Thursday, April 11, 2024
The Release of How to Make a Fantasy Sandbox and the Isle of Pyade
Tuesday, November 21, 2023
Blackmarsh in print again.
The print version of Blackmarsh is now available again both in softcover and hardcover feature cover art by Richard Luschek. Many of you will know him from his work on various Harn products available from Columbia Games. The books are using the new digest size layout.
The full map of Blackmarsh is still inside the book and the book fold has been taken into account for its presentation.
Softcover Digest edition - $6.99
Hardcover Digest edition - $11.99
Again appreciate the support of all of you have given me over the years and the kind words in your reviews.
Wednesday, December 21, 2022
The proposed OGL 1.1 is not an open license. Fight for your hobby.
Today Wizards of the Coast on DnD Beyond released an article called OGLs, SRDs, & One D&D. It talks about Wizards plans for a new version of the OGL.
The recap the OGL stands for the Open Game License. According to Creative Commons, an open license means the content is free to use how you want it. In practice, this has meant that content was shared to let people use the content in any way, including commercially, the main requirements being that there is proper attribution of the original content used, and that any modifications are released under the same license. With the author listed as the creator of the modification.
The current two versions of the OGL v1.0 (3.X) and v1.0a meet the above criteria except for specific elements.
- You are allowed to designate part of the work as product identity which basically saying I am not releasing this part of my book as open content. This is often used for licensed IP like Lord of the Rings or Star Trek. It is sometimes used when the author doesn't want to share their setting but wants to use and modify a popular system.
- You also explicitly agree to give up your right to cite compatibility to a trademarked product. This is something that you normally have the right to do when releasing a work when it is your content. I could have done this with Blackmarsh as I mostly used common monster names rather than anything specific out of the DnD editions.
So what are the proposed changes?
First, we’re making sure that OGL 1.1 is clear about what it covers and what it doesn’t.
What OGL 1.1 will cover are electronic files like PDF, and printed books this right off mean that OGL 1.1 is no longer an open license as it restricts how you can use the open content. As the definition of open content means you can use it in the manner you see fit.
The next change
Second, we’re updating the OGL to offer different terms to creators who choose to make free, share-alike content and creators who want to sell their products.
They list a number of requirements that amount to you having to report any sales of any products licensed under the OGL 1.1 as well as a description of what it is you are selling. And if you make over a threshold ($750,000) then you will be expected to pay royalties by 2024.
Wrapping it up
This will further bifurcate the third party publisher market. OGL 1.0 and OGL 1.0a content can't be used with OGL 1.1 content as a result of Section 12 of the current OGL.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
Right now the world of 3PP is divided into those who use open content like Pathfinder, Cepheus, OSRIC, Old School Essentials, and those who publish in community content programs like the DM's Guild. In fact, I predict there will be three major 3PP communities for Dungeons and Dragons, the ones that continue to use the OGL 1.0a license, those who use the OGL 1.1 license, and those who use community content programs.
I realize there is a lot of speculation and criticism out there that are made because OneDnD is the news of the days. I limited myself to what the article said. At various times in the history of open source and creative commons, unscrupulous companies and individuals tried to put out their own licenses including ones with terms very much like the above. Each and every time this has not ended well for the bad actors and their licenses. Either they reverted back to a traditional commercial license and ceased their use of the open content. Or they came into compliance.
If you value your freedom to produce and more commonly share the content you create for Dungeons and Dragons then let Wizards know that you find these proposed terms unacceptable. Let them know that the community has the tools right now to fix the issue on their own and will do so as shown by what happen with DnD 4e, the GSL, and Pathfinder.
This is your hobby and your game now. Don't let Hasbro try to take that away from you.
Fight On!
Update
I added some comments on Section 9 of the OGL which appears to be a point of attack by the Wizards' legal team to shut down the OGL.
Concerning Bat in the Attic Games, Steady as She Goes and further thoughts on the OGL
For those who are new.
I have long been an advocate of open content released under the open license. Blackmarsh is free for any of use in any manner you see if. Likely the entire content of the Basic Rules for the Majestic Fantasy RPG is open content.
Some past posts.
You are free now so go enjoy it.
Zweihander, Open Content, and a reply to Daniel Fox.
Ryan Dancy on the Open Game License
Finally some practical effects of making Blackmarsh open content. I would not have had the time or skills to do any of these projects but now folks who read Spanish, French, Italian and Hungarian can enjoy Blackmarsh in their languages as well as fans of Heroes and Other Worlds.
And because these were solely the work of their respective author who put the work into making a version of Blackmarsh, they get to reap 100% of the financial rewards. Something I am fine with when I shared Blackmarsh as open content.
Saturday, August 15, 2020
Blackmarsh in Spanish!
The Blackmarsh SRD
I did this because Blackmarsh was meant as a easy to use introduction to a hexcrawl formatted setting like the Wilderlands of High Fantasy. At the time I wrote Blackmarsh, the WoHF Boxed Set was $70 which was a pretty big ask for a hobbyist not familiar with a setting formatted as a hexcrawl.
My use of open license had a benefit that I didn't foresee, namely a giving a pathway for hobbyists in other countries to translate Blackmarsh into another language. A few years back a group translated the setting into Hungarian.
Now the company La Marca del Este has adapted Blackmarsh for their Marca del Este (Eastmark) setting and translated it into Spanish.
They gave me a PDF link to share.
Marjalnegro
They also had their cartographer do their own version of my maps which looks great. Note they stated with my expanded map which incorporated Wildlands from Points of Light.
Black and White Map
Color Map
Finally a color version of the above incorporating Blackmarsh into their Eastmark setting. Lots of added details. I particularly like how they added in coral reefs.
Map of Blackmarsh in Eastmark
A job well done to Pedro Gil and the rest of the La Marca del Este team.
Tuesday, January 28, 2020
More work on the Wild North
One reason I added terrain entries is that during the Necromancer Games Wilderlands project I saw how useful they were to summarize an area of the map that would otherwise be a series of separate hex entries.
So after this I will have to go through the text and correct any obvious editing mistakes as well as consistency. Finally I will pick out a few locales and draw small local maps in the same way I did Castle Blackmarsh in Blackmarsh.
Finally I will able to get this edited and into the layout process. Below are some of the latest samples from the text.
The Frostgrims (Hex 0428)
Snowcapped spires reach into sky fencing ice filled valleys. Amid the shadows, Remorhaz (HD 6 to 13) tunnel beneath the ice and snow. Frost Giants (HD 10+3) dwell in castles built on the stony crags. They consider Remorhaz to be a great delicacy and hunt them alongside packs of Winter Wolves (HD 5).
Throughout the mountains are the ruined towers of Thules, Outposts established to harvest crystalline shards of viz that freeze out of the air in the early morning before dawn on the highest peaks (Hexes 0226, 0228, 0328, 0329). The Thules had to act quickly as they would melt an hour after the sun rises.
Searching for Viz
Typically 1d6 viz will appear 1d3 hours before dawn. Each viz takes 1 hour per person with arcane knowledge to find. A serious danger is the thin air, without magic characters have to make a saving throw every hour or pass out. It typically takes two hours of climbing to reach the peaks. The Thules used magic carpets or the fly spells to cut down on the travel time as well as using a lost variant of Control Winds to thicken the air in order to breath properly while searching.
The Great Glacier (Hex 0320)
Once covering nearly all of the Wild North, the Great Glacier is still slowly retreating to the northwest. It southeast face is riddled with crevasses and subglacial caves where icy cold streams emerge. Calving ice sheets are also a danger as in some areas the glacier’s edge forms a cliff 10 to 20 feet high. Travel on the glacier’s surface is also hazardous due to the numerous crevasses and moulins. A moulin is a sinkhole up to 10 feet in diameter that in a few cases reaches down to the bottom of the glacier.
Aside from the dangers of the terrain, the glacier surface is relatively free of animal life or monsters. A few small Remorhaz (HD 6 to 8) lair in the southern third. The white dragon, Rekokardek, is known to lair somewhere in northern third of the glacier (Hex 0215). The glacier’s flat surface makes surprising her almost impossible.
More common are the ruins of the Thules and the occasional Frost Giant castle (Hex 0421) found amid the nunataks jutting above the glacier surface. The ancient Thules used their towers on the glacier as a bastion from which to rule their fallen empire. They experimented with magic involving water and ice, some of which still remains undiscovered beneath the gravel and snow.
Sunday, January 5, 2020
An update to the Majestic Fantasy rules
I hope everybody had a good holiday. To start the new year off, I am posting a small update of the Majestic Fantasy RPG rules which are based on and compatible with Frog God Games' Swords and Wizardry RPG.I added some missing spells notably Magic Missile, but it left me with three blank pages. After looking through my draft of the full rules I added sections on Horses, and Dogs. Along with selected hirelings useful for level 6 or lower, Animal Trainer, Man-at-arms, Porter, and Servant.
You can download Revision 10 from here.
Bat in the Attic News
I am still at work on the draft of the Wild North. Currently I am finishing up the terrain notes. After that is finished, I will draw some maps of the main settlements along with some notes similar to Castle Blackmarsh in Blackmarsh. I am shooting for a first quarter release.
This will include a separate poster map option so you don't have to hunt down a printer to print the maps. I can't combine them as DriveThruRPG keeps their card ordering system (which posters use) separate from their book ordering system. The maps will be grayscale similar to those in Blackmarsh.
Remember this version of the Wild North will adjoin the northern edge of Blackmarsh as shown below.
Tuesday, October 29, 2019
Been working on the Wild North
Niveny River (Hex 1516)
This river is the traditional border between Orenberg (Hex 1313) and Suzdal (Hex 1720). The river valley has long been a debatable land between the two cities and is currently dominated by Orenburg. Regardless of which power is dominate a thousand gold pieces are given as an offering to the Vodyan (10 HD, Triton) every year. The offering is given after the first thaw to the river king is to appease him so river travelers are left unmolested during the summer season.
Tuesday, July 9, 2019
Points of Light Borderlands and the Scourge of the Demon Wolf
Hey Robert, I've been reading Scourge of the Demon Wolf and it occurs to me I might want to attach it to a side of the Borderland setting from your Points of Light book. Do you have a quick thought about how you would staple the two together?
The Borderlands
For those you don't know Borderlands is one of four hexcrawl formatted setting in Points of Light. It depicts a time period when the Bright Empire was torn apart in a religious and political civil war. A conflict between factions supporting Sarrath the God of Order (Lawful Evil) and Delaquain the Goddess of Honor and Justice (Lawful Good).
In the setting the civil war has been going on for a few years. Parts of the region are divided between the faction, parts are devastated, and parts are neutral just trying to hang on.
The Scourge of the Demon Wolf
The Scourge of the Demon Wolf centers on a manor village terrorized by a pack of wolves. To adapt it for Borderlands I drew a map and recommended the following.
1416 is the Beggar Camp
1615 is the sacrifice site
1617 is the Bandit Cave in a bluff overlooking Cailly River and the swamp.
Instead of the Baron of Westtower as giving the mission I recommended that role be given to Count Travlin of Darcion. Instead of the baron's huntsmen in the stocks, it's Sheriff Melan of Saurton in the stocks
The Church of Mitra in Kensla would now be a Ecumenical Imperial Church of the four Gods with the statue of Delaquain removed. The personality of the priest remains the same. The bailiff that was killed was an agent of Divolic and an adherent of Sarrath and there is little love for him in the village.
As an added wrinkle Count Travlin is looking for leverage against the Mages of Order of Thoth in the Golden House in order to enlist their aid for Duke Divolic in the civil war. However would be more of a bonus as Count Travlin is not aware of the supernatural nature of the Demon Wolf or even the Demon Wolf exists. If made aware of the full circumstance Count Travlin would provide a handsome reward as the information would provide considerable leverage over the mages.
An alternative start is that a cleric or paladin gets a call from Veritas, Thoth or Delaquain. From the call the party starts with knowing that it has something to do with the Sheriff Melan of Saurton being thrown in the stocks in Darcion. Since the stocks are in the public square the party could question the sheriff which will lead them to Kensla and the adventure.
Once again the party will have to decide what to do with the information about how mage are connected to the Demon Wolf. Except this time they are nominally the "good" guys.
Finally a start I didn't mention earlier was that the characters were sent by the Duke of Stoneburg to Darcion to investigate why Sheriff Melan was thrown in the stocks. It would be similar to the above but without the religious overtones. Since the Duke has the support of the remnants of the old imperial church and the still loyal priests of Thoth and Veritas. The resolution of the adventure could be the foundation for an alliance between the Duke and the mage of the Golden House.
Wrapping it up.
As a general note, all the Points of Light setting and Blackmarsh are part of the same loose background. Although set in different time period. Borderlands is the earliest time period depicted set during the civil war that ripped the Bright Empire apart. Wildland represents the aftermath after the collapse of the empire. While Southland and Blackmarsh are set in later centuries during the rise of the Grand Kingdom.
The settings of Points of Light II are also set during the Grand Kingdom period. They focuses on the expansion overseas to the New World of the setting and the colonial rivalry between the Grand Kingdom and the Ochre Empire.
Sunday, November 18, 2018
Blackmarsh Updated
In copyright over the past couple of decades there is the idea that in addition to rights to profit and control how the work is copied that there is a set of moral rights that protects the following.
1) the right of credit or association
2) the right of integrity
3) the right of anonymity or context
The grant or transfer of economic rights (i.e. the right to copy and use) is separate than a waiver of moral rights. To make it clear that my intent is for anybody to be able to use Blackmarsh for whatever purpose they see fit I updated the Creative Common license to version 4.0 which waives my moral rights in the text and maps for Blackmarsh.
In addition several publishers have introduced third party publishing programs that don't use open content licenses. Since my intent to share Blackmarsh as widely as possible and to make it easy to use for one's own work. I removed the Non-Commercial and Share-alike requirements. Now only attribution is required.
To be clear dual license means you can choose to use either license. Either as open content under the Open Game License or the Creative Commons BY Version 4.0. Use whatever one works best for your project.
You can download version 11 either from my website. Or from RPGNow if you obtained Blackmarsh there. If you bought a print copy there is no need to get a new one as the text remains the same.
Wednesday, January 31, 2018
That vague setting behind Points of Light and Blackmarsh
+Ethan Gundry asks whether has anybody had any success merging all the Points of Light settings, along with Blackmarsh? A while ago I combined the Blackmarsh and Southland map along with the work I done with the Wild North merge with Blackmarsh. The result was this.
But do I have a "master" map that combines everything? Do I have a master document like the old Greyhawk Folio? Yes I now have a master map, no I don't have a Greyhawk Folio style master document. Keep in mind the focus on the Points of Light/and Blackmarsh is usability. That each individual setting stands on it own as a useful backdrop for a campaign. Making them into the equivalent of region supplement defeat that purpose. But still I want the option to exist to combine them so I keep the few background elements I write about consistent.
So what the deal with the master maps. Well I drew a lot of maps over the years and I have a bunch that not part of the Majestic Wilderlands or any other setting. For example this giant map I made for what I call the Eastgate region.
At the heart of which is the City State of Eastgate
Both originated in 2008 before I got my license from Judges Guild. I took all the content I made for the Majestic Wilderlands and stripped out the Judges Guild IP which included drawing new maps. I started writing the initial draft of the Majestic Wilderlands when a fortuitous set of circumstances led to me to securing a license to use enough of the Judges Guild IP to publish the Majestic Wilderlands supplement. Having that license meant I could use my original notes as is saving me a lot of work.
But the above work didn't go to waste as I used some of what I created for Blackmarsh.
So back to Ethan's question about combining the maps. A year ago I was sketching out some map on paper to get a feel for how mountainous and hilly regions really looked like based on Earth's geography. I decided to draw a outline map as an experiment to see how real I can make it look. The result was this.
And I figured if I am spending the time doing this I might as well incorporate the Points of Light/Blackmarsh maps use the above as a future reference.
Here is the annotated version of the above.
At this time I am not going to flesh out all the blank spots as I want to leave the possibilities open for further Blackmarsh style projects. The thing I am currently working is the circle marked Beyond the Borderlands basically my answer to the question of what lies beyond the Cave of Chaos in B2 Keep on the Borderlands.
I am also working on the tweaks to the Wild North to make it fit along the north edge of Blackmarsh. This is the map for that. Basically everything below Row xx26 has been tweaked while everythiing above is pretty much the same as the version from Fight On #3.
Hope this answers your question Ethan. Appreciate asking it as it gave me the idea for this blog post.
Wednesday, September 16, 2015
Blackmarsh and ACKS
Thursday, July 3, 2014
Wild North Progress
I did a preliminary version of the southern edge in the combined Blackmarsh map I made.
Then during my vacation I used my laptop to edit the original Wild North map. The laptop isn't up to the task of editing the massive Wilderlands maps so I brought the Wild North files. I was able to get the map reworked to where it match Blackmarsh both in geography and presentation. Still needs some work but it is basically done.
Now I can start working on the text.
Tuesday, May 13, 2014
Print copy of Blackmarsh is now $4,99
You can read the blog post about pricing here.
Friday, January 3, 2014
Blackmarsh, Southland, and Wild North combined!
The map shows the relationship between all three maps plus added territory. I know there no hex numbers but I decided to leave the Blackmarsh and Southland numbers untouched. The rest is left blank. If you decided to detail it yourself just give each entry a code on a copy of the map and in your notes.
Eventually I will expand the sides out to Blackmarsh letter sized maps and those maps will have proper hex numbers.
Like Blackmarsh this map is open content and dual licensed under the Open Game License and Creative Commons (Sharelike, Attribution).
Province of Vasa
The province of Vasa was recently conquered by the Grand Kingdom about 50 or so years ago. It is the strip of land between the Westwall and the Grey Sea. It is the home of a Viking culture now under the heels of late medieval western european style kingdom.
The Ring Islands
Perhaps the Mountain that Fell left debris scattered around the Grey Sea. Perhaps it something else. Maybe you need to ask the denizens of the Ring Tower about it.
The Great Glacier
Once it covered the Wild North but now is in retreat. Or perhaps the malign power that sleep underneath has awaken and is beginning to stretch it's cold claws across the world once again.
The West
Blackmarsh lies on the extreme northwest edge of civilization. What lies beyond the Pendar and White Mountains? Is there an end to the orc infested Blood Forest?
Have Fun!
Monday, December 30, 2013
Blackmarsh in Hungarian!
This is really cool and I am ecstatic that a group of RPG gamers get to enjoy Blackmarsh in their native language.
Thanks Adam!
Again if anybody want to translate Blackmarsh for their own country's gaming community, you are free to do so as Blackmarsh is 100% open content for the text and cartography. I include a art free text files in the download of Blackmarsh to make reuse and conversion easier.
Sunday, November 10, 2013
Blackmarsh exceeds 4000 copies!
At the current rate of downloads (about 75 to 125 a month) I expect 5,000 downloads will be reached in late 2014. And don't forget that the print copy is only $7 plus shipping.
Finally I would like to say that that if anybody wants to translate Blackmarsh into their native language, I am open to have it included in RPGNow download packet. Of course the translation will be credited. Feel free to email if you have question on the meaning of any placename or term you are not familiar with.
Thursday, October 10, 2013
Solving the Tenkar's Dilemma, the Wilderlands plus Southlands plus Blackmarsh
Having a bit of involvement in the boxed set Wilderlands as well as being the author of Blackmarsh and Southlands. This would be my "official" opinion on the matter of combining them.
Of course there is no desert along the northern edge of Map 9 (New Map 1) Elephand Lands but there are plenty of blank hexes east of the Land of Beasts to pencil one in. My Grand Kingdom of Blackmarsh/Southland doesn't exist in the Wilderlands but there is a rather large bit of white space to the east where it could be placed. Also I consider the Elephand lands to be the most DnDish of all the Wilderlands map as it is a polygot collection of village of different races in a forest land.
As a bonus you can see how I meant for Blackmarsh and Southland to be fit together.
Friday, October 4, 2013
One of Blackmarsh's map edges lines up with Hungary
This is one of the advantage of releasing a product under a open license. As a small publisher it is highly unlikely that I could arrange for the translation of Blackmarsh into any other language. But because of the open license Adam is free to do just that and also convert to use the system that he feels that it would be the most useful . Much like what happened over at Heroes and Other Worlds.
One interesting part of his post is where Adam talks about trying to come up with an equivalent name for various locales in Hungarian. The example he gives is Strangeholm, a name of a halfling village.
I used an archaic definition of strange where the word refers to a far away place. Holm is an archaic term used in Middle English to refer to an island in the middle of a river. The literal translation is Far away Island. However the village is built around a prominent hill so why Far way Island? It is a play on words. The Far away part is literal. The village is a halfling colony in Blackmarsh. However Holm/River Island is play on words due to the fact that the hill is an isolated geographical feature rising out of the lowlands. The founders found it mildly humorous to think of their hill as an "island". Hence the name Far away River Island or Strangeholm.
Hey! people used stranger rationale name their village.
Thursday, January 24, 2013
Long Distance sighting rules for Blackmarsh and 5 mile hexcrawls
I would incorporate the following sighting rules for sighting terrain for 5 mile hexes. This based on the calculation of the horizon distance.
Clear Terrain
Clear terrain (Standing) = the hex in which the party is standing
Clear terrain (40 ft tree) = the terrain in the six surrounding hexes.
Hilly Terrain (assume 200 ft difference in elevation)
Hilly to Clear = Any clear hex within a three hex radius with no intervening mountain or hill hex.
Hilly to Hilly the same as clear.
Mountain Terrain (assume 1000 ft difference in elevation)
Mountain to Clear = Any clear hex within a seven hex radius with with no intervening mountain hex.
Mountain to Hill = Any clear hex within a six hex radius with with no intervening mountain hex.
Mountain to Mountain = the Same as Clear (tree) This is assuming in the hour of trying to sight terrain that a crag or summit is used to gain 40 ft of elevation.
Note that this the reverse is true, that standing in a clear hex one can see a mountain up to seven hexes away.
Trying to sight terrain would be a task taking about an hour probably cause at least one wandering monster check as the party roams the hex looking for vantage spots.



















