Denizens of Returned Blackmoor
by Brian Rubinfeld from Threshold Magazine issue 34I’ve talked about the happenings and groups that exist, but what of the people? So much is out of their control, but they still live in these rather interesting times. Despite a tumultuous history within both the ancient past and the near present, an enduring Blackmoor persists. Even if Blackmoor is a relic ripped out of time, its people are not stuck. To say nothing else, they are tenacious, resilient and hardy against all means of adversity. Even the fears of the apocalypse did not ultimately stop this homeland. Even if the greater empire had fallen, the Kingdom of Blackmoor lived on. Even after the kingdom was abolished and a new state usurped it, the rest of it ultimately lived on. Even as plagues of entropy, disturbed mutant cults, technocratic warlords and a leader’s growing mania threaten Blackmoor, it too shall keep returning and so shall the people.
A lot of statistics that involve what’s left of Blackmoor favor Blackmoor City above all, as it was the crown jewel of the empire in its heyday. In its current struggle, this is no longer the case. Statements arise from official powers to say elsewise, but few would openly disparage or disprove these words in public. While it looks like demihumans have languished and faded within Blackmoor, the opposite is quite true. Despite the cruel policies and beliefs of the God-King, overt hatred against potentially devoted citizens is not out of them. Given that he desires all beings to follow under his rule, bloodlines and origins matter less to him. This does not erase the problems of the past or ongoing sins, most of which remain present within Blackmoor, just without direct legal support or enforcement.
Humans
“Me? I’m just an office drone. Good pay, but men in armor show up to glare at us every few hours. Can’t complain.” – Justin Treistrand, Blackmoor Royal Security Division
The human race makes up the majority of Blackmoor, with a diverse array of ethnicities and cultures that have flocked to the once mighty nation or struggled against it. Despite this, a sense of sneering imperialism ultimately triumphed. Those who joined Blackmoor were assimilated into their ways for a long time, only succeeding in getting worse as the Beastman Crusades proved popular. Not even the dangerous lands of the Afridhi were immune. The Afridhi were heavily devoted to a sinister Immortal known as Zugzul, a burning rage consumed by fire. Their war against Blackmoor eventually turned against them. The majority of the Afridhi people were wiped out in targeted brutal warfare. Those who survived chose to let their creations carry on their name and culture. In the centuries to decades leading up to the Great Rain of Fire, many descendents of these cultures expressed their ire and frustration against the colonial mindset that their state had adopted. Calls for reform to outright revolution did eventually spark change within borders. While the multitude of cultures and people were recognized within Blackmoor itself, the far greater multitude of sins beyond national borders were constantly hidden. In the end, much of it was buried by the time of the Great Rain of Fire, but not all of it. What was revealed sparked much rage from the masses. This only aided the military coup organized by General Gwyn.
The general’s airing of social grievances only drew people toward him, as the disgruntled and jaded found comfort in his manifestos and speeches. The Crown of Blackmoor had failed them, but they could prove useful to the usurper general himself. The ignorance and suffering in Blackmoor ultimately did the impossible of uniting countless banners under one, that of the Crown Hawk Killer. But, like the Crown before them, the Killer only sought a different kind of exploitation. And through both private and public aid in the uprising, most of the Blackmoorian royal family was extinguished like doused candles in mere days. Celebrations brought a short-lived sense of peace and solidarity to Blackmoor at last. The state attempted to ease social concerns, but this did not ease the fears of the authoritarian order that the self-appointed “God-King” quickly put into place. This sense of newfound community was then restricted and regulated to fit the new mold of leadership. Joy was dashed, but the people remained unified even in their suffering. Those who didn’t fully assimilate found strength in strong ethnic neighborhoods. However, these streets were given less attention and care compared to more assimilated regions. Fears of retribution haunted the general, as the nobility wasn’t as dead as he hoped. Even accidental copies, like the AI known as Uther V.1, formulated means of reversing the coup.
The world beyond became unknown and the roots of the many were seemingly lost. Even as the planar barrier absorbs and assimilates land1, it cannot recreate the disconnected homes and lives beyond Blackmoor. Even more disheartening, the barrier has begun to slow and may one day stop. And thus, many lands beyond will truly be lost. A growing restlessness returned again, complete with the demonization of rogue researchers who escaped Blackmoor to survey Skothar decades ago. While attempts have been made to make a more accepting Blackmoor, this only exists internally. The paranoia and distaste for the outside world have become an all-encompassing fear for human cultures alone. After all, do their descendents still exist? Would they recognize them? How did they survive the Great Rain and how did they evolve? Due to their proximity, the Peshwa and Skandaharians lucked out the most, with nearby Thonian lands gaining some favor. For wayward Thonians and distant cultures like the “future” Jennites and distant Tanagoro, their answers are far less clear. Even within Returned Blackmoor, rebels loyal to the crown have much work to do, as many civilians would chafe at the return of old nobility. All the while, the true to the crown grow sick of their squabbling. Sir Robert Cheerfellow2, the “Savior of Woodenbridge,” has been a vocal critic of fellow rebels and regime defectors alike. He often refers to the former as brigands and the latter as crown killers, attempting to promote a division that refuses to work with either. As a trusted ally of the royal clan and a valiant war hero, his voice has proved convincing.
Several cultures and ethnicities have attempted to endure and persist, despite fears of their ancestors being washed away by cataclysm and the sands of time. Despite the unification under an umbrella of the human race, many critics decry a favoring of some ethnic divisions over others. The Thonians make up the majority population of Blackmoor and nearby lands, tracing themselves back to the very state that rebelled against Thonia to begin with all those ages ago. Their knowledge of the current new state of Thonia is speculative at best, but some fear reprisal and retribution from the distant empire. The majority of Thonian Blackmoorians have proved welcoming and have accepted the changes over time. But a fringe group of Crown supporters take an extreme ethnic national perspective. They seek to restore the Crown, in hopes of barring not just demihumans from influence, but also other human ethnicities. This extremist group is a small sect of the rebellion and lacks greater influence itself, but could still cause great damage. The Tanagoro often feel like strangers in a strange land. Do as they may, many still keep to neighborhoods and chronicle remembered customs to ensure they carry into this grim future. While many have garnered success in the past through various industrial fields, a lack of trade with their homeland has financially crippled their communities and ways of life. In regards to other populations, the Tanagoro do not face the same prejudice as other populations, mostly a tragic disregard at worst. Both the Jennites and Skandaharians are held with suspicion, but no legal harm is to come to them. Propaganda has spurred hateful and criminal acts, but no origins of this have been discovered. The Peshwa, however, remain legally oppressed. Relegated to sectioned-off land, they are scrutinized and put under hidden surveillance. Their sacred lands have been stripped and many holy rites banned under Blackmoorian law. The genocidal campaign against the Afridhi has been used to antagonize and subjugate the Peshwa in the past. For all of the regime’s horrors, there have been attempts to amend this. While this has resulted in rolling back attacks on Peshwa traditions and faiths, this has mostly opened up doors for assimilation and integration as a greater part of the state. This has led a disgruntled youth, Turak’on, into a quasi-nationalist movement. Teaming up with the pirates and raiders, including the Lord of Bloodshed’s men, he aspires to carry out a coup against the state. Barring that, forcing its hand for reparations for past atrocities and a recognized legal status for Peshwa states is just a first step. That is far from enough for him.
Brief Summaries of Human Ethnicities
Thonian – This is the primary population of Blackmoor, descendants of those raised in the Thonian Empire of old. In time, the territory of Blackmoor struggled against neighbors generally hostile to Thonia. A hero arose to break those people away from harm and ultimately liberate Blackmoor, much to the chagrin of the Thonian Empire. Even now, they make up the majority of human demographics within Blackmoor.
Tanagoro – The people of Tangor, long detached from the ways of distant southeastern Skothar. Few are aware of the ultimate spreading of their people to the present-day Pearl Islands and Yavdlom. Many have a repressed wanderlust to know more of their ancestry, even after a powerful representative went missing years ago following an expedition.
Skandaharian – The northern folk from the border of Blackmoor into current Nentsun. Despite a tumultuous history with Blackmoor, often involving raids and piracy, relations have somewhat mellowed, though their presence within Late Era Blackmoor has been one of discontent. The current remains of Skandaharia seek to reunite with its current Mystaran cousins, infiltrating spy networks and pirates in hopes of seeking any info on the outside world. Rumors involving this have tied the people to underground activity and have sown a sense of distrust for many.
Jennite – From southern Skothar, this was the result of migration into northern Skothar. Explorers and settlers accidentally set upon Returned Blackmoor as it leapt out of time. Their presence is minor, but they culturally share some roots with the Peshwah, granting them some sympathy for these ancestors. This land proves alien to them, as they seek a way out without drawing too much attention or ire. In the meantime, they live on the fringes and pose as Peshwah. Their numbers are otherwise few.
Peshwah – One of the few people whose lands were partially taken by Blackmoor’s leap. Nonetheless, they are a shadow of their former selves. Many who fled Blackmoor’s destruction built the roots for the Jennites. Those who remained with Blackmoor were truly broken people, barred from many traditions and often living in squalor. Many have joined factions in the name of vengeance while others try to piece together what risks being lost.
Deep Blackmoorian – A terrifying enigma. These people live in a throwback to a time maybe akin to King Uther, but maybe even prior. They speak a dialect thought lost to the lands well before the Great Rain of Fire. Those aware of the lands above them are just as afraid of them. Despite a deep technophobia, most are adaptable and prove capable of understanding. However, deep societal pressure and a stigma towards the “Over Worlders” keeps them at a safe distance. Their strange boons and immunities have left them desirable to particularly greedy and predatory denizens above, further forcing them into hiding. This has turned their policy towards outsiders to often attack first, ask questions later. Oddly, Ignur’s Kingdom lacks these strange powers and is less fearful of abductions as a result. Regardless, all humans of this variety are viewed as primitives by the wider Blackmoor.
Afridhi – Despite many survivors becoming like the proto-gnolls, some still carried on for a little longer. These human populations of the Afridhi tried to integrate elsewhere. Most lied about their origins, predominantly assimilating into the Peshwah or Thonian groups. This furthers the irony of disdain for the Afridhi, as many Blackmoorians have this ancestry within their blood. They’re likewise unaware that the gnolls of Blackmoor share their blood ancestry too.
Other – Various denizens of Brun and beyond have accidentally come upon Blackmoor, only to be captured or far worse. Among these victims are residents of Glantri, Alphatia, Thyatis, Serraine, and Darokin. Without a doubt, others will probably make the mistake of getting too close in time.
Dwarves
“Horrid orcs, why won’t they leave the mountains? Where did they even come from?” – Elder Horfenbiyrg, clan elder
Those who have forsaken life upon dwarf-dominated lands have struggled to fit in elsewhere. The remains of the Stormkiller Mountains are appealing to outcasts, while many find an uncanny comfort in the mobile work towns that shelter and shuttle labor forces to various dangerous “job sites.” In this new timeframe, they are pariahs to Kagyar and treat him similarly. While much of Blackmoor has been torn asunder by warfare and hatred, the Stormkiller dwarves and nearby lands have endured against all. Their welcoming of the hin had them marked by the state, following the halflings of the land being branded as rebels and traitors. The Crown Killers of Blackmoor launched newly created types of weapons in hopes of teaching the dwarves a lesson. Many perished quickly; others fell ill. While none are devout of Kagyar, the Immortal was mortified by what had occurred and granted his wayward children a boon. While not as strong as those he saved in the Great Rain, the majority of these dwarves recovered from the weapon-borne illnesses that ravaged their lands. Other effects continued to haunt them, literally. Both the Iron Hills and Stormkiller Mountains are haunted by strange incorporeal undead not alike the Blighted Dead that roam the detritus swamps of the Westwood. These phantasmal creatures, while lashing out at the living, seek final rest and will welcome it if offered. Dwarven priests within both realms have worked to deliver these trapped souls to the beyond.
This is not to say that these dwarves live endlessly grim lives. If anything, they have become less involved in the greater politics of the region. Their interactions are mostly out of some obligation or necessity; otherwise they often keep to their own respective enclaves and endure the bare minimum such as paying taxes or required trade. This has built a facade that they’re neutral toward Blackmoor, and nothing more. In truth, most of the clans live in fear of Blackmoor lashing out. Such a gray and emotionless presentation is merely a coping mechanism to keep the wider lands from taking too much interest in the dwarves. Even current outcasts who find the mountain ranges appealing are told to keep their heads down and avoid negative attention. To reflect this, life in these lands offers few passions beyond the value of hard work. This isn’t entirely like traditional dwarven lifestyles of ages past, but there’s an overbearing alienating blandness to everything. While the dwarven approach to emotions is different from the humans’, this has taken it to a new level. Many chafe under these conditions, considering them sterile and hopeless. Others find them oddly tranquil and meditative. As such, religious connections of the dwarves have slowly mended since the late days of Blackmoor. To them, they were caught in a sinful technocracy and became wayward from their roots. If anything, the cruel ways of the State awakened them to a need for their olden ways. A renaissance for the dwarves may be near, save for those who fear that there will instead be further stagnation and isolation.
Barring the dwarves that clung to hills and mountains, others sought to make their living within the greater nation. Ultimately, many felt alienated living in such artificial cities devoid of any dwarven tradition or values. As such, many took to mobile work towns to practice their crafts in relative peace. Their presence has grown from the rare oddity to a sizable portion of the workforce, often cast into such roles as engineering, maintenance, hazard control, and manual labor. A few who have proven themselves have moved up to quartermaster, lead engineer, foreman, and various positions with far more power. While most dwarven workers are treated as superior but exploitable machines, those who can rise up further are shown far more respect and dignity. Those adjusting to this largely transient life fear that they may be outcasts, should they try to return home. And for those whose ancestors dwelled beyond Blackmoor? This is perhaps all they have now. This is their new clan. Even those more assimilated within Blackmoor try to hold on to what they have. The siblings, Battlestein and Blunthammer3, do all in their power to maintain clan connections despite being well revered crafters within the Blackmoorian military.
Elves
“These Blacklore degenerates, they are not elves, but something far removed. When we strike, they come next.” – Elduglas Fineglade, Redwood warrior radical
No demihuman proved as polarized as the elves. A great divide began at the Redwood and affected elvenkind well beyond the immediate reach of the advancing empire. True elves were meant to reject the strange and artificial technomancy encroaching from Blackmoor. Those who were lost in these new ways were denounced as Blacklore elves. Even those who haven’t faced as deep a schism are divided. Tradition has been harshly maintained on the masses and flaunted to neighbors in protest. Elders fear that without drastic measures, their people might fade as an identity within a generation. So far, nearby populations have stood down on direct conflict. However, any raids upon nearby lands are held in the deepest of contempt. Unsure of what to do with themselves, the most powerful elven group finds itself at a dangerous crossroads. Meanwhile, far less powerful groups face this existential threat on a greater level, either because they dwell upon now generally ominous and perilous lands or because they butt heads with other forces of Blackmoor.
Within the Redwood, a diplomat aiming to mend ties with Blackmoor has arisen. Galdjentora Flarebark has acted as a mediary between recent desputes, with her goals of keeping Blackmoor and elven forces as neutral as possible. While she seeks a position upon council seating in Blackmoor City, her heart remains with her people. There is a fear among many of the Redwood that her neutrality will only bring stagnation rather than real answers. Meanwhile, Yuldiak Vinestock takes another approach. A Blacklore elf in their most sinister, her aspirations play into the coffers of God-King Gwyn. This isn’t to say that her greed is fully pro-Blackmoor, as she is quick to broker information to the highest bidder. In the end, she wants the bureaucracy of Blackmoor to whittle away and mentally break the elves into compliance, rather than spark more costly wars. She blends in, temporarily forsaking Blackmoorian trappings to ensure hiding in plain sight. One group to arise from this conflict is the Blackwood elves, a middle ground that seeks to meld concepts between the two groups. Their belief is that progress is inevitable, but one can hold onto traditions and preserve the natural world. They have become the largest proponents and caretakers of the Living Forest4 project around Blackmoor City, helping to add green diversity to the chromatic monotony. Even the Menagerie of the Extinct has been given much support by this movement, despite potential ties to political corruption. Given how this project is available to few in the public, such a privilege is not taken lightly among these elves. And despite their attempts at mending ties, they find few allies among the other splinters.
The other elves, while more detached from Blackmoorian politics, have no shortage of their own troubles. Contrary to popular belief, not all of the Westwood elves have fallen into The Detrituswood. While many are entropic mockeries of their former selves, many have banded into new survivor tribes. While untrusting of the greater region, many have willingly cooperated with the rangers that help to combat the blight. Should enough of the straggling bands join together, it could turn the tide against the vile contagion that has overtaken the once lively region. The Westryn elves are all but gone from a mixture of their collateral during their anti-lycanthrope crusades, the returning Egg of Coot, nearby widespread destruction, and the Plague of the Arcane. However, their demise also holds the key to another secret of Nyela’s maniacal cult.
The overall elven population numbers, as proven by this survey, stand much higher than the official Blackmoorian census. Very few within the various tribes and factions are willing to directly correspond or supply accurate data to the current regime. The majority that have are the “fallen” or Blacklore elves that have been claimed by the alien lifestyle of the humans. Others within the wider nation aid quarantine rangers against the detritus blight or defend protected natural enclaves. The Living Forest and Menagerie of the Extinct prove especially enticing. Even elven populations that hold no ill will or aggression towards the human majority do not want to deal with them. As such, overall population surveys conducted during the repairing periods of Returned Blackmoor are skewed and look upon the elves as a people in sharp decline. In many ways, this is reality for reasons unknown to the record takers. But in other ways, the elves may be on the verge of a major comeback. The events in the years to come will be the ultimate judge of this.
Halflings
“Rebellion? No, I’ve stayed loyal. Besides, my farms are essential for all. No farms, no food!” – Edna Riverwalk, hin farmer
Few were more scarred by joining the Crown Killer than the hin of Blackmoor. To them, revolution was a chance to be taken seriously within society once more. What they received proved a chilling cautionary tale. Following the massacre at Castle Blackmoor, groups of hin scouts discreetly defected and fled towards the Stormkiller Mountains for temporary shelter. The dwarves gave a short-lived haven as plans for new shelter were devised. Numerous, sparsely populated territories became ideal; refuges from the maniacal eye of their former liberator. More and more, the hin banded together in solidarity and trauma in spite of the new growing power that ensnared them. Many early rebellion movements were likewise started up by these shaken but determined hin. This would be the ultimate undoing for much of the population, as most of them gathered around settlements dedicated to revolt and revolution. The fall of Woodenbridge also marked a buried genocide against the hin of Blackmoor, with the territory becoming their new home. Rumor had it that a double-agent among them saw their people as soft traitors in need of retribution. Should this prove true, the weight of this intelligence might have proved too heavy for them. Strangely, the dwarves who offered initial aid were punished to a less severe degree. This still led to experimental weaponry tested on the Stormkiller Mountains, killing many.
Unlike the elves, the hin have actually been reduced to a fraction of their old population. The overly rebellious ideologies found in most communities of Blackmoorian halflings cast them into suspicion and disdain. Even before Woodenbridge fell recently, various villages were raided and suspected conspirators were either captured or executed on sight. Booh and Ramshead were heavily targeted before turning into shameful moments in Blackmoorian history. Those who resigned peacefully were spared, many of whom moved into spaces that could be monitored with greater ease. Does this mean that they only make up 4% of the total population of Returned Blackmoor? Likely not, especially since those statistics are biased towards Blackmoor City itself. While not given the same graces as elves, many too have gone into hiding.
Baleborn/Orc
“Little, little men. They are in our way to true power.” – Grep’durh, orcish warlord
An early evolution of beastman bloodlines. The strange powers of the Egg of Coot caused countless beastmen near Blackmoor to become the humanoids of Mystara far earlier. Most of these creatures would ultimately be purged by the Great Rain of Fire, with survivors scattering through Skothar and beyond. Among these survivors were three tribes of these quasi-orcs. Against many odds, they remained within Returned Blackmoor, adapting to the strategies used during the Beastman Crusades. The Plague of the Arcane also fabricated or mutated more humanoids into existence, many of which were beastmen during this late age of Blackmoor. These mutated and remolded orcs have since found new purpose alongside their Blackmoorian brethren. Some see this remnant of Blackmoor as a threat to their desires, while others seek to indulge old habits of conquest and violence.
The orcs of Blackmoor, as they have come to be known, are not unified. In fact, their own tribes and bands aren’t unified either. Arguments are consistent and the loudest or most brutish often wins. Should one empowered by the Egg arrive, then temporary order is established. The end goals of these evolved beastmen are rather scattered, much like their behavior. Some want to bring praise and celebration to the malignant force that bolstered them into what they are now. Some wish to escape Blackmoor and see what has become of the world at large. Others view Blackmoor as a mistake, a plague, a poisonous blight and other such things that must be destroyed. Some simply don’t care outside of whatever becomes their fancy at the moment. These new orcs are not well understood by Blackmoor either, with much of the land still considering them to be beastmen. As for orcs lucky enough to break the Blackmoorian barrier, they have no pretenses about ever returning, even if it means abandoning their contentious brethren.
Lupin http://pandius.com/LupinT34.png
Original drawing by Jeffrey Kosh (https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).Lupins
“I know I’ll be hunted for this, but… the taste of Blackmoorian, it is so worth it.” – Gror Nighthide, wolvenfolk outcast, eating a slain royal soldier
The canid people of Mystara. The vast majority of the population descended from slaves or older mutants. Beyond a prisoner from Renardie known as “Scratchy Pete,” there are no lupins from outside of Blackmoor. The mythology of the Blackmoorian lupins states that their ancestors were enslaved in current-day western Brun. It is likely that these breeds existed before BC 5000, as Blackmoor slowly rose to prominence.5 Older generations distrust humans and demihumans at the very least. Even younger generations prefer isolation, if it can be helped. The domestic lupins have found their places within Blackmoorian society over the ages, some even rising to prominence. Even when successful, they’re treated as oddities and never fully integrated into their wider world. At best, they’re treated roughly on par with the average Blackmoorian. Much of the time, there is a patronizing sentiment that they’re mere steps beyond a sentient pet. This may range from patronizing nicknames to villagers fawning over perceived cuteness. The elderly Short-Herder ranger, Sir Dylan, has often complained about being patted on the head like a dog while on duty. This cannot be said for the wild lupins, who are relics belonging more to the Hollow World than the Over World. This irony isn’t lost upon Blackmoor, which is just as out of place. Despite this, the wild lupins are true to their name. They seek to be free from the dimensional shackles that protect their strange relic prison. Meanwhile, others are content waiting out the days till Blackmoor collapses once and for all. Thanks to the more chaotic and less genuine branches of the rebellion, some clans have succeeded in breaking free of Blackmoor. These lupins willingly shed any connection to the technocratic empire vestige. Those who stay aim to carve a home for themselves. None of these lupin tribes are overly eager to engage, but will fight to the death if their existence comes into question again. Thanks to reluctant cooperation between the Wolven and Coyotl, their chances for survival have begun to increase.
And thanks to the Immortals of Blackmoor, new forms of lupin emerge amidst endless calamity and strife. The Red Lupin is a hybrid of the early Wolven and Coyotl, merged together in an attempt to unify warring tribes. This succeeded in de-escalating tensions, but they are still not direct allies. The Red Lupins themselves are begrudgingly accepted by both Wolven and Coyotl, but not truly respected. Some wild lupins, in their quest to find themselves, have fallen under the slumbering influence of the Egg of Coot and have been twisted into its unholy minions.6 Likewise, a dying breed maintains itself beyond the struggling lands of the Wolf Wood. The Westryn elves had long since befriended lupins in their efforts to rid the lands of lycanthropy. Ultimately, the tolls of war, disease, and general calamity claimed these allies of the elves. The elves petitioned the Immortals, namely Ordana, to save the lupins by granting them elven boons. The Sylvan Lupin7 was born, clad in silver fur with wisps of spiritual power upon the tips. Their existence is a very young one, only decades leading up to the jump between time. This new era of Blackmoor brings new troubles for the struggling new lupins, to say little of the remaining old lupins and Westryn elves. It is likely that another major attack would cause them all to perish, lest they be taken into the Hollow World soon enough. It is likely that the Westryn elves would go with them.
Rakasta
“I defy thee, metal man! *yowl*” – A Nyela cultist’s final moments against a minion of A.M.
The felinids of Mystara. Most rakasta here are outside arrivals, with a few older mutants not purged during prior wars. Rakasta migrations to a new home came from the northern range of the Nentsun Peninsula and westwards from reaches near Esterhold. A similar tribe to the Esterhold refugees originates on the eastern portion of the continent towards Tangor. The more native mutants and their children are rarely given proper treatment, despite being quite acclimated to Blackmoorian ways of life. Many are considered a few steps above beastmen, with some earning favor similar to the “civilized” lupin varieties of Blackmoor. One-Eyed Tommy is one such sad soul, a former marine for the Blackmoorian Royal Navy. The Change brought upon the Great Rain remade him as he is now. Shell-shocked and traumatized already from a life of conflict, he took to the streets. After years devoid of home, he took to busking while sharing his talents of singing shanties for some alcohol money. One gang of miscreants got him drunk before proceeding to beat and mutilate him, resulting in the loss of his left eye. Now older and withered, Old Tommy acts as a mentor and elder for “stray” rakasta lost within Blackmoor City. Likewise, “Sparks” is the child of two mutant rakasta, now under the custody of High Priestess Nyela. While he is accustomed to the bustle of urban life, he is well cared for by the plains clans. However, his dependency on cybernetics has him worried. As none of the tribal villagers are rehearsed in artifice, he fears that failure could mean death.
The most well known of these rakasta would be the tribe that Nyela now oversees. These Fast-Runner rakasta formed together from a mix of Tangoran and western continental refugees. The central village deep within southern Blackmoor is known as Brashi, named after the scrublands that fill much of the region. Further south, past the Wyvern Hills is the village of Iliyotiwa Chumvi, not far away from the Salted Road. Emissaries have been more inclined to survey Brashi, but other villages have been noted by mobile work towns that have ridden past the rakasta settlements. Few of these places have proved open to wider Blackmoor, whether out of caution or fear of continued reprisal. While the plains rakasta have suffered less than their more cold region cousins, they have faced forced movement on more than one occasion. As this tribe has a history of nomadic living, this poses no major threat to their life beyond a deep cultural offense. The exotic nature of Blackmoor has proved very enticing for many of the plains rakasta of faraway Skotharian lands. Discontent with old tribal life, some have carved a niche within the slums of Blackmoor’s mega-city. The House of Glassed Plains has proved to be a cynical enterprise that has raised some funds for the wider tribes. At first glance, it is an ornate tavern covered in tribal rakasta motifs and art. Likewise, it offers exotic foods alongside unique drink recipes, exotic furnishings for sleep and relaxation, and local bits of culture. In truth, it’s a gambling den with hard-to-comprehend games meant to fleece drunk customers. Likewise, some attendants may double as “special companions” for loyal customers. Many of the wider tribes of Fast Runners and other plains dwellers decry the establishment as shameless and untrue to their ways. However, they do not balk at the earnings granted to them. This does not offset the added stress of tribe members acting as surrogate parents for quite a few children brought to them.
The mountain rakasta of Cloudtop and beyond have faced far more strife, ranging from surviving giants to conflicting with Blackmoorian outpost ranger stations. The Serrated Ice Militia compound has proved especially taxing on the mountain rakasta. Those who hunt too close to the militia’s base are fired upon. Most gruesomely, the severed head of a hunter named Spireleaper is disdainfully mounted upon a pike near an entry trail. The Serrated Ice are not formally endorsed by the rangers or the greater Blackmoorian government. However, the isolationist mercenaries have been willing to gather intel on neighbors in the past. Since Blackmoor has become secluded, the mountain rakasta may have an argument for disbanding the militia with extreme force and prejudice, due to rumors of the mercenaries holding deeply rebellious anti-government ideals. Beyond these conflicts, the mountain tribes aspire to keep to themselves. However, attempts at diplomacy have begun with the dwarves. This could lead to a cooperative relationship and possibly mend both broken societies.
Detritus Blighted
“Spare a coin for a walking corpse, friend?” – Bill Nasty, Detritus Blighted mutant
Detritus elves http://pandius.com/DetritusElves.png
Original drawing by Dario OdillloThe radiant blight consumes you. Your sanity and sense of self sometimes flash before your eyes, should your energy fail you. However, the new power that courses through you does a good job of preserving you as long as you stay alive. Or at least, as close to alive as you are now. However, the entropic power trapped within you does not like to be caged. Upon death, it activates to desecrate your body with rot and taint your mind. Every time you fall, you become closer and closer to a mindless roving husk. However, there are boons to becoming this strange form of undead. Hazardous work sites have seen the quasi-undead in higher numbers, due to their ability to withstand all sorts of toxics and plague-ridden filth without issue. As such, mobile work centers have employed them in greater numbers as well, if partially because they’re away from main society. This is done with care and scrutiny, as they are considered volatile and ultimately dangerous. Many fear that they could degenerate into dangerous monsters at any moment.
The cause of your contagion can vary. More than likely, you were reborn upon Skothar, either in the wastes surrounding the original Blackmoorian grounds or in the tainted marshes of the Detrituswood.8 You may have been exposed to heinous super weaponry, or the dark magics of the Detritus elves grasped your very soul. Perhaps a foul radiant lich sees you as a pawn for its growing army of the dead. Regardless of your origins, you are among the walking dead. Unlike the shambling corpses, you maintain your faculties and most of your previous looks. You still claim both of these, for now. However, the stronger death pulls, the more you risk losing yourself. Allowing this dark pull to transpire causes your looks to deteriorate and decay, as your mind dulls and your sense of self fades. And should you fall too far, you hollow out into little more than a ravenous and vile shell. These undead are in many ways little different from zombies. However, many still maintain some level of proper motor function and some memory of their past. This allows blighted husks to still be dangerous and capable opponents.
Within Blackmoor, Detritus-blighted are among those mutants given far less clemency. Their association with the taint of undeath, the sphere of entropy, and the follies of Blackmoor itself mark the blighted as pariahs. Fortunately, their strong resistance to lethal pollution and incredible fortitude open them up to work opportunities that few others can handle. This does not make such jobs any less deadly, as these living dead often contend with terrifying monsters and generally hostile environments. Others simply isolate, to prevent the risk of accidentally hurting the non-afflicted. Those who attempt to return to civilization often struggle, as the public fears that they might turn into little more than a zombie at any moment. While much of this is superstitious fear, it is not unfounded. Despite the fact that they no longer seem to age, their bodies risk natural degradation if not maintained and cared for. Coupling this with a constant balance of managing pain and numbness, the existence of the blighted is a deeply grim one. Those who fall too far risk degenerating into mindless and violent husks. Beyond the Detrituswood, several places targeted by powerful weapons have spawned these degenerated blight monsters.
The GM grants the following:
You gain a +15% XP penalty to class XP.
You are mechanically treated as an undead creature, as stated below.
You cannot be affected by poisons.
You do not need to eat nor drink to survive, unless stated otherwise.
You only need to sleep for class abilities.
Healing magic has half effectiveness on you.
You can carry disease, but are not affected by it.
You can be Turned by a priest, like other undead. Consult the Turning Undead chart for the Cleric. Your level determines what form of undead you are turned as, rather than what a Cleric can turn. The last rating of turning before being auto-turned (usually 7) determines what undead you are treated as. This increases until Level 21. For example, a Level 1 Blighted is turned like a Skeleton while a Level 21 Blighted is turned like Special. The save number does not go below 7 and into Auto-Turn however. (Consult Page 15 for chart.)
At GM’s discretion, you may take the Claws or Bite option for Weapon Mastery, starting with Basic proficiency.
Creatures killed by you have a 10% chance of becoming a hostile Blighted Dead NPC; this increases to 25% with death by Bite or Claw attack. Both of these increase by 10% for every reanimation that you have suffered, to a maximum of 80% in either.
Death is rarely the end for you. Ten minutes after dying, you are horrifically reanimated by your curse. Each death drains Charisma, the target must make a d20 check that is under the total. Success = your current Charisma score, as you continue to fester and lose your touch on life. Failure = Undead NPC, as you have lost all connection to life and become an Entropic pawn.
Being affected by disease-curing or curse-removing spells grants you a new saving throw. Failure does nothing. Success instead restores 1d3 points of Charisma, up to your original score. Undead Blighted NPCs who failed may make the save, but must roll 5 or lower. Upon failure, they cannot be targeted for upwards to 24 hours. Upon success, they are restored to at least 9 Charisma and cannot be restored further for up to 1 week.
If you are killed and your body is consecrated within 10 minutes of death, you are instead just dead. There is a 50% chance your soul will be stuck in Limbo until you are resurrected. Doing so has a 70% chance of removing the Blight upon revival.
It is possible for an afflicted character to avoid hollowing out through magical protections, such as consecrating a body upon death. However, this will ensure that the victim simply stays dead without reanimation available at all. Many afflicted seek out this final death as an alternative to becoming a hateful monster of the grave. This is still possible for characters that have been deeply afflicted by the blight, especially those close to turning.
Boons of the Cult of the Detritus Blighted
The elves of the Westwood are fallen and tainted. However, their previous knowledge and power has fused with the horrific entropy of the land. These mixtures of magics congeal into truly heinous dark arts. Among their more skilled are dread mages capable of bestowing boons upon devout warped dead. Blighted Dead are capable of receiving fell gifts from their Detritus elven masters. Boons can vary, here are examples.
You are capable of unleashing a wave of anti-life energy (negative energy). A burst of energy comes forth from you, affecting all living creatures within 15 ft. of you. They must make a Save vs. Death Effect or suffer 1 level of level drain. Upon using this ability once, you must wait 48 hours before you can use it again.
When you attack another creature, roll a d6. Upon getting a 6, you may drain a level (or effective equivalent) from them. As long as you attack, you may attempt this ability again.
Your natural attacks become progressively more magical. Starting at Lv. 2, your natural attacks count as both magical and silvered for facing other undead such as vampires. At lv. 6, your natural attacks gain magical bonuses. At certain levels, they gain the following bonuses: Lv. 6 – +1, Lv. 10 – +2, Lv. 14 – +3, Lv. 18 – +4, Lv. 22 – +5.
For up to 2 hours, you may disguise yourself as if you were healthy and alive. This may be done up to 3 times in a 24-hour period.
Increase your Undead Turning by 1 effective hit die. You cannot exceed the maximum for the Cleric’s Turn Undead chart.
Beast Mutant
“Err… Am cat now?” – A fresh rakasta mutant
The often confused and muddled byproduct of Afridhi magic, lycanthropy introduced through the Warrens of Madness, Nyela’s bid for Immortality, and Old-as-Dust’s radiance-infused magic. Indeed, such creatures are four times cursed, but not to the strength as those afflicted by the Red Curse in the Savage Baronies and beyond. It is sadly common for mutants to suffer bouts of hysteria and psychotic outbursts, as their old selves clash with the new. Animalistic instincts, sounds and mannerisms mix with their old habits, speech and quirks. Physiologically, most mutants look far more feral than demihumans such as rakasta and lupin. They are pushed to hone their new abilities, all while attempting to retain their old skills. Some willingly forget their old skills in favor of the new. Unless further touched by magic, they still retain some hint of what they once were. For example, former elves retain a distinct grace and awe to them, while former dwarves retain a sturdy hardiness to them.
As the machinations of the Afridhi creations and Nyela’s bid for power become known, the more retaliation mutants will face. Many will fail to integrate back into society, while others will face endless strife. If knowledge of the potent magic that created them isn’t purged, a similar threat could arise and warrant Immortal intervention. Knowledge of involvement from Faunus and Zugzul could likewise spark a skirmish among the Immortals as well. Given the antipathy towards them by Gwyn’s regime and supporting lands, this could be a boon for Returned Blackmoor. Little else is known about the affliction spread by the mad high priestess Nyela, at least by wider Blackmoor. A hidden cabal in service to Gwyn has some ideas, but cannot prove too much. Their means of trying to explore this have mostly involved capturing beast mutants for heinous procedures. Among these procedures are mental extraction directly from an exposed brain or vivisection while siphoning the remaining magic. While they have not uncovered much, it has led them on a trail towards the unhinged rakasta. Likewise, one can banish the effects of this curse with potent enough magic. Only the most powerful of mages and priests have any luck. Though, it is said that a radiant undead horror is willing to offer a cure at a dire price.
The GM grants the following:
30% XP penalty per level—balancing the beast requires patience and extra focus.
Take a -1 penalty each to Intelligence and Charisma. The GM may grant a +1 bonus to Strength, Dexterity or Constitution. Alternatively, take a -1 penalty to Intelligence or Charisma and gain no further bonus.
Requires 1–7 days of verbal training in order to regain verbal means of spellcasting.
Gain a natural weapon choice, starting with basic proficiency. (See also: New Weapon Mastery. Can only select Claw in the Fists/Claws options.)
You may attempt to train in other relevant natural weapons as you gain levels.
Replace AC progression with the following: -1 bonus to AC from level 2 through level 13 (AC 8 through -3), gain additional at 15, 18, 22, 27, 33, 36 (to a total of -9 AC bonus). This bonus exists while wearing no armor. Furthermore, armor is more uncomfortable and takes twice as long to equip.
Armor feels at odds with your growing bestial power and sense of mind. While attacking in armor, you take a penalty to your die roll. The penalty starts at -3 at 1st level and increases by 1 every 6 levels until reaching -10 at level 36.
There is a 5% chance of spell failure per spell level, to a maximum of 45% at 9th spell level. However, at 12th level, this is reduced to 3% per level. At 24th, it is 1% and 0% at 36th level.
You may speak with animals based on your mutant form.
Gain one relevant Skill (such as: Hunting, Survival, Tracking or others up to GM discretion) as well as up to 2 of the following (treated as Thief skills): Hear Noises, Sense Smell, Climb Walls, Hide in Shadows, Move Silently.
The GM may grant an animal racial feature like infravision, enhanced speed, or flight with restriction (such as not being able to wield weapons or limit total weight load while flying).
You are immune to lycanthropy, as well as infectious fellow beast mutants.
The majority of these creatures are of Chaotic alignment and all of them automatically fail attempts to resist magical charms/domination by animalistic demihumans/humanoids (such as lupins and rakasta).
Boon of the Cult of Nyela
Those who heed the mad agendas of the high priestess may be rewarded a boon. By fusing her strange magic with sacrifices captured from the warrens and the crazed proto-gnolls, a foul elixir is bestowed upon those ready for a higher gift. This is typically reserved for devout clergy.
Boons can vary. As with the Detritus Blighted, some examples are provided below.
You have been imbued with blood from the Warrens of Madness, which has made you a shapeshifter. This ability may be activated at will, but takes 1d4 rounds, and it is possible that you may take a full animal form, a humanoid/demihuman/human form, or both.
Your natural attacks are infectious, akin to the Curse of Lycanthropy. When hit, the creature must Save vs. Paralysis. Should they succeed, they are immune, while failure causes the target to become an animalistic creature over the course of 1d20+4 hours.
Your natural attacks become progressively more magical. Starting at Lv. 2, your natural attacks count as magical. At lv. 6, your natural attacks gain magical bonuses. At certain levels, they gain the following bonuses: Lv. 6 – +1, Lv. 10 – +2, Lv. 14 – +3, Lv. 18 – +4, Lv. 22 – +5.
Other Denizens of Blackmoor
Blackmoorian Gnoll
“The Afridhi are not dead, as I am right here.” – Toska the Reawakened, ambassador for the Afridhi gnolls
A hidden secret of Blackmoor. While the creatures at the time of Blackmoor were not true gnolls, they shared many traits. At the time, they were merely hyenoid humanoids that fused aspects of rakasta and lupin alike. There was no connection to Pflarr, the Hutaakan, or Ranivorus—let alone Nithia. In truth, these creatures mostly fled from Blackmoor during the Great Rain of Fire, later integrating with the gnolls of Nithia and merging back with the population in Skothar. What hyena-like humanoids existed on the continent at the time have since died out or been bred out by the current stock of gnolls. Only the most devout priests know this, but guard this knowledge tightly, for fear of what such revelations may bring. To everyone else aware of Returned Blackmoor, Skothar did it first and was forgotten. Due to the acquired blood of Known World gnolls, the madness of Ranivorus courses through them. The vast majority are Chaotic, even if many no longer seek to destroy Blackmoor. Perhaps more than other humanoids and beast-kin, their interactions with humans and demihumans are often awkward at best, sometimes incomprehensible at worst. For some, it is the Curse of Zugzul continuing to haunt them. For others, they blame the remaining decadence of Blackmoor for not understanding them.
The culture of the Afridhi endures, adapts, and evolves through their proto-gnoll creations. While the worship of Zugzul has long since been banned, many teachings have been molded into a more acceptable modern format. The Afridhi gnolls love the sun and fire, even if forced to revere less anti-Blackmoorian Immortals. As more of their past has been made clear to them, a divide has formed between the gnolls. One faction sees Blackmoor as the slayers of their progenitors, seeing a return to Zugzul and those he aligns with as righteous. Their disdain for humans/demihumans/other humanoids has manifested in numerous ways, ranging from mutagenic cult priests to butchering warriors. These gnolls are scions of Entropy, antagonistic towards the actions of heroes and many villains alike. They are akin to the degenerated and mad remnants of the Afridhi who dabbled with black magic, integrating with their creations. The far less extreme side of this anti-Blackmoor faction seeks to find a way to leave, so they may integrate elsewhere. The other faction is pretty pro-Blackmoor and simply wishes to be left alone, seeking no more than acceptance. A few of the pro-Blackmoor faction see the rest as passive, but do not wish to return to old destructive ways. They’ve joined humans and other races seeking less violent means of change. Many of these gnolls have taken up being adventurers.9
Image: Gnome
Gnomes
“Is this the afterlife? I think I’ve found salvation.” – Zaddergath Wentlestone, crashed pilot turned prisoner
Post-Blackmoorian entities that still found their way here. Much like how Kagyar created the modern dwarves to spare a fading population of Kogolor, Garl saved others and created the gnomes. By accidental happenstance, the traveling Serraine caught a glimpse of something wonderful in Skothar. It was another great artifact, not unlike the wondrous machine that gave the city its flight! As the gnomes took off to investigate, time was warped around them. In no time, their frigid dig site was suddenly near an existing town. Upon exploring further, they uncovered an advanced but suffering people. None were able to leave, save for one curious young explorer who ventured with most of the gnomes to Serraine. While some of his travels and history were documented, the young man died of a mysterious disease within days of leaving Skothar. The gnomes buried their “future man” and set back to learn more of Blackmoor. Decades passed until there was finally enough push to give another look. The survey teams who were dispatched never returned, leading Serraine proper to fear the worst. In reality? They were absorbed by the magical barrier that shields Blackmoor. The mad General and his forces heard of the strange sky tinkers in the years before Blackmoor’s ascension to the planes beyond. The most iconic is Zaddergath Wentlestone, a pilot from Serraine who crashed into Blackmoor.
As of now, the gnomes exist in a strange space. There are few of them within Blackmoor’s limits. The dwarves do not understand them, the humans barely do either, the halflings are unnerved by them and those are all their main allies. The more tricksy and whimsical gnomes get along with the elves to some degree, but there are no true ties. Many find jobs related to their origins. While there are even fewer ground gnomes, they’ve taken to the magical crafts that still flourish in such an advanced realm. For the others? The alien magitech is an incredible field of study for them. However, their penchant for slightly off and chaotic tendencies do not collide well with Blackmoorian society. Their incredible pools of knowledge and skill are well respected, but their seemingly crude and awkward presentation marks them as potential pariahs. As such, they tread carefully, fearing retribution and knowing they are unlikely to ever make it back to their homes. Deep down, they hope more of their kind can make it over and bring positive change to Blackmoor. This place could be their utopian ideal, if it wasn’t weighed down by tyranny and corruption.
Ursai
“Leave me be, meat.” – The last words a weary traveler heard in an Ursai’s cave
Enigmatic outlanders for countless ages in Blackmoor, they were just as prone to being friend as they were foe. Some tribes proved rather beneficial to Blackmoor, while others took the mantle of their enemies. Elves and dwarves brought many in for their strength and potential for construction and defense. Like most humanoids and beastly kin, their days upon Blackmoor were tested by the Beastman Crusades. For eons, the Ursai fell silent, retreating to hidden dens and other solitary places. Only a small population failed to evade the purge, usually spread far enough from giving the position of others. This seclusion spawned a disconnect from other races, as their earlier aloof and seemingly alien mindsets returned with each passing generation. The only thing to bring them out of their figurative torpor was a series of explosions that rocked the very foundations of their lairs. No matter the protective shamanistic magic enforcing their walls, the Great Rain of Fire was the end for all Ursai who did not retreat into or dwell in the land of their oppressor. In the decades since, the mysterious bear people have become a dour and fearful sort. Many will flee at the first sign of a Blackmoorian, but those confident enough will attempt to trap and slay them. Others arose thanks to the dread beast cults in recent years. Regardless, the vast majority have come to blame Blackmoor for their current suffering.
Goblinoids
“SCREEEEEE!” – Raiding goblins
A mixture of post time-jump invaders and mutating beastmen from the Great Rain. Many have been intimidated into serving the orcish tribes of Blackmoor, if they didn’t break away to create their own problems. Many find the unfathomable horrors of the Egg of Coot to be enticing to their dark desires. Even bugbears fell in line with the more organized orcs, including the strange psychic mutants. Alongside other less prominent humanoids, they are more inclined to create short-term problems, often tackled by Blackmoorian patrols or hired out mercenaries.
Cyborgs
“I still love, fear, laugh, cry, and so much more. And yet, you still treat me like a war machine.” – Sgt. Gunnery Ander Westernson, addressing Blackmoor Veterans’ Services
While not a race all their own, those augmented with Blackmoorian magitech are still considered an “Other” by many. Those with covert augmentations are far more adapted for social situations, while those who offer less subtle upgrades are treated as oddities to gawk at in many situations, or glorified killing machines in far bleaker ones. It doesn’t help that rumors abound that the military is biologically engineering super soldiers, alongside mechanical implants. These “Supreme Knights10” have not been proven within the public sphere, but may very well exist. Also, not all cyborgs are human. With the return of dragons prior to the final years of Blackmoor, many learned to integrate technology into themselves and increased their own power. Likewise, smarter humanoids, such as the psychic orcs, have discovered the benefits of cybernetics as well. Others, like the minions of Augmented Machine, exist in toil and agony by their changed existence.
Minions of the Egg
“When I twist my face at this angle, does it scare you?” – A minion torturing a captured ranger
Abominations twisted to serve the agenda of an eldritch being. Not all of these creatures are gnarled and warped into the grotesque. Among the most horrific of these entities are ones that have been reshaped into the desired “perfect” image of their respective race. These harbingers of cosmic doom are perhaps the most mentally alien and truly evil. These “pleasant” spies have infiltrated nearly every part of Returned Blackmoor, some even feeling their way through pirates and rangers who have gained access to wider Mystara. Even slightly tainted minions are considerably off-putting. Many heed the calls of the Egg, slowly embracing corruption out of a personal desire or a chance to evade their growing insanity.
New Weapon Mastery
This option is available to player characters with natural weapons. Likewise, NPCs above Animal Intelligence (3 or higher) may also have access to it, if it is relevant to them. If you include cybernetics, they can count for these rules or separate weapons.
Bite/Tail*: Hand-to-hand, never thrown, natural weapon
Ba – 1d6; -; -Sk – 1d6+2; H: -1 AC/1; Delay
Ex – 1d8+2; H: -2 AC/1; Delay
Ma – 2d6+1; H: -2 AC/2; Delay
Gr – 2d8+2; H: -3 AC/3; Delay
Fists/Claws*: Hand-to-hand, never thrown, natural weapon
Ba – 1d4; -; Two-Fist CombatSk – 1d6; H: -1 AC/1; Claw, Claw, Bite
Ex – 1d8; H: -2 AC/1; Claw, Claw, Bite
Ma – 1d8+2; H: -2 AC/2; Claw, Claw, Bite
Gr – 2d4+4; H: -3 AC/3; Claw, Claw, Bite
Slam/Hind Legs/Hooves/Horns*: Hand-to-hand, never thrown, natural weapon
Ba – 1d6;Sk –- 1d8; H: -1 AC/1; Stun
Ex – 2d4+1; H: -2 AC/1; Stun
Ma – 2d4+2; H: -2 AC/2; Stun
Gr – 2d6+2; H: -3 AC/3; Stun
*Each counts as their own weapon, simply merged with another for brevity.
Special Effects:
Two-Fist Combat: With fists or claws, you are always considered to be wielding two weapons. Instead of per the two-weapon combat rule, you may make your off-hand attack by taking a -2 penalty to the To Hit roll. This cannot be repeated in the same round of combat.
Claw, Claw, Bite: Upon hitting with both attacks from a Two-Weapon-Combat based Natural Weapon, you may also make another Natural Weapon attack with a -2 To Hit penalty. This cannot be repeated in the same round of combat. Likewise, you do not gain the special effects such as Delay or Stun from a trained attack.
1The cloaking shields, as seen in THRESHOLD #20’s Returned Blackmoor.
2A knight in service to Clan Andahar, known for leading the evacuation of Woodenbridge in AC 999.
3From The Factions & Foes of Returned Blackmoor, THRESHOLD #26
4See issue #20 of THRESHOLD Magazine
5See Also: History of the Lupins from THRESHOLD #2
6 The Coot Hound, as referenced in the THRESHOLD issue #27 article, Threats and Foes of Returned Blackmoor. They are disgusting and disfigured, carrying strange mutations granted by the Egg of Coot.
7These Lupins are infused with elven magic, thus use the Elf class as written for BECMI. Likewise, apply any Lupin bonuses from the race.
8The Detritus elves are explored in Threats and Terrors of Returned Blackmoor, THRESHOLD #27
9Either use the above rules for Beast Mutant or follow the rules presented in Orcs of Thar, with slight variation. Alternatively, use the Cyclopaedic Companion stats created by Cab and give the gnoll a choice of fighter or cleric classes.
10Supreme Knights are magitech super soldiers, as featured in THRESHOLD Magazine #27 on page 186.