Setting Information.   Posted by The Director.Group: 0
The Director
 GM, 2 posts
Sun 1 Oct 2017
at 04:00
Setting Information
You are young and grew up in a remote farming village, so you don't know a lot of Blackmoor. However, from the tales of fellow villagers that travelled far away, you know the following things.

Blackmoor used to be the northernmost province of the huge and decadent Thonian Empire, but, when Blackmoor was under attack from the Afridhi tribes, the Empire didn't send help, so the heroic Uther Andahar, after defeating them, declared Blackmoor an independent kingdom.
Blackmoor is not densely populated and is surrounded by enemies of all sort: Afridhi tribes in the west, Skandaharian raiders from the north, all sort of non-human tribes, such as orcs and goblins, raiding all over, the constant threat of the Thonian Empire from south, as it never accepted the independence of Blackmoor, plus even darker enemies and faceless traitors ready to take advantage of any weakness shown by the young kingdom.

For these reasons in Blackmoor adventurers are very honoured and adventuring is actively fostered at all levels.

Deities of Blackmoor
In Blackmoor most people respects a wide pantheon of deities, although in your village the most popular deity is by far Faunus, patron of nature and of farming, as he brings every season his bounty of fruits of the land.
Blackmoorians in general are not religious fanatics, but they are rather tolerant and religion for them is not exceedingly important, but some of their enemies, such as the Afridhi, for example, are definitely fanatics.

Races of Blackmoor
Many races and empires have risen to glory and fallen into dust throughout Blackmoor’s long history, many.
The legacies of these peoples continue in present-day Blackmoor. Many races are found in the charted and uncharted areas of this enormous world, and each of these
races is rich in history and lore.
The primary races that can be selected as character races are Cumasti and Westryn elves, halflings and Docrae, High Thonians and Thonians, dwarves, gnomes, half-elves, half-orcs, and Peshwah. Each race hails from a different region.

However, in your village the differences between races mean about nothing, as you all grew up together, but your elders, before letting you go away adventuring, tought you how the outer world sees different daces in order to ensure you understand outsiders.

This message was last edited by the GM at 01:58, Wed 04 Oct.

The Director
 GM, 4 posts
Sun 1 Oct 2017
at 04:50
Setting Information
Consider the following as reference information abour the races of Blackmoor that you can consult as and if required.

The dwarves of Blackmoor are an industrious and proud people. For generations they have created beautiful and awe-inspiring crafts, as well as immense cities of stone. Dwarven cities are wondrous to behold, yet outsiders seldom see them. Rumors say that the entire City of Blackmoor could fi t within the Regent of the Mines’
mighty stronghold. As the chief miners in Blackmoor, the dwarves play an important role in procuring the precious metals gold, platinum, and mithral.
Dwarves are proud of their heritage as well as their handiwork. They are quick to boast about themselves and their people. Fond of good drink and fi ne food, dwarves are often drawn to the art of cooking. They are fiercely loyal to their kin and slow to befriend outsiders. At times, a dwarf may dub a foreign companion
“Dwarf-Friend” — creating a lifelong bond between the dwarf and his ally. This bond transcends simple mortality and often passes on to such a friend’s family and heirs.
It is not uncommon for dwarves to adopt the immediate members of a Dwarf-Friend’s family.
Physical Description: Dwarves stand 4 to 4 1⁄2 feet high. They are very broad and muscular and weigh as much as Thonians despite their height difference. Female dwarves are noticeably lighter in frame but are just as tall as their male counterparts. Dwarves in Blackmoor have manyvariations in their in skin tones due to their proximity to wild magic; dwarf skin ranges from very dark brown to light honey. All dwarves have dark brown or black eyes. Facial hair is a source of
tremendous pride in dwarven culture. Males wear full beards, grooming them in elaborate braids and decorating them with rings and pendants. Females do not normally have facial hair. Male and female dwarves wear their hair simply. Dark red hair is common, brown slightly less so. The occasional dwarf has black hair; this is more frequent among females than males.
Dwarven dress is simple, consisting of plain woolens with little adornment. Dwarves are long-lived by human standards, first reaching adulthood at age 75. Dwarves are considered elders when they approach 400 years of age.

The Elves of Blackmoor are divided between the Cumasti elves and the Westryn Elves. Once a single elven culture, an alliance with humans resulted in a betrayal and
curse that caused an irreparable divide between the elves of eastern and western Blackmoor. Numerous efforts have been made to restore the culture to a single elven race, but to no avail.
Blackmoor’s elves are as diverse and changing as the many tribes of man. Due to their low birth rates and the loss of much of their ancestral lands to humans, orcs, and other humanoids, elves are beginning to die out. They have begun looking into magical avenues to extend their race’s longevity and to help slow their attrition rate.
The Cumasti elves have a long and rich history. Their race dates back to prehistory as one of the fi rst good races to walk the world. They possess an inspirational ability to perform great works of magic, art, and music. Until modern humans came to the world, elves ruled the lush forests and plains. The elves aided men in establishing themselves as a good race but the humans ultimately betrayed them.
The betrayal of the Cumasti split their society into two opposing factions. Cumasti loyalists sought to mend the wounds left by the human betrayal, believing that humans choose their paths as individuals, not as a collective race.
The other elves, later to be called the Westryn elves, retreated from the world, scarred by the human betrayal and vowing never to trust any other race again.
Cumasti are intelligent and willing to experience life in all its facets. They follow the traditions laid down for them so many centuries ago by the fi rst elves
to walk the world. They love nature and all that it offers.
Cumasti are trusting and friendly, living to experience the diversity of the peoples with whom they share. They hold no hatred for any good race, though they find dwarves too dirty and crass for their refined sensibilities. They view each person as an individual whose deeds are weighed on a scale larger than the elf’s ability to judge.
The serious and rarely smiling Westryn elves are the sourest bunch of grapes on the good races’ vine. Westryn elves have large chips on their shoulders and are extremely xenophobic. They rarely trust any race outside of other elves, and those few individuals that they do trust have won that prize only after a hard-fought
struggle. Westryn are quiet but quick to anger, are blunt and brusque with other races.
The “Black Curse,” as the Westryn call it, has made it impossible for the Westryn to produce viable offspring with any other race. This fact coupled with a policy of
isolation has alienated them from other races and cultures.
Physical Description (Cumasti): Cumasti elves are short and slender. They stand between 4 1/2 and 5 1/2 feet tall and weigh between 80 and 130 pounds. Cumasti men are typically heavier and taller than Cumasti women. Cumasti have light-colored hair, ranging from honey to ash blonde, and have eyes of rich green, deep blue, or soft brown. Other races view Cumasti as nearly ethereal — hauntingly beautiful and graceful. Cumasti skin tones are light, even after hours in the sun.
Cumasti reach maturity at 100 years old and live for over 800 years.
Physical Description (Westryn): Westryn are slightly taller than their Cumasti cousins. They stand between 5 and 6 feet tall, with no difference in height based on gender. They are powerfully built and swarthy — are not slight or of pale complexion like the Cumasti. Westryn eyes range in color from dark green to deep lue, and their hair varies from greenish-blonde to shimmering raven black.

Blackmoorian half-elves are relatively rare since they come only from the union of a Cumasti elf and a human. Halfelves often feel lost, not knowing where they fit in. They wander the world, looking for a home where they can live in peace. Humans use the term “half-elf” to describe this race. Cumasti call them Ni’ssillin (“Lost Ones”) and Westryn call them Do’rioa (“Cursed Blood”).
Half-elves are a very accepting people. They do not judge individuals, even half-orcs, by their race. They realize that circumstances can sometimes create strange
outcomes. Because of this, they tend to take their time when making decisions and are outwardly slow to warm up to others.
Physical Description: A half-elf has the same basic height and weight as her human parent but exhibits the fine features of her elven parent. She has light-colored hair and skin, but not to the same extent as her Cumasti parent. Halfelves are built like humans, appearing in a similar array of body types. Their slightly slanted eyes are a feature unique to half-elves, and their eye colors range from blue to brown and always contain fl ecks of gold or silver. Their ears are slightly pointed, but their other features are soft and rounded.

Establishing themselves as learned engineers and skilled craftsman, the Blackmoor’s gnomes earn their living working cooperatively with High Thonians and dwarven engineers. Gnomes love to solve puzzles and their mental and manual agility make them welcome company.
Gnomes are an open and trusting people whose lives revolve around their work. While kind to each other and their patrons, gnomes are easily annoyed by individuals who
needlessly distract them from their precious work. The definition of need is of course up to the gnome in question. As such, gnomes are often chided for their blunt behavior.
Nobles who need their skills tolerate them, but revel when they are free of them. Left to themselves and their work, gnomes are pleasant. They work hours at a time
on their precious gadgets and are driven to complete every project they start.
Physical Description: Gnomes stand 3 to 3 1/2 feet high. Their skin is light to dark brown, depending on their current home and the amount of sunlight to which they
are exposed. Gnome hair is fair, and their eyes bluish. Gnomes favor short hair, and their men wear beards as a sign of status. They wear very practical clothing that sports pockets and belts for holding tools; they seem to be able to produce any needed item from these pockets

Halflings are the most welcome of visitors throughout Blackmoor. They bring stories and goods to trade and are free from other races’ mistrust. Halflings are uniquely able to obtain secret information, a trait which has made them important friends in dangerous lands.
Halflings are kind and friendly folk who love to tell stories and eat. They are known throughout the land for their ability to entertain. While they are friendly,
they are also skilled traders and drive hard bargains, using their natural charisma to infl uence their dealings with others. Halflings are industrious and quickly adapt to the customs of the lands in which they settle.
Physical Description: Halfl ings stand 3 to 3 1/2 feet tall and weigh in at a portly 50 to 75 pounds. Halflings have dark hair and eyes. They wear practical and
unassuming clothing to prevent provocation from those who would think to take advantage of their diminutive stature. Halflings live long lives, reaching maturity at 45 and becoming elders at 175.

The Docrae are a race of small humanoid beings (that may humans struggle to distinguish from Halflings) with a long and troubled past. Old legends mark them as a race of fun-loving and curious folk, each with the appetite of two men. Some say that they are curious and enjoy comfortable homes near their large and long-lived families. Yet these legends are mostly relics of the past. Even before the Afridhi invasion, other races preyed upon the Docrae, enslaving them and manipulating their trusting nature to their own ends. Many Docrae escaped from the main Afridhi invasion force and headed north in search of an area where they could live peacefully and separately from those who would do them harm.
Today the Docrae are a hardy and wise folk who have cultivated their warrior nature from the need to protect themselves and their families from exploitation or violence. Despite their small physical stature, Docrae are formidable opponents and are masters of ranged and melee weaponry. While not as strong as their human counterparts, Docrae use their dexterity and cunning to deliver critical
strikes capable of besting much larger opponents.
While Docrae are wary of outsiders, they have begun to open their settlements to other races again. A sense of relative safety has come to the Docrae, and some of
them have fearlessly rekindled the traditional celebrations of their heritage. The Docrae have found a kindred relationship with the men of Blackmoor, who have proved
themselves trustworthy. These humans are welcomed in Booh and given better treatment than members of other races. The Docrae have learned to make a living selling their wares, and also offer lodging for travelers on the War Road.
While they are willing to do business with other races, Docrae are slow to befriend them. If a member of another race saves a Docrae’s life, he becomes a member of the Docrae clan and remains so until death.
Physical Description: Docrae stand about 3 1/2 feet tall and weigh between 35 and 40 pounds. Their skin is very similar to that of humans, and their hair is normally
black and straight. Docrae usually have black or brown eyes, though green eyes are not unknown. Docrae men braid their hair into intricate patterns, often attaching small jewels or similar decorations to their braids as signs of their strength and status in Docrae society. Docrae women wear their hair straight and reasonably short. Docrae society prohibits women from braiding their hair unless they have
earned the right to do so through a brave or heroic act.
Docrae wear comfortable and practical clothes. Docrae warriors are always ready for battle and wear strong armor while on patrol.

On the Blackmoor frontier’s far reaches, orcs raid human settlements in search of wealth and food. These raids have in turn generated offspring in the form of halfpoint orcs. Half-orcs who do not exhibit clear and distinct human traits are often allowed to remain within the orc culture.
Orcs slaughter those who are obviously part human or who fall out of favor. Some half-orcs manage to escape and spend the remainder of their lives hunted by both men
and orcs, which forces many half-orcs to live away from civilization, in small bands or on their own. Often they seek some sort of belonging with others and adventure for the respect and acceptance that can come from the skilled
use of a battle axe.
Half-orcs have little patience with others, a trait that may be the result of years of abuse and rejection. They love to fight and greatly value what friendship they
can find. They enjoy good food and drink and are always open to reveling. They tend to overcompensate for the lack of positive attention they received over the course of their segregated, hunted lives.
Physical Description: Half-orcs stand between 6 and 7 feet tall and weigh between 210 and 270 pounds. They have grayish skin tones and large skulls with protruding
foreheads that highlight their orc heritage.

High Thonians
The High Thonians are members of the highest, most powerful human social caste within Blackmoor’s borders.
While High Thonians tend to come from advantaged backgrounds, not all of them have the stomach for politics or fi ghting. Many use their family names and backgrounds
to pursue science and other academic matters. Several teachers at the University of Blackmoor are High Thonians from important families High Thonians are studious people and excellent entertainers. They spend their time learning and finding new and interesting ways to entertain themselves and their wealthy friends. Noble Thonians spend their money freely to impress others or to purchase necessary parts for their inventions. They are kind and gentle to others but are venomously possessive of their expansive libraries and eccentric inventions.
Physical Description: High Thonians stand 5 to 6 feet tall and weigh from 135 to 265 pounds, with men noticeable taller and heavier than women.
Their skin is fair; their hair tends to be blond or brown. To demonstrate their
excellent grooming, most High Thonian men do not wear beards. High Thonians
are long-lived by human standards, with life spans reaching well over 100 years. Some attribute this longevity to breeding, but others suspect a magical source.

Thonians are the everyday citizens in Blackmoor and its surrounding vicinity. The noble caste rules them, and many take jobs as servants in High Thonian houses. Many long for better lives and strive to find wealth and power.
Thonians are very much normal humans. They are well-tempered but sometimes show disdain for their lot in life. Thonians do not share in the privilege or money that they see all around them. Thonians also are angered that they cannot join the nobility, regardless of their financial status, without a direct appointment from the king. The are family-loving people who try to better themselves.
Physical Description: Thonians stand 5 to 6 feet tall and weigh 125 to 250 pounds, with men noticeably taller and heavier than women. Their skin is dark, and their hair is black or brown. Thonians do not share the longevity of their High Thonian
rulers. They achieve adulthood at age 16 and typically live into their 70s.

Not so long ago, a tribe of humans settled the Plains of Hak, bringing their horses with them. This tribe is known as the Peshwah. The Peshwah are gentle and nomadic
souls who enjoy the feel of life from the back of their horses. Until they met the Afridhi, they knew no war or serious conflict.
As the Afridhi drove these peaceful people in front of them across the plains, spilling their blood and killing their fathers and sons, the Peshwah grew hard and fierce — proving that even a horse will turn to face the lion. After good races halted the Afridhi’s advance, the Peshwah once again settled into their windswept homeland. This time though, they have a purpose: the vengeance pounding in
their collective heart.
Peshwah are a well-meaning people. They have pleasant natures and are willing to
help their own kind without asking for anything in return. Peshwah mistrust
outsiders, including the other human races, but they are rarely hostile
toward them. The burning racial anger they hold in their hearts is for the Afridhi alone.
Physical Description: After riding across the wind-swept Plains of Hak for generations, the Peshwah have become a dark-skinned people. Though of human stock, Peshwah are shorter and stockier than their northern Blackmoor brethren. Their
features are hard, and culminate in large, straight noses. Their hair is dark brown or deep red; curly hair is uncommon.

This message was last edited by the GM at 17:51, Sun 01 Oct.