as they approach the Dead Lands. The mountains are not nearly the scale of the Barrier Peaks, but they still form an intimidating environment. The mountain range itself is not terribly wide or high, but the mountains themselves are rugged and severe, featuring sharply-rising slabs of granite and basalt with bare rocky peaks which gives the range its name. Except at the few natural passes, they are unclimbable without specialized gear and training, and most adventuring sites inevitably have very limited and difficult approach routes.
It isn't really the mountains but more the foothills of the Razorbacks that constitute the true "orc-lands", and far more than just orcs live there. This area consistently extends eastwards from the mountains themselves another 12 - 15 miles until it gradually turns into the Dreadwood area far to the south. Orcs are the dominant humanoid here, but kobolds, goblins, and ogres exist in some numbers. Most live in walled villages and fortified hamlets which are dispersed throughout the area. Continued cycles of raiding and internal warfare means many are destroyed or rebuilt as populations move about.
Several factors work together to make the Razorbacks potentially attractive as an adventurer destination. The first is the relative wealth of the orcs themselves. The orcs, or those they enslave, are known to mine silver and semi-precious gemstones in tunnels deep under the mountains, and they use extensively both as personal jewelry and in ornamentation for their armor and weapons. As a result, just a simple body-count can potentially turn a profit, as long as a group doesn't bite off more than it can chew.
A second factor is the history of the area. For whatever reasons, there are a number of incidents in Blackmoor's past where a powerful and evil wizard has taken up residence somewhere in the Razorbacks, building a stronghold high in the mountains and rallying the orcs to his/her cause. Inevitably, the process of eliminating these individuals leaves behind a ruined fortress partially but not thoroughly sacked, and thus of interest to adventurers. While most of these sites are well-known (the Iron Fortress, described later, is the best example), they still continue to turn up occasional new nuggets, as well as collect new treasures from adventurers who unfortunately perish there.
Then there is the mystery associated with the area beneath the mountains, as there is more more than just orc mining shafts down there. There are additional tunnels and passages beneath the mountains, ancient constructions clearly not made by orcs. Just how many and how extensive they are is uncertain, as there is considerable damage that leaves more dead ends than connected passages. Yet as time passes, and more bits and pieces are explored, it seems that there must have once been some kind of vast underground network beneath the Razorbacks. How much still exists is anyone's guess, but the prevailing opinion is that only a tiny bit has been explored by adventurers.
Who or what created these constructions is unknown, but it seems likely they were ancient, and certain that they were highly magically capable. Spots have been found with still-functioning magical doors, lights, fountains, or other manifestations, and magical artifacts and weapons have been recovered. There are also locations which appear to show signs of conflict, but whether these are modern or ancient is harder to determine.
Given its orc population, there isn't much room in the Razorbacks for too many other dangers (not that others are needed). The wildlife of the area reflects the Blackmoor norm, with three notable additions. Both giant eagles and griffons make nests in the high mountain peaks and use the foothills as their hunting grounds. The presence of these airborne predators precludes the use of pack animals, explorers must carry what they need themselves. And at ground level, wandering Forest Trolls are occasionally reported by explorers, clearly more frequently the more southward the expedition. Whether these Trolls are natural to the area or perhaps merely wanderers from the Dreadwood, is uncertain. They can, however, be an inconvenient surprise for the unprepared.
The Razorback Mountain area represents an area of both high danger and high intrigue for mercenary adventurer groups of varying experience. Groups of journeyman-level (Guild rank 5 - 7) adventurers can find both experience and profit, but must stick to short raids and shallow penetrations. Experienced adventurers (Guild ranks 8 - 10), with greater resources and capabilities, are more appropriate for serious exploration expeditions. Yet in all cases, prudence is the single most important word when discussing expeditions here. There are, after all, enough orcs in total to make periodic wars on the entire kingdom, and there are more than enough to severely punish over-confidence and carelessness.
It isn’t difficult to understand how the Barrier Peaks get their name. They define Blackmoor’s eastern border as clearly as if they were a giant stone wall two miles high. Rising literally from sea level at the edge of the Phoenician Sea, this massive range is easily thirty or more miles in width, and extends south past the point of known exploration. These mountains rise abruptly and sharply, and from the flatter lands at their feet, they really do resemble a great barrier wall. Although they appear severe and daunting, the Barrier Peaks are in fact a mix of a surprising number of different environments, and provide several challenging opportunities for sufficiently advanced adventuring groups.
Although the mountains do justice to their name, their barrier is not, in fact, impenetrable. Cracks in the wall take the form of sharp river valleys cut over countless centuries by mountain streams flowing towards lower ground. These valleys tend to rise quickly but not severely, usually to an altitude of perhaps four to six thousand feet, where they then reach a mid-level area of small meadows and light forests. These areas are humorously referred to as “the lowlands”, and represents an ecosystem strongly influenced by the changes of the seasons. Winters are much more strenuous at this altitude than in the Blackmoor valley area generally, and the wildlife activity reflects this.
These mid-level valleys of the Peaks supports a surprising animal population, including deer, mountain goats, and the high-meadow pika. All stay active all year long, though the pikas stay mostly underground surviving on stored seeds and grasses. Small herds of shaggy yaks are found here in summer, though they retreat to the higher tundra areas in winter. These animals, and a wide range of bird species, support a predator list of predictable members. Bears are active in summer, and typically hibernate away the winter, while the snow fox and the mountain wolf both hunt year round. Giant Eagles are similarly found all year long, with several species nesting in these mountain areas each spring.
More than just animals can be found here. The Peaks have their own breed of Harpy, usually found nesting in small colonies in hard-to-reach locations. Here too are nests of both Griffons and the Red-Tip Wyvern, both of which hunt in the lower elevations. A unique breed of giant spider is active here in the summer, and hibernates in silk-lined burrows when the freeze comes. Yeti are also occasionally found here, both in summer and winter, though their normal range is at higher elevation.
These lower areas only represent the first part of the Peak’s geography. A second “wall” continues to rise, steep mountainsides covered in pine forests at their lower levels, and emerging as rocky peaks above the snow line. These are the true mountain peaks, with dozens just within the areas we know estimated to reach more than sixteen thousand feet. These lofty peaks and steep-sided valley areas dominate the bulk of the geography, yet within them can be found a variety of high-altitude plateaus and flat hidden valley areas.
At this altitude, the Barrier Peaks are truly a world unto themselves. It is, most significantly, the land of giants. Stone and Frost giants both reside here, clearly in substantial numbers; there are on record reports of Cloud and Storm Giants as well but they appear rare. These Giants occupy castle complexes, usually associated with an individual plateau or valley area, each (as best we know) essentially its own kingdom but with both hierarchy and rivalries between them. Experience has shown some are open to adventurers and human contact, others are not. In any case, they seem to care little about human affairs; it is undoubtedly in Blackmoor's advantage that while humans have frequently gone up into the mountains, no giant has ever come down out of them.
Also found at high altitude are a unique race of gnolls, often called "Frosties" by adventurers because of the frost and ice that builds up on their faces. They are, in fact, not only well adapted to the environment, with wide feet and thick fur, but they are notably stronger and surprisingly smarter than the normal breed. Some experts hypothesize they have been bred this way by the Giants, but this thesis is unproven. In any case, they function as servants of the Giants, and it is likely every castle has its own share.
Three other denizens of the high mountains deserve mention. Wild Yeti exist in some numbers, often foraging at lower altitudes in the summer and semi-hibernating in their dens in the winter. Snow trolls hunt year round; they are essentially hairy ogres but with both the ferocity and regenerative capacity of their low-altitude cousins. Most feared, however, is the Ice Worm, also called a Rhemoraz. Able to effortlessly burrow deep under snow and ice, and run at speed over rock and tundra, they can strike with almost no warning whatsoever.
Mention must finally be made of a singularly famous individual resident of the Peaks, the Serpent Dragon (sometimes called an oriental dragon) named Lu Peng Ho. It is believed this creature came to the Peaks some time during the First Age, possibly roughly around the time Blackmoor itself was founded. He is considered a true lore master regarding arcane magic and historically famous magical items/artifacts, and most of those who search for him do so to seek that knowledge. These efforts appear very seldom successful, as few ever actually even find him. However, enough do to prove that among the many legends of the Peaks, this one at least is unquestionably real.
As an adventuring destination, the Barrier Peaks should be considered only by Experienced (Guild rank 8-10) or preferably Epic (rank 11+) adventuring groups. It is a difficult and demanding environment where just the climate itself can be a formidable opponent. High-altitude expeditions can be trapped for days at a time just by weather, and in any season. Expeditions here must be carefully planned and supported to have any chance of success whatsoever.
As one travels south along the Razorbacks, the forest area gradually becomes deeper, and darker. Eventually, as the mountain range begins to bend to the south-west, the Orc-lands end and the forest takes on a new tone. Explorers find themselves in a forest of great age, the majority of it blanketed in high-canopy trees whose layers turn large stretches of the forest floor into dim twilight even at mid-day. Those that have walked there report feelings of foreboding, malice, and evil intent. It is not their imagination, this is the Dreadwood.
The Dreadwood has been famously explained as “a forest with a bad attitude”, and it is not an inappropriate metaphor. It isn’t just that the woods are filled with evil creatures, but here even the plant life is dangerous. Many adventurers report a sense that the very forest itself resents them and their presence, and actively works against them. True or not, there is clearly an evil magical power which saturates entire area, and its mark on the flora and fauna is clear.
The list of Dreadwood dangers is almost too long to list; some say everything here wants to kill you. Razor vine, starflowers, lasher bushes, and toxic-spore mushrooms form a start. Add shamblers, tree sprites, and the Blackrot Tree, not exactly an ent but a tree of malice and evil intent which seems to influence plants and creatures around it. Real ents as well have been reported, in every case actively hostile and capable of summoning the forest's resources to its cause.
The magic of the Dreadwood has affected more than just the plants. The otherwise normal animals of the Blackmoor wilderness area that reside here have tended to mutate from that magic and develop unique abilities. No creature seems more affected than the Dreadwood wolf; there are wolves with magical breath attacks, magical howl attacks, some have been reported turning invisible. Not all wolves mutate, but when they do, members of a pack all seem have the same mutation. Other creatures show magical changes too, just not as many different varieties. Regardless of how “normal” animals in the Dreadwood appear, the unexpected must be expected.
Yet even weirder and more fantastical creatures can be found in the Dreadwood as well, almost a who’s who list of legendary creatures. Plague rats, hell hounds, and goblin wolves run in packs. Ankheg can attack the unwary from below, griffon and manticores can attack from above in the rare meadows and open spaces. Harpies, usually nesting in large groups high in the tall trees, will harass and pester travelers for miles. Worthy of special note, the Dreadwood is also the only local location where the rare giant owlbear is found.
Then there are the trolls. The Dreadwood seems to spawn them somehow, because no matter how often adventurers kill them, they never run out. The Dreadwood forest troll is the only known troll that hunts in groups, frequently pairs but sometimes as many as four, a habit which makes them extraordinarily dangerous. Their forest-senses are very keen, and they are known to track prey (meaning: adventurers) relentlessly. Yet there is worse. Among the most feared of all possible wilderness encounters, cave trolls inhabit the Razorbacks where they meet the Dreadwood, and they can be sometimes encountered hunting in its western or southern reaches.
Orc warbands can also be encountered in the Dreadwood, as it appears the Razorback Mountain orcs have a hostile relationship with an ancient fortress complex deep in the wood known to Blackmoor adventurers as the Spider's Web. Its distance, and the hazards of the Dreadwood, mean we know little about it. It is clearly a large complex of buildings and towers (much of it in ruin), it easily pre-dates Blackmoor and quite possibly humanity itself, and it is inhabited by Drow Elves (hence the name). Though unproven, it seems highly likely the site connects to the Underworld, and it is believed to have been an important transit point for the Drow during the Drow Wars of the 17th and 18th centuries. Doubtless too it and the fell magic it contains bears responsibility for the evil that has now polluted the very forest itself.
As Blackmoor's history goes, the Dreadwood is something of a recent find. First reports of a wild magical forest date from the middle 1500s, and it was officially considered "discovered" by Guild sources in 1661. Early exploration produced more fatalities than information, the Drow Wars helped explain why. In the years since, efforts have been made to learn more, and they have had limited success. Independent of the Spider’s Web and its occupants, we are learning that the Dreadwood area appears filled with ruins and remnant locations from the Wars and probably even before, unspoiled sites where there are still valuables and magic to be found. Some clearly show Drow influence, others are more mysterious, but all have been finds of significance, and every indication is that the surface has barely been scratched.
However, the Dreadwood is no place for the unready. The Adventurer's Guild recommends only adventurers of Experienced (8 - 10) or higher achievement consider it a destination, and even then only in well-equipped and capable groups. The Spider's Web itself is clearly an Epic-class destination, detailed separately in this handbook, but even the general hazards of the Dreadwood may well deserve the same consideration.
The Blackmoor valley area has no shortage of unfriendly habitats, but the Misty Marsh may well be the most unfriendly of all. It is almost surely the least well-explored. The name comes from the vaporous fumes which continually arise from the swampland and hang in the air. Some call it “the rotten marsh” instead, and with justice, for these vapors tend to smell of decayed vegetation. In any case, it leaves the swampland perpetually covered in a strong fog or a smoky mist.
The ground here is mostly flat wetlands with occasional rocky outcroppings seldom more than ten to twenty feet high. While there are low-lying wooded areas, most of it is covered in swamp grass, shrubs, and swamp trees. The mucky ground reportedly makes travel slow and difficult. Explorers say it seems like half the land is about one inch above the water line, and the other half is one inch below it.
It is clear some powerful and ancient magic lies heavy on this land. No magic will either dispel or negate the mist, which reduces the ambient light as well as visual distance. Except when there are storms, there is little to no wind in the Marsh, nor can winds be summoned there by any but the most powerful of casters. This does not inhibit flight, as the presence of birds, flying bugs, and a particularly large and obnoxious species of mosquito in the summer months attests to. The land itself appears to be not completely stable; explorers there repeatedly report a similar phenomenon, where a campsite that one day was on top of a low rising hill is waterlogged muckland two or three days later. While no individual has actually witnessed ground rising or falling, the number of reliable reports is simply too consistent to dismiss.
The unstable land and misty atmosphere make detailed navigation in the Marsh almost impossible. The mist means the sun can be at best estimated during the day, and the night sky is unobservable. Some trees can be climbed for a short visual advantage, but none, it seems, actually penetrate the mist. Lodestone navigation has been tried, but has proven unreliable, possibly because of iron in the rock deposits. Magical navigation is also affected by the Marsh, as direction-finding and locational spells, regardless of type, usually fail to function. The exact cause of this effect is not known.
The Marsh is not just unfriendly, it is distinctly dangerous, and not a place for inexperienced adventurers. Ask explorers what the remember most, they say “bugs” -- spiders (both large and giant), scorpions (both large and giant), giant centipedes, and stirges are described as seeming both common and constant. Ask them what next, they say “plants”. The swamp has razorvine, lasher bushes, rot moss, tree sprites, shamblers, and a particularly dangerous, possibly un-living creature called a Swamp Horror (pictured above).
If bugs and fell plants aren't enough, other creatures prowl the Marsh. It may be the easiest place to find the Blackmoor crocodile, whose rule as top natural predator is contested by the swamp python. Swamp Trolls generally hunt on land, but can stay underwater for considerable time in order to attack by ambush. Spiny Wyverns nest on rocky high points in mated pairs; one guards the nest while the other hunts. A unique creature, tentatively called a "swamp dog" and described as "a rabid dog crossed with a raging boar" has been identified, it appears to be a solo hunter.
The Marsh holds great intrigue as well as great dangers, because there is, in fact, "something" there. There are unquestionably mysterious structures, or more properly ruins, to be found, some reportedly elven in nature, but the problems of navigation make finding anything almost pure chance, and of confirming something previously found virtually impossible. Hence there are all kinds of reports and stories, many from reasonable and reputable adventurers, that must still be classified as "rumor" because they have never been confirmed. Among the many, three given guarded credence by many experts are: a green common dragon, a gigantic basilisk twice the size of an elephant, and a colossal fire-breathing hydra reportedly the size of a building.
Stories can be subject to doubt, but treasure returns are hard to fake. While the vast majority of expeditions here have proven fruitless, there are several significant, and one absolutely spectacular, treasure hauls to come from the Marsh. Notably in 1645, a group of Egyptian adventurers (known as the Notal'Amat expedition) brought out enough treasure to justify over a two million shilling tax assessment, making it likely one of the greatest hauls in Blackmoor adventuring history. The records of that group remain sealed, and virtually no factual information exists on their activities or the clues that led them uniquely to it. But the tax record don't lie.
Of all Blackmoor's adventuring areas, the Misty Marsh has historically been seen as "the least payoff for the most effort", and is clearly no place for an underpowered adventurer group. While well-planned and qualified teams of Experienced (Guild rating 8 - 10) groups have had success (or at least come home alive), we tend to consider the Misty Marsh more appropriate for Epic level (11+) adventurers.
Imagine a land where nothing lives. No animals on the land, no insects in the soil. No trees, no shrubs, no grasses. No fish in the streams, no birds in its skies. Bare earth and rock, devoid of life of any kind. Welcome to the Dead Lands.
Travel far enough to the south between the Barrier Peaks and the Razorbacks, sooner or later you'll get to the Dead Lands. Its northernmost borders are irregular, but generally begin between 150 and 200 miles of the coast. Eventually (as far as we know), it spans the entire area from east to west, and continues south beyond knowledge.
Physically, the land itself matches much of the Blackmoor valley are in general, mixed flatlands and gentle hills, but of course without a shred of vegetation. On the east side, a shrinking Coldwater river continues to flow, from an origin point yet unknown in the south, but the water supports no life. More barren than any desert, the land seems truly dead, and yet this is not the only sources of its name.
The Dead Lands hold no life, but this does not make them empty. Throughout the vast wasteland, there are sites found, both above and below ground, suggestive of a prior civilization of some form. Ruins scattered throughout the vast area are too decayed to yield clues of their originators, but underground catacombs and structures can be found clearly suggestive of approximate human size and form. Many of these sites are empty, but some are not, and their inhabitants are very serious business -- serious enough to spawn the nickname "The Lich Lairs".
There is a substantial undead presence in the Dead Lands, more concentrated around the ruins but capable of manifesting anywhere. Not even capable, but more and more likely as time passes. It seems clear that simply being a living creature in the Dead Lands attracts attention, and that attention grows in intensity the longer they remain. In addition, many groups report a steadily increasing psychological exhaustion, such that an eight-to-ten day period is the maximum time generally considered "safe" to spend in these lands.
Who or what these undead are is a riddle for which there is yet no answer. The nickname is not an exaggeration, tombs and underground structures have been found with up to full-blown lich occupants. A few have been conquered, some not; as of this handbook publication, three have been currently identified, all listed as "Legendary Class" by the Adventurer's Guild. No one doubts that there are more yet undiscovered.
Not every dungeon explored is a lich lair, but most have a predictable range of lesser occupants. Reports are specific but consistent: spectres, spectral warriors, haunts, wraiths, and revenants (including magicians), the latter probably the most common. In locations without an actual lich, these residents tend to seem rather haphazardly distributed. Where a lich is present, the lesser undead tend to behave in a more organized fashion, and this can be an important warning sign.
In addition to undead, in a few rare underground tombs, most located in proximity to an extensive set of ruins known as "The Silent City", golems have been encountered in guardian roles, ancient but still functional and dangerous. Large (8 foo tall) flesh golems, incredibly preserved without a hint of rot, are the most common, clay and stone golems have also been identified. The clay golems in particular seem capable of generating a wide range of unique magical auras and spell effects.
Undead encounters aren't limited to the underground environment; in fact, "ground level" encounters are an absolute inevitability, but by all accounts take a different form entirely from the underworld. Skeletons, which are not found below ground, are not only found, the can appear at any moment, day or night, suddenly crawling up out of the dirt without warning. These attacks slowly but steadily grow in both numbers an intensity -- what is initially attacks by skeletons becomes assaults by skeletal warriors, and then apocalypse warriors. The equipment they carry is rusted and worthless, but works like the real thing.
In addition to skeletons, which can as mentioned come at any time, shadow warriors and shadow creatures can manifest, but only at night. Light of any kind, even magical, has a degrading effect on them, and their presence makes it an absolute necessity that explorers have the capacity to produce light all night long. This doesn't help anyone sleep, but is necessary to prevent an otherwise virtually guaranteed surprise attack by invisible warriors.
Then there are the Ghost Orcs. They are a rare encounter, or at least among surviving expeditions, and for a long time their existence was considered unproven. Enough reliable reports now exist otherwise. The Ghost Orcs appear as a vast army, thousands strong and armed for true war. Catapults, war wagons, and even heavy siege engines have been seen as part of the procession. All of it, orcs, machines, equipment, has a ghostly translucence and an air of unreality. Most reports of the Ghost Orcs come from groups sighting them at some distance and avoiding contact; however, reports from survivors make it clear now that their attention can be attracted, that they and their weapons are very “real”, and that an encounter with them will very likely be fatal.
As noted earlier, the Dead Lands present questions for which we have no answers. Who or what lived here, and what happened to them, are all total mysteries. Judging by what they left behind, however, they were highly accomplished magicians, and exceptionally wealthy, both of which make their remains a strong point of interest to the modern adventurer community. Magical lore, spellcrafting secrets, rare and exotic alchemical secrets, even entire magical libraries have been found and recovered by adventurers to the Dead Lands. Magical artifacts and trinkets, as well as varied magical weapons, are frequently recovered as well, though they are often in use by the very creatures they need be taken from. Curiously, however, it is worth noting all the magic ever found here is entirely arcane in nature. No form of holy artifact or relic natural to the occupants has ever been discovered; indeed, no sign of any religion exists within any tomb or ruin explored so far. It is just one more mystery.
In an odd way, the Dead Lands may be the most broadly attractive adventuring destination to various adventurers in the Blackmoor area. Groups averaging mere journeyman (Guild rank 5 - 7) level have been known to spend short time periods there, and there are actually ruin sites only a single day's travel across the border. Such expeditions, or at least the successful ones, are usually blessed with an uncommon level of preparation and resources, and focus on very limited goals. It is the Guild's recommendation that any group traveling to the Dead Lands contain at least a core of Experienced (Guild rank 8 - 10) or Epic (rank 11+) members.
Westward beyond the Razorbacks, the land runs between eighty and a hundred miles to the coast of the Endless Sea. We know relatively little about the area, as the Razorbacks form a relatively impenetrable barrier that limits access everywhere except along the coast. Historically, exploration efforts attempted over the years have uniformly returned to report a rich natural wilderness, but one effectively devoid of anything an adventurer would consider profitable, or even interesting. Given the cost and logistical difficulties of adventuring, particularly at distance, this consistent verdict has not encouraged repetition. A beautiful and pristine wilderness, but from an adventurer's perspective, hopelessly boring.
We do know the lands are dominated by vast primal forests of tall broadleaf trees, broken by open meadows and small lakes. The winters here appear to be even milder than they are east of the mountains, and many trees appear keep their leaves all year long. Although described as rich in natural wildlife, a complete lack of magical or unnatural creatures is reported. Equally notable has always been a complete lack of any humanoid population, or even signs of any. This idyllic wilderness has been the image of what has traditionally been called the Western Woods throughout Blackmoor's history. Only within the last century has that image changed, but that change could not be more dramatic.
Through the efforts of Mage Ilbrec Starspinner, contact was made with a mysterious elven population in the early 1820s. Despite persistent and repeated efforts by the kingdom, efforts to establish diplomatic links with these elves proved fruitless until 1873. In that year, a royal delegation led by Lord Colsen Wallace, Duke of Thorndale and Knight of the Silver Lance, was finally granted audience. He returned with the shocking description of a community of seemingly normal elves, co-opted and led by a Drow Queen with a demonic consort of elven form.
The existence of such a population, which is likely older than Blackmoor itself yet has remained totally unknown, even during the recent Drow Wars period, has come as a stunning surprise, and spawned a new nickname: The Darkwood. Having received this report, and given the potential risks involved, the kingdom in 1874 placed a functional ban on all adventuring activity into this area unless specifically approved by royal charter.
The forest remains a place of foreboding mystery and uncertain threat. Some attempts to initiate contact have occurred since, but the elves seem content to remain mysterious. This remains the situation as of our current publication date, and is unlikely to be altered without new developments of some kind.
If you are a visiting adventurer, then there is one spot in Blackmoor City that is a must-visit, and that is the One-Eyed Griffon. You will find there are many inns, taverns, and lodgments throughout the City and the kingdom itself that cater to the adventurer, but the headquarters of them all is the One-Eyed Griffon.
This large inn and tavern has been in continuous operation since 766 PC, and is actually one of Blackmoor City’s oldest businesses. It has obviously passed through many ownership changes, and is currently operated by Mel and Wendy Garvan. It has enough rooms to house multiple adventurer groups, a dining hall that can seat over a hundred, and a culturally rich staff with members speaking nearly a dozen languages and familiar with customs and requirements of virtually every western civilization.
The Griffon is more than just a local business. It serves as the primary official posting site for the Adventurer’s Guild, and visitors will find it the ideal spot for gaining the latest information. The Adventurer’s Guild maintains a concierge and liaison staff here specifically to aid visiting adventurer groups and help coordinate their needs with local resources. Although Blackmoor’s business environment is well regulated, many of the specific kinds of goods and services unique to adventurers are more available in some areas than others, and these representatives can provide vital assistance in planning for what a group may want or need before their expedition sets out for the frontier.
Blackmoor’s many inns, tavern, and hostels are, of course, all open to visitors of all types, and feature a wide and even international flavor of specializations and entertainments. For the visiting mercenary adventurer, however, the Guild specifically recommends the One-Eyed Griffon as the first stopping point of your experiences in our kingdom.
The Iron Tower is a magically created fortress complex made of stone and iron that stands in the northern part of the Razorback Mountains. It was founded some time around 1225 PC, by a mage named Zanthis, who had immigrated to Blackmoor a few years before. Not exactly a flowering rose, Zanthis was soon banned from the Mage’s Guild for nefarious and illegal practices, and recommended for deportation.
Before that decision could be rendered, Zanthis left Blackmoor and fled into the Razorback Mountains. There it seems likely that he used his magical skills to invoke aid from powerful forces of the Nine Hells. With the aid of these infernal powers, he raised a great fortress of stone with a mighty tower of black iron at it center. Here he rallied the orcs of the Razorbacks to his standard; they would bring to him humans captured along Blackmoor's frontier, whose souls Zanthis would use as payments to his infernal allies for ever darker and stronger power.
This was, of course, intolerable, but Zanthis had moved so rapidly that he was, for a time, unassailable. It took nineteen years, and the deaths of many heroes, but it the end now-Arch-mage Zanthis was destroyed and his own corrupted soul claimed by the powers of Hell. A few parts of the fortress were destroyed outright, and others damaged, but it was too strongly built and enchanted to be unmade, and the majority of both its outer works and underground complexes remained intact.
Since then, the Iron Tower has been like a wound that never completely heals. That the fortress itself should continue to attract goblins, orcs and other occupants is understandable, and from what we know, to command it brings great status among the Razorback orc tribes. But it attracts more than just orcs, for it is more than just an empty shell. We know from exploration history that within the undamaged sections of the complex, there are still dark summoning rooms, conjuration altars, magical fonts, and other chambers which still retain their fundamental power. Attempt have been made to block them off, but no ward can be cast that can't be somehow countered if the caster is skilled enough.
History demonstrates there are those willing to try. Since the death of Zanthis in 1244, there have been seven occasions where a powerful and evil spellcaster has taken residence there and threaten to become a Power. Most were arcane magicians, including a rogue Drow wizard-warrior during the Drow War period, but twice it has been dark clerics raising their banners on the Tower's ramparts. Each has, in the end, provoked the same response from the Blackmoor community: a combined military-adventurer response, another clearing, and invariably, more attempts to isolate or ward off these dangerous areas. Yet still the magic there is too strong to be destroyed, and too tempting to be ignored, and thus story of the Tower continues.
The repeated cycles of occupation and destruction have left more than enough debris behind to be attractive to adventurers, but for obvious reasons, it should be no surprise that Blackmoor's government shows a great deal of interest in anyone that would explore there. Expeditions are not prohibited, in fact, those with the right credentials are actually encouraged, as such groups represent the only real chance to keep the place under some kind of observation.
As one might expect, the Iron Tower is a dangerous place even without a resident bad guy. Simply reaching the place requires navigating a considerable stretch of the orclands to the single mountain trail that provides access to the fortress. Large sections of the ruins are always populated by orcs, usually strong ones with a capable leader; but exploration experience suggests there are many areas the orcs clearly stay away from. As might be guessed, these are the areas where the Tower's magic still remains potent and dangerous. The fortress guards its secrets well, with golem-like statue guardians that come to life and magical wards that summon devils and creatures of the Nine Hells to assault their violators.
The Iron Tower is not a place to go without careful preparation. Any group planning an expedition needs to be well-equipped with both arcane and holy casters, and of sufficient ability to handle lesser devils, elemental creatures (especially from the Plane of Fire), and other extra-planar creatures. Further, the inherent magic of the place seems to have had an effect over time on the natural sorts of creatures, particularly vermin, often found in underground or cave-like environments. Otherwise ordinary animals like rats, spiders, and scorpions have been encountered with magical powers, such as a shocking bite or an ability to blink or displace. Hardly dragon breath, but it underlines both the fact that the dangers here are serious, and that they are still not fully known or recorded.
There seems to be no shortage of treasures to be gained at the Iron Tower, which is obviously the compelling interest for adventurers. It is not unlike a battlefield where repeated wars (in this case, eight) have been fought -- the detritus of battle accumulates. Not just the equipment of lost adventurers and warriors; it is clear than when "functional", the Tower's dark chambers are the source of many a magic item, and not all of them saturated in evil. Weapons, of course, but more often rings or similar items with specific spellcasting functions are almost "common" from a treasure standpoint. Finds involving silver items, and valuable gemstones, are also consistently reported over the years; both are undoubtedly collected and used in the dark rituals performed when the Tower has been "properly" occupied.
Deep in the southern reaches of the Dreadwood Forest, in the high foothills of the Razorbacks, stands an ancient fortification complex in a state of partial ruin. Although it almost certainly pre-dates the colony’s founding by an number of centuries, it was only discovered by adventurers from Blackmoor in the 1600s. It is still a location about which we know relatively little, and it is really only in the last hundred or so years that even a marginally accurate understanding of the situation there has arisen.
The primary structure consists of seven towers, six placed like the corners of a hexagon and the seventh in the center. All show a degree of damage, a couple are nearly intact but most are in pretty bad shape. All around them are signs of roads, other buildings, and decorative structures (pools, statues, and the like), but in this case virtually all in a near-complete state of ruin. At roughly a one mile distance from the center, evidence of a once-great circular wall, perhaps thirty feet or more in height, is clearly visible. Most of the architecture has what most explorers report as a distinctly elven feel, though it is not an actual match for any known elven design, and we have no knowledge of any kind of elven historical claim to the area.
Although in differing states of ruin now, the towers were originally probably identical in form, save the center one is broader. The outer towers are around 80 or 90 feet wide, the center tower perhaps a third wider. They are stonework, built as graceful circular columns, but it is impossible to tell how tall they once were. None are fully intact; each rises a given distance, then suddenly shows catastrophic damage, as though smashed by a giant siege engine of some kind. The tallest is roughly six stories high, several are little more than rubble piles.
In addition to the towers and structures above ground, there appears to be a substantial network of underground chambers and passages throughout the area enclosed by the wall. While it seems probable they were all once part of a singular interconnected system, damage and decay over time seems to have caused enough blockages to fragment it into many separate segments. Their total extent is unknown. Explorations suggest entries to these underground areas can be found in the ruins of many buildings and structures throughout the fortress area, and almost certainly from each tower as well.
The area is a complex one. There is a resident population of Drow elves who at least generally patrol the entire area, but evidence suggests they really only "control" two of the perimeter towers and the adjacent area between them. The rest of the area is wild, and this is one case where the term truly applies. Explorers report an exceptionally high encounter rate with unusual magical creatures and even plants in this area.
Regarding the Drow, time has gradually produced a few details. We know they are led by a traditional female cleric-magician; she may be some kind of renegade noble as there is some evidence that she is not altogether friendly with the known Underworld Drow coalitions. They are clearly non-expansionistic, as during the entire time we have known of them, their area of influence hasn't really changed at all -- not even to the other towers, much less the area in general. It seems clear the number of Drow elves themselves is probably fairly small, they also appear to have a small population of their servant-like Derro.
In addition, they have, over time, bred a fairly substantial community of mutated orcs that serve as their muscle and soldiers. We call them "Troglodyte Orcs"; they are a little shorter and more muscular than their progenitors, and have what those that have encountered them describe as a primitive, almost feral aura. They are not thought to be very intelligent, even for orcs, but they are cunning and have an animal-like alertness to them, making them exceptionally difficult to surprise. And smart or not, they appear to respond quickly and in disciplined fashion to dark elf command.
It should be noted that the Drow of the Spider's Web are not limited to operating in a sunless environment. They appear to have fully adapted their traditional equipment to be fully "surface functional" and not degrade over time as true underworld equipment does. They have in addition developed what appears to be a unique magic item we call a “darkcloak”. It is not unlike a full-length hooded cloak with a continual darkness cast inside it, and it permits the dark elves to be outdoors in daytime, even in bright sunlight.
Outside the area controlled directly by the Drow, the remainder of the fortress area is populated by a virtual encyclopedia of magical creatures. Not surprisingly, given the name we attach to the place, the most common are spiders, both web-builders and active hunters. Most have magical mutations, and at least one species may be completely unique to the area. It is obvious to speculate on the connection between the at-large spiders and the Drow (whose Queen is indeed a worshipper of the Demon Queen Lolth), but there is some suggestion that the general spider population is, at least at this point, truly "wild", and as likely to eat a Drow elf patroller as an exploring adventurer.
The remaining towers, or more appropriately the levels beneath them, also appear to contain their own unique dangers. One, though mostly destroyed on the surface, is known to contain at least five levels of extensive subterranean works; it also contains a Beholder. The how and why of its presence have no explanation, but a recent expedition has confirmed the creature's existence beyond doubt. The central tower is also thought to have extensive under-works, but attempts to explore them have proved prohibitively lethal. Something bad is down there, something with a lot of magical power, but there's no surviving evidence for exactly what it is.
For those questioning why anyone would voluntarily go to such a place, the answer is a simple one -- magical loot. It is clear the entire area must once have been intensely magical, and the residual is not just reflected in fauna and flora, but also in the things left behind by whomever built and lived here. They can range from the sophisticated to quite ordinary, with a powerful magical weapon found alongside a cloak pin that sparkles in a pleasing color pattern when you tap it. Magical books, tomes, and scrolls are frequent finds, and there is a suggestion of the possible existence of a library of some kind. In addition, there are finds of "ordinary goods" crafted to the highest quality, occasionally ornately embellished, all suggestive of a culture of wealth and technical prowess. None of this is Drow craft, or at least doesn't appear to be, and for whatever reason it doesn't appear to attract the interest of the Drow residents. Or at least there are no signs we know of regarding Drow adventurers, and they've been there a mighty long time.
Because so little is known about it, all groups are cautioned by the Guild to use the utmost in personal judgement regarding expeditions here. We rate it as appropriate for rank 11+ adventurers, but this is to a certain extent based on the assumption a group going there can control its risk and exposure, and potentially quickly retreat from a situation. It must be stressed that we are in truth still learning about the dangers this location represents, and it should be regarded as a destination only for the most accomplished, capable, and confident of adventuring groups.
For a description of Frostcrag Peak, we refer the reader to our section "Great Dungeons of the World, and the article on Frostcrag there.
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