Saturday, December 30, 2023

Guardians of the Docrae

The Blackmoor campaign setting was featured in Dragon #315's review of classic campaign settings in January, 2004.


Illustration by Bob Steinman


The article by Ari Marmell describes a branch of halflings, known as the Docrae (or "warrior-born"), who left their ancestral home of Booh to settle in the nearby peaks.

The bulk of the article is concerned with Omatu, a form of weaponless combat, and the Omatu Master, a prestige class in the 3.5 tradition.

Saturday, December 23, 2023

DA4: Rogues, Regents, and Rascals

DA4 "The Duchy of Ten" includes several new NPCs, as well as a few previously described in DA1 "Adventures in Blackmoor" and DA2 "Temple of the Frog":


Captain Hieronymus Castagere


Captain Hieronymus Castegere (F10, Neutral)

captain of the Blossom
Dost Suwat (F7, Chaotic)

Gerry Categere (T7, Neutral)

Gregor Mendicamp (C12, Lawful)


Gul Hadda - the Mad Fakir


Gul Hadda - the Mad Fakir (M14, Chaotic)
Sher Yakub (F12, Chaotic)
Sir Kay Degern - Baron of Oktagern (F13, Lawful)


Stout Robin Goodfellow


Stout Robin Goodfellow (T14, Neutral)


The remaining entries cover NPCs previously described in DA1 or DA2:

Fletcher William, the Fetch (F14, Lawful; Ken Fletcher)

Jallapierie (M17, Lawful)

Stephan Rocklin - Saint Stephen (F10, Neutral)

Sunday, December 17, 2023

DA4: Zugzul the One

The Afridhi are a fiercely monotheistic people, as indicated by the epithet for their god.

Zugzul's name is derived from "Zug" (meaning "ice" or "cold") and "Zul" (meaning "fire"), also reflecting his male and female aspects.


Zugzul the One.  Illustration by Dave Dorman.


DA4 "The Duchy of Ten" was published after the D&D Master Set (1985) and Immortals Set (1986) rules, and so refers to Zugzul as an immortal:

Though the Afridhi worship Zugzul as a god, he is in fact something less than that. At one time a mortal man, he has long since passed from the ken of lesser folk to become one of the Immortals.  These superbeings are described in part in the D&D® Master Set Rules and in full in the D&D® Immortals Set Rules.  If you have those rules, you may want to use the material found in them to enrich play of this adventure.

Zugzul serves the Sphere of Energy, which is closely related to the element of fire.  His purpose is to create more energy and activity.  Energy is highly active, dynamic, and excited.  It seeks to alter and transform things, consuming Matter, slowing Time, and exciting Thought to release more Energy.  Energy represents disorder, uniqueness, and the Chaotic alignment.

DA4 "The Duchy of Ten" (1987)

Given his description as an immortal, it's surprising that Zugzul was not mentioned in the Codex of the Immortals (1992) by Aaron Allston (Book One of the "Wrath of the Immortals").

Fan publications have associated Zugzul with Corona, an immortal described as a secret ally of Thanatos in GAZ2 "The Emirates of Ylaruam" (1987).

Saturday, December 16, 2023

DA4: The Afridhi

The Afridhi (or, the "Children of Fire") are a tribe of savage hill-men who dwelt for centuries in the Goblin Kush, a frozen mountainous land, west of Blackmoor.

Their warrior culture was built upon the raiding and looting of the adjacent lowlands, and the indiscriminate slaughter of any who were not of their kind.

Most Afridhi men are short and square-bodied with curly black hair and long beards.


Afridhi warriors (Lance & Laser Miniatures)


Fire is venerated as a gift of their god "Zugzul the One", since it permitted the Afridhi to survive in their frozen, harsh environment.

The high priestess of Zugzul is the Afrdihi head of state, also known as "the Mistress of God" in recognition of her special relationship with Zugzul.

The worship of other gods is forbidden, as are usury, displays of public drunkenness, dancing (except on religious holidays), and secular art.


The Handmaidens of Death:

The Handmaidens of Death are an elite cadre of male soldiers, who serve as bodyguards for the Afridhi leadership as well as for key religious installations.

They are extremely ferocious and virtually incorruptible - religious fanatics who are forbidden to marry or have children until released after 20 years of service.


Handmaiden of Death, illustration by Dave Dorman.


Their oath forbids them to grow hair on their faces or cut their hair (which is usually plaited into a single long braid, coiled inside a headcloth).

They dress in long, brightly colored silk kaftans and slippers, and wear lots of jewelry (such as heavy drop earrings and thick gold necklaces).

Their "dance of death" is a combination sword dance and ritual combat in which each dancer allows himself to be wounded at least once.


The Sisters of Fire:

The Afridhi are governed by female judges, known as the Sisters of Fire, recognizable by their flame-red, hooded robes of office.

The Sisters of Fire live apart, alone or among themselves, and take vows of piety, poverty, and chastity.  All possess a natural resistance to fire, a gift of their god.


The Children of Zug:

The Children of Zug are a secret society of Afridhi males, who seek to undermine the present matriarchal form of government.

They believe that the current worship of Zugzul in his "Zul" aspect ignores the dual nature of the god as both "Zug" (ice) and "Zul" (fire).


*          *          *


Zeitgeist Games version:

The Afridhi were modelled after fire giants in the Zeitgeist Games core campaign book (pg. 185), where they are described as:

"a dark-skinned people with flaming red hair" who are "slightly shorter than other humans, only 5 feet on average, but make up for their vertical shortcomings with great physical power."

Saturday, December 9, 2023

DA4: Geography of the West

Module DA4 "The Duchy of Ten" involves a mission into the lands west of Blackmoor, recently conquered by the Afridhi.


The lands west of Blackmoor (red box) as depicted on Map 1 "The Northlands" from DA4 "The Duchy of Ten" (1987).

The map in DA4 is the same as the map in DA1, with a few additions:

  • a network of Afridhi forts connected by military roads in the Empty Lands (Fort Sherpur, Fort Khost, Fort Peiwar, and Fort Wazir)
  • Tor Kurram in the Barrens of Karsh
  • two pairs of Afridhi forts and camps in the Plains of Hak (Fort Jamud and Camp Mahsud, Fort Jank and Camp Orakzai)


Geography of the West:

The module provides descriptions for each of the following regions:

The Duchy of Ten

The Plains of Hak*

*see also the "Riders of Hak" (2007) sourcebook, part of the Zeitgeist Games d20 series of Blackmoor supplements

The Empty Lands


Detailed encounter tables are provided for each of the following areas:
The Barrens of Karsh

The Barrier Swamp

The Duchy of Ten

The Eaves

The Empty Lands

The Gargoyle Hills

The Glens

The Great Dismal Swamp/Brushy Fen

The Hills of Ten

The Ocean

The Plains of Hak

The Wilds of Ten

Saturday, December 2, 2023

DA4: The Duchy of Ten

DA4 "The Duchy of Ten" (1987) by David Ritchie is a 48 page supplement, part D&D adventure/part campaign expansion for character levels 10-14.


Module DA4 "The Duchy of Ten" (1987) by David J. Ritchie.  Cover illustration by Clyde Caldwell, from Dungeon #2 (Nov/Dec 1986)


Creative Team:

DA4 "The Duchy of Ten" was the only DA series module not co-authored by Dave Arneson

David Ritchie received sole credit, although Ritchie's wife, editor Deborah C. Ritchie, was acknowledged with extra special thanks for her design of the Afridhi religion and culture.

Interior illustrations are by Dave Dorman, (apart from a piece by Jim Holloway on pg. 46)

The map of "The Northlands" is by Tom Darden, and was based on the First Fantasy Campaign Map from JG 37 "The First Fantasy Campaign" (1977).*

*additions to the version from DA1 were made, with a change in scale from 24 miles/hex to 12 miles/hex (as per the correction in DA2, pg. 12)


Design Origins:

According to Greg Svenson, the Afridhi were considered devil worshippers in the original Blackmoor campaign.

It's unclear whether Arneson was inspired by the Afridi, a Pashtun tribe in the Spin Ghar range west of Peshawar, covering most of the Khyber Pass and Maidan in Tirah.

As mentioned above, the Afridhi religion and culture as depicted in DA4 were conceived by Deborah Ritchie.


The Adventure:

The PCs are the only ones who can destroy a powerful artifact, the Well of Souls, to stop the Afridhi from conquering Blackmoor and altering the course of world history.



The adventure begins with a sea voyage to the town of Robinsport,* followed by an overland trek to the Forge at Tor Kurram, the location of the Well of Souls.

*a Chase Flow Chart is used for the town of Robinsport, a device previously used for the town of Akesoli in X10 "Red Arrow, Black Shield" (the chart is labeled, this time)


Geography of the West:

A ten-page section describing the lands west of Blackmoor, including the Duchy of Ten, the Plains of Hak, and the Empty Lands, along with detailed encounter tables.


New Monsters:

Brother of the Greenwood (Human), Dolphin,* Dragon Turtle,* Gakarak,** Gator Man,*** Grazer,**** Handmaiden of Death (Human), Hide Hunter (Human),**** Lava Lizard,***** Roper,****** Sister of Fire (Human), Skandaharian Raider (Human), Sollux (Sun Brother),******* Soul Eater********

*appearing in X7 "The War Rafts of Kron" and the D&D Companion Set
**from AC9 "Creature Catalogue"; DA3
***from AC9
****from DA3 "City of the Gods"
*****from B5 "Horror on the Hill"; AC9
******from XL-1 "Quest for the Heartstone"; AC9; DA3
*******from X2 "Castle Amber"; AC9
********from X5 "Temple of Death"; AC9

David Cook was acknowledged with special thanks for use of the soul eater, as were other contributors to the Creature Catalog for the dolphin, dragon turtle, gakarak, gator man, lava lizard, roper, and sollux (although neither the dolphin nor dragon turtle appeared in AC9).


Rogues, Regents, and Rascals:

A six-page section describes several notable NPCs.


Prerolled Characters:

The prerolled characters included in DA1 and DA2 are given more extensive bios:

Alphidia Alkot (M10), Axel Kars (F10), Bob Silverheels (H8, from the Five Shires), Gelon Melandil (E10, exiled from Alfheim), Gillam Khandum (D10, from the mountains of northern Glantri), Ismelian Sotadis (E10, from Alfheim), Jareel Takis (C11), Kokra the Touch (T11, from Ylaruam, a near relative of the Emir Hinbul II), Newton Depoe (M11), Purda Blue (F11), Sean Boldfinger (T10), Thern Mor (C10, rumored to be from Thyatis)