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Geography of Blackmere The Kingdom of Blackmere, while old by human terms, is quite young in the eyes of the elves and other long-lived races. Founded nearly one thousand years ago by the legendary King Augustus I, the Kingdom of Blackmere united four warring provinces into a single political entity that stretched from the Sea of Tempests to the Shard Mountains, and from the Frozen Lands to the Southern Sea.
Today, Blackmere is a truly cosmopolitan kingdom. Highways link the major cities, esteemed universities teach modern theories of science, war, and magic, and the Royal Army patrols the lands to ensure the safety of Blackmerans everywhere. King Augustus VII is in his 20th year of rulership of Blackmere, and remains hale and hearty well into his fifth decade of life. Despite his people’s wishes (and, if stories are true, at least four wives), he as yet has no male heir. His only child, Princess Claudia, is nearly 30 but has never married.
Because of the starting characters’ relative isolation, their knowledge of the history of Blackmere is limited to what they’ve learned from locals and travelers passing through Great Rock. Still, the following timeline is considered "general knowledge" that any Blackmere citizen would possess.
Timeline (PK=Pre-Kingdom; BR=Blackmere Reckoning)
c.4300 PK: Empire of Tarsis founded.
c.900 PK: Human settlers from Empire of Tarsis arrive in area now known as Southern Province. Town of Utharic founded on the shore of the Great Mere.
c.600 PK: Powerful dragon named Blackmere settles near city of Utharic. Establishes city as his protectorate.
34 PK: Augustus born in town of Donorum in Northern Province.
1 PK: Mighty dragon Blackmere slain by Augustus in the depths of the Blood Marsh.
0 BR: Four Provinces united as Kingdom of Blackmere. King Augustus I crowned by Archbishop Justus III. Utharic renamed Blackmere City.
1 BR: Construction begins on Royal Palace. Except during wartime or plague years, construction will continue until present day.
5 BR: Royal Academy of War founded
63 BR: Pact of the Glittering Caves signed between humans of Blackmere and dwarves of Undermountain, ensuring peace between the two kingdoms.
188–189 BR: Infernal Years. Hundreds of gateways to the pits of Hell open, freeing hordes of demonic creatures to rampage across the lands. Thousands slain before demons turned aside by cooperative efforts of legendary wizard Tann Daultay and archbishop Eirtae.
319 BR: Border dispute with elves of Brithonen results in several skirmishes. Resolved peacefully by Melean Accord.
433–452 BR: First Goblin War. High King Barakk of hobgoblins leads army of goblins and hobgoblins against Blackmere. Barakk slain by Valius Harking, paladin of the Royal Army, during Battle of the Black Sun (so named for the solar eclipse that occurred that day). It is estimated that the goblinoid population is reduced by nearly 40% as a result of these battles.
478–480 BR: Great Schism wracks the Church of the Highfather. Growing anti-Erynis sentiment within Church splits the faithful. Worship of Earth Mother banned by Church.
c.510 BR: Ordo Templi Sethis (Order of the Temple of Seth) founded.
511 BR: Altian Purge executes hundreds of traitors within the Church of the Highfather.
621–624 BR: The Plague Years. Nearly one-third of Blackmere’s population dies in less than four years. Entire city of Iego lost to plague; never resettled.
756–759 BR: Tarsician War. Empire of Tarsis declares war against Blackmere in attempt to "reclaim" the four provinces. Tarsician army lays siege to Blackmere City for six months before the death of Emperor Xullan of Tarsis ends war.
807 BR: Town of Great Rock founded. First sheriff assigned by King Tyrrhenius III.
912 BR: First Kamellan priests appear in Blackmere.
974–979 BR: Second Goblin War. King Julian IV falls in battle; his son crowned King Augustus VII and leads Royal Army to victory. Despite Blackmere’s victory, tensions (and skirmishes) continue to present day.
995 BR: Reginald Grimsmythe appointed Sheriff of Great Rock.
998 BR: The campaign begins.
Outside the Kingdom While the characters’ knowledge of Blackmere is limited, they have even less information about those areas beyond its borders.
Brithonen This elven kingdom—said to be even older than the Empire of Tarsis—is completely contained within the borders of Blackmere, which has led to strained relations. In the early years of Blackmere, raiding parties from Brithonen were common sights in settlements near the great forest. The Melean Accord—named for the druid, Melea, who brought the two people’s rulers together for negotiation—guaranteed the elves sovereignty over their woodland home. Today, the elves of Brithonen maintain an uneasy peace with Blackmere. Despite the Accord, many woodsmen still hunt within elven territory. Some claim that the elven kingdom no longer truly exists, and that only a scattering of the faerie creatures still roam the lands.
The Frozen Lands The arctic lands to the north of Blackmere are largely desolate, as few creatures can survive the bitter cold. Still, a few tribes of barbarians eke out a meager existence here, hunting great elk, polar bears, and other large creatures.
Sea of Tempests So named for the many storms that blow in off its waters, this vast body of water forms the western border of Blackmere. Despite its poor weather, the sea’s bounty of fish lures many a fisherman to ply its waters. It is said that strange, exotic lands lie across the sea, though few travelers cross it (in either direction)—the distance and hazards are enough to dissuade any but the most insistent.
Shard Mountains This range of jagged peaks forms a natural border between Blackmere and the aging Empire of Tarsis. Only a few passes allow any access between the two nations, which has contributed to the relative lack of strife between them. The Ten Tribes claim a large area of these mountains, and often control access to the passes. The area between the territory of the hobgoblins and Blackmere is a no-man’s-land called the Goblin Frontier. Humans and hobgoblins alike tend to stay out of this area to avoid risking confrontation with the other race.
The Monastery of Light is nestled in a high, hidden valley in these mountains. All monks in Blackmere—and indeed, perhaps all monks on the entire continent—can trace their training back to this enlightened center of learning.
Southern Sea This warm-water sea is ringed by a number of coastal trading ports. Merchant vessels of every size sail its waters. Of course, wherever there are merchants, there are pirates, and tales of the legendary corsairs of the Southern Sea are told across Blackmere.
Empire of Tarsis This decadent empire lies to the east of Blackmere, across the Shard Mountains. According to stories, Emperor Xullan’di has ruled the empire for nearly two and a half centuries, ever since his father, Xullan, died during the Tarsician War. It is whispered that foul magic keeps the ancient emperor alive, if barely.
Despite its decline, the Empire still maintains a military strength that is second to none on the continent. Were it ever to be united in a single cause, it could topple any king or emperor it targeted.
The Ten Tribes The collective name for the various tribal nations of hobgoblins that live in the Shard Mountains. Twice in recorded history the Ten Tribes have united under a single overlord to do battle with Blackmere; both times, the humans (with help from the dwarves and elves) have turned back the hordes of goblinoids.
Kingdom of Undermountain This sprawling dwarven kingdom exists entirely beneath the Shard Mountains and its foothills. At its height, the shining cities of Undermountain glowed with a beauty unrivalled by anything crafted by human hands.
Today, the dwarves’ power remains strong, though not so great as in the past. Many of their cavernous cities have been deserted or overtaken by foul creatures from even deeper beneath the earth. Still, the dwarves are a force to be reckoned with, and their craftsmanship is as legendary as ever.
Thanks to the Pact of the Glittering Caves, Blackmere and Undermountain have enjoyed friendly relations for nearly a millennium. In return for grain, lumber, and other goods supplied by the humans, the dwarves ensure a steady stream of iron, silver, gold, and finely crafted weapons and jewelry.
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All material copyright Andy Collins 2001-2007. |