Arn - Blackmoor
A remote and mysterious land, Arn (Blackmoor) is a realm of forgotten ruins, geothermal oases, and lingering magic, haunted by ancient secrets and ever-present threats. Isolated from the outside world, it is beset by nomadic raiders, monstrous foes, and the enigmatic Egg of Coot, while adventurers seek to uncover the lost mysteries of Castle Blackmoor and the fabled City of the Gods.
History
The land of Arn, commonly called Blackmoor, is an ancient and forgotten realm whose settlers originally fled the Suel-Baklunish wars over a millennium ago. They attempted to escape northward, but their journey was fraught with hardship. The refugees were harried by one nomadic people after another—first the Tiger Nomads, then the Wolf Nomads, and finally the Rovers of the Barrens, who drove them even further into the frozen wilderness. With no other option, the desperate refugees settled in the Cold Marshes, where they founded Blackmoor.
Their original capital was sacked many years ago, leaving behind extensive ruins and rumored dungeon complexes beneath the remains of Castle Blackmoor. To the north, another enigma looms—the fabled City of the Gods, a place of bizarre iron towers and eternal summer, whose mysteries remain largely unexplored.
Politics and Society
Arn is an isolated realm bordered by the Land of Black Ice, the Cold Marshes, the Burneal Forest, and the Wolf Nomads. This sparsely populated territory is said to be habitable only due to its geothermal activity, with volcanic springs providing warmth in an otherwise frigid wasteland. Scattered villages and fortified stockades dot the landscape, huddling near hot springs for survival.
The realm has long been plagued by threats both external and internal. It is beset by raids from nomads, kobold warbands from the Burneal Forest, and monsters lurking in the wilderness. Further complicating matters, fifty years ago, the enigmatic being known as the Egg of Coot led an orcish horde that sacked and occupied Blackmoor Town, and his automata now stalk the surrounding lands.
The ruler of Arn, the Archbaron, is a figure shrouded in mystery. No diplomatic ties exist between Arn and any other realm, and little is known of his identity, motives, or true power. His authority is weak, and his lands are impoverished. Yet, strange magics suffuse the land, and ancient standing stones and mounds—believed to be the work of the Northern Adepts, an Ur-Flan sect—are said to have once been used to hold back the encroaching Black Ice. Even the dreaded Iuz seems to avoid this land, further deepening its mysteries.
Religion
Both Oeridian and Baklunish deities are worshiped in Arn, but whispers abound of cults venerating entities from beyond Oerth itself. Some believe that the influence of the Egg of Coot has given rise to strange and dangerous faiths in the north.
Military
Arn is militarily weak, relying primarily on small, scattered forces for defense. The common soldiery wields slings, short bows, and spears, while true cavalry is almost nonexistent—only a small elite force serves the Archbaron directly. These forces are ill-equipped to repel the region’s many threats, including the forces of the Egg of Coot, the predatory kobolds of the Burneal Forest, and the monstrous creatures roaming the marshes and brushlands.
Notable Locales
- Castle Blackmoor – Once the stronghold of the Archbarony, it lies in ruin, its dungeons rumored to hold ancient secrets and treasures.
- City of the Gods – A place of iron towers and eternal summer, lying beyond the marshlands near the Land of Black Ice. Few who venture there return.
- Cold Marshes & Gloomfens – A treacherous, monster-infested wetland forming a natural barrier around Arn.
- Standing Stones & Mounds – Ancient Ur-Flan relics, thought to contain powerful magic to keep the Black Ice at bay.
Adventurers and scholars alike are drawn to Arn, seeking to uncover its hidden ruins, long-lost magic, and the truth behind the mysterious Archbaron. Yet the land is perilous, and those who venture into its depths may find more than they bargained for.
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Proper Name: Archbarony of Arn
Ruler: Archbaron of Arn (identity unknown)
Government: Actual government structure unknown; numerous nonhuman tribal leaders in area
Major Settlements: Dantredun; Blackmoor Town (ruin), Egg of Coot
Resources: Walrus ivory, copper, gems (II)
Population: Human, Orc
Law: NE
Allies: None
Enemies: Empire of Iuz, Wegwiur (Wolf Nomads) (sometimes)
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