Blackmoor
Proper Name: Archbarony of Blackmoor
Ruler: His Luminous Preponderancy, Archbaron
Bestmo of Blackmoor (NE male human Ftr11/Wiz4)
Government: Actual government structure unknown;
numerous nonhuman tribal leaders in area
Capital: Dantredun
Major Towns: Dantredun (pop. 700), Blackmoor
Town (ruined), Egg of Coot (pop. 180?; many
automata)
Provinces: Ten underbaronies (four ruined)
Resources: Walrus ivory, copper, gems (II)
Coinage: Currently none; old coins found in many
ruins (standard types in odd shapes)
Population: 110,000—Human 37% (FOsb), Orc
20%, Halfling 18%, Elf 10%, Gnome 7%, Half-orc 5%
Half-elf 2%, Other 1%
Languages: Common, Flan, Orc, Halfling, Elven,
Gnome
Alignments: LN, LE, NE*, CE
Religions: Unknown
Allies: None
Enemies: Iuz, Wolf Nomads (sometimes)
Overview: The Archbarony of Blackmoor is possibly the most remote realm in all the Flanaess, situated between the western shores of the Icy Sea and the eastern edge of the Burneal Forest. The land of Blackmoor also includes the northern fringe of the Cold Marshes, and fully encompasses the Gloomfens, as the locals call the northern arm of the marshes. The northern border is vague, but few settlements lie within sight of the ominous Land of Black Ice.
Little is known for certain of the government of the archbaron; his court has no relations with those of the sovereigns of other lands. The militias of the small underbaronies are typically leather-armored villagers, wielding shortspears, longbows, or slings. The archbaron's personal guard includes perhaps three score "knights" (heavy cavalry of offensive mien), and heavy and medium infantry made up of several hundred human and half-orc soldiers. All are located in the town of Dantredun, now the capital of Blackmoor. Many more nonhuman soldiers can be called up from the surrounding area.
Dantredun is a stonewalled city with rotting wooden gates that stand open day and night. Few invaders have ever bothered to threaten the city, though kobolds from the Burneal Forest are a constant nuisance. Many small villages and forts dot Blackmoor's lands, often built near volcanic vents or hot springs. The occasional sharp tremor or emission of poison vapors is a common hazard in this northern land.
The former capital of the archbarony, called Blackmoor Town, now lies in ruins that overlook Blackmoor Bay. Atop its highest hill are the fabled remains of Blackmoor Castle. An orc "king" holds court at the Castle, claiming to rule the town in the name of the Egg of Coot, whose forces conquered the town fifty years ago. It is unknown who or what the Egg of Coot is, though he (it?) seems to possess magical ability of the highest order and is responsible for creating the nonhuman "automata" that populate the land immediately around his home.
The lands of Blackmoor are steeped in magic, often
called Oerthmagic, the source of which has not yet
been identified. Legend says that the numerous
mounds and standing stones throughout the archbarony
were created by the Northern Adepts of Old
Blackmoor (presumably a cabal of Ur-Flan sorcerers)
to constrain the encroaching Black Ice. If so, perhaps
the stones also hold power against the demigod Iuz,
for he clearly avoids the land.