Blackmar
Work in progress: this page describes the Blackmar setting we are building toward, and current game content differs in places.
Blackmar is the known world of Darkwind. The name covers the great continent, the seas and island frontiers around it, the deep roads beneath it, and the three moons that hang above it as separate domains.
The Dark Wind defines the beginning of remembered history. It destroyed cities, scattered clades, broke old nations, and left enough ruin behind that rebuilding became the central story of the age. Darkwind City rose from that rebuilding. Other domains kept their own scars, their own gods, their own styles of magic, and their own answers to survival.
Most of Blackmar feels medieval: roads, ships, guilds, temples, castles, caravans, farms, forges, monster-haunted borders, and old ruins. Two places break the pattern openly. Ashad turns ash, brass, pressure, and alchemy into AshPunk machines. Tekal turns the sky itself into a reminder that Blackmar's moons are not just lights overhead.
Domains
| Domain | Description |
|---|---|
| Darkwind | Rebuilt heartland, open city, forests, roads, ruins, and first adventures |
| Ashad | AshPunk desert of furnace cities, pressure engines, soot, and brass |
| Souvrael | Mythic desert of dunes, oases, pyramids, sultans, snake temples, and caravans |
| Hyperborea | Northern fjords, vikings, dwarves, giants, gnomish wars, and Asgardian myth |
| Kerei | Jungle island chain of ninjas, Amazons, temples, hidden courts, and faeries |
| Lerquird | Swamp continent of luminous wetlands and giant mushroom forests |
| Virodia | Tropical coastland of reefs, harbors, orchards, storms, and sea trade |
| Dramasa | Barren ice land of frozen roads, white plains, and aurora ruins |
| Iglantu | Fire continent of lava rivers, basalt citadels, and elemental heat |
| The Bodachian Fallows | Haunted land of shadowed woods, ghost roads, manors, and grave magic |
| Islands | Sea and sky frontiers with stranger pocket-realms gathered around Blackmar |
| Underworld | Deep roads, mines, tunnels, old cities, and hostile realms beneath the surface |
The Moons
| Moon | Color | Description |
|---|---|---|
| Dailos | Magenta | Disease, plague, chaos, savagery, and the God of Disease |
| Markas | Red | Sanctuary, strength, stability, beauty, and healing |
| Tekal | Green | Knowledge, balance, Luna, machines, cybernetics, and impossible science |
Travel
Blackmar is a world of hubs and thresholds. Roads connect the central cities. Ports and wharves open the island routes. Caves, mines, grave roads, and old temple paths lead downward. The moons answer gates and celestial timing.
For player use, the areas command shows current level guidance. The world docs describe where a place belongs in the setting and what kind of story a player is stepping into.