Friday, November 6, 2009

Three Badass Dragons

I happen to agree with noisms at Monsters and Manuals that D&D dragons should be more powerful than they are, more godlike and feared.  Thus, as with Arandish vampires, Arandish dragons are much more powerful than the ones listed in the Labyrinth Lord rulebook.  Dragons in fact rarely appear in my campaigns; I am much fonder of using humans and the undead, with a dash of orcs, hobgoblins, and trolls thrown in, as my main foes and villains.  When a dragon does appear -- and I cannot even think of a time in the recent past when one has -- I feel it should be immensely powerful, godlike, and absolutely terrifying.

Therefore I present three badass Arandish dragons

Krakko the Iron Drake
# Encountered: 0 (1)
Alignment: lawful (evil)
Move: 90’ (30’), Fly: 300’ (100’)
AC: -3
HD: 21 (168 hp)
Attacks: 3 or 1 (2 claws, 1 bite, or breath)
Damage: 2d6 / 2d6 / 6d8 
Save: F11
Morale: fearless
Hoard Class: XV
XP: 13,000

[Note that Krakko’s basic stats are based loosely upon Bahamut from MM p. 33.]

Krakko [CRACK-oh] the Iron Drake, the only dragon of his kind ever encountered in Ara, is not a native of the Arandish dimension.    Krakko hails from some unknown neighboring dimension, and can travel inter-dimensionally at will.  Due to his inter-dimensional travel ability and sadistic nature, Krakko occasionally appears in Ara and wreaks momentary but catastrophic havoc. 

Iron scales render Krakko’s hide resistant to almost every form of physical attack. Only magical weapons of +1 or higher, or weapons made of dwarven steel, can harm Krakko.  He is utterly immune to fire attacks.  Krakko's breath weapon is as a red dragon's, a 90' long, 30' wide cone of fire, and his spell abilities are equal to those of a gold dragon.  Krakko loves torture and oppression, and seemingly has no regard for life other than his own, at least not when he visits Ara. 

Certain incomprehensibly powerful summoners are rumored to have first summoned Krakko to Ara during the waning days of the Old War -- in effect showing him where Ara is and royally pissing him off -- but this is the stuff of legend and cannot be verified.   Whatever his origins, Krakko is undoubtedly the most feared creature in Ara.  Though his legend has been in place since the earliest conceptions of the Lands of Ara, I have never actually deployed Krakko in an Arandish campaign -- he is too powerful.





Razgar the Red Dragon
# Encountered: 0 (1)
Alignment: chaotic
Move: 90’ (30’), Fly: 240’ (80’)
AC: -1
HD: 18
Attacks: 3 or 1 (2 claw, 1 bite, or breath)
Damage: 1d8 / 1d8 / 4d8
Save: F11
Morale: 11
Hoard Class: XV
XP: 5,250

Razgar [RAZ-gar] inhabits the Novellan mountains in northern Telengard, and is the de facto master of those mountains and the dreaded Ghardash Wilderness just to the south.  Razgar is legendary throughout northern Ara.  He actually does not need to do much to enhance his reputation anymore, so he typically only hunts humans and humanoids for food and to acquire their treasure.  He rarely raids a city or larger settlement unless someone there has directly wronged, challenged, or insulted him.  Besides Krakko, Razgar is the most feared dragon in Ara.



This is one of my favorite illustrations from the Monster Manual.

Bublar the Black Dragon
# Encountered: 0 (1)
Alignment: chaotic
Move: 90’ (30’), Fly: 240’ (80’)
AC: 1
HD: 9
Attacks: 3 or 1 (2 claw, 1 bite, or breath)
Damage: 1d6 / 1d6 / 3d8
Save: F9
Morale: 9
Hoard Class: XV
XP: 3,100

Bublar [BOOB-lar] dwells in the northern end of the Great Western Swamp, somewhere in the southern foothills of the Gray Mountains.  He is as ill-tempered a dragon as you could hope to meet, and delights in frightening, terrorizing, torturing, killing, and mutilating almost anyone.  Note that parties traveling in the Swamp and randomly encountering a black dragon are very likely encountering Bublar (100% chance in the north, 60% chance in the southern half, closer to Noffel).

Other Arandish Dragons
Note that since I think that D&D dragons are generally under-powered, even “run of the mill” dragons randomly encountered in Ara should have 2 or 3 extra Hit Dice beyond their standard Labyrinth Lord listing—for example, the typical Black Dragon encountered in the Great Western Swamp should be a 9- or 10-Hit Die monster (like our friend Bublar).

Thursday, November 5, 2009

Noffel - Sword-Clerics of Frey


The Sword-Clerics of Frey are an elite organization dedicated to the discovery and eradication of the undead, especially vampires, in Ara.  While arcane magic is generally forbidden in Noffel, clerics loyal to the ancient Noffellian gods—Zapar, Minar, and even Aldor—have proliferated since the earliest days of the Noffellian Kingdom.  The Sword-Clerics of Frey are a specialized group founded in the latter days of the Old War between Telengard and Achelon; its original members were Noffellian Frey-worshipers trained to use special enchanted iron swords to drive off and destroy the undead beings created by Telengardian Necromancers.

The Sword-Clerics have always done their job well.  However, no one could have predicted how quickly and how far abroad the living dead would spread their seed.  Today, twelve and a half centuries later, the Sword-Clerics of Frey continue their struggle against the Arandish undead.  Their ultimate aim is to find and eliminate every Arandish vampire (Necromancer) in existence.

Sword-Cleric of Frey
Requirements: CON 15, WIS 16
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 14 [levels similarly to PH druid]

The Sword-Cleric of Frey differs from other clerics in having attribute requirements and a level limit (given above), and in its focus upon undead-turning rather than spell use – click here to download Sword-Cleric Level Advancement, Turning Undead, Spell Progression, and Sword Power Tables. In summary, the Sword-Cleric of Frey trades greater access to spells for longsword use, sword-related powers, and increased undead-turning abilities.

Relative to a standard cleric, a sword-cleric of Frey functions at +1 to current level for undead-turning purposes and at -1 to level for cleric spell acquisition. For example, a 6th-Level sword-cleric turns undead as effectively as a 7th-Level cleric, but acquires spells at the same rate as a 5th-Level cleric. A 1st Level Sword-Cleric turns undead as if he were a 2nd Level Cleric, but gets no Cleric spells at 1st level! Furthermore, even at 14th Level, the Sword-Cleric of Frey will never gain access to 7th-Level Cleric spells.

Upon attaining second level, a Sword-Cleric of Frey must take Detect Undead, a special first-level spell described below, as his first (and only) level one spell.

Sword-Clerics of Frey are permitted to use just one type of edged weapon, a specially blessed long sword provided by their Order. Sword-Clerics are NOT permitted to use any other swords or edged weapons, be they mundane or magical; NOR are they allowed to use their blessed swords upon any creatures or monsters EXCEPT the undead.  That is, sword-clerics are ONLY allowed to use the specially blessed swords provided by their Order, and only upon undead targets.  [Note: Thanks to A Paladin in Citadel for suggesting this latter amendment.] 

The Ceremony of the Sword
Upon attaining 2nd level (Initiate of the First Circle), each Sword-Cleric must return to the Citadel of Frey (see below) to undergo the Ceremony of the Sword, wherein the Sword-Cleric’s blessed longsword receives its first divine power. The Ceremony of the Sword not only prepares the sword for divinely heightened effectiveness versus the undead, it also attunes the energy of the weapon to the energy of the Sword-Cleric who wields it. A single Sword-Cleric is attuned to a single sword, and vice-versa. Therefore, the special sword-related powers listed below only work when the synergy between the specific sword and the specific Sword-Cleric of Frey is in effect. The Sword-Cleric must return to the Citadel of Frey and undergo another Ceremony of the Sword each time he wishes to "unlock" the next power of his blessed sword. A Sword-Cleric who loses his special sword may enchant a new one, provided he returns to the Citadel and undergoes the Ceremony of the Sword again.

Blessed Sword Powers
Note that the sword-cleric must be holding / wielding / in physical contact with his/her blessed sword to use any of its powers.

Level 2
Sword affects vampires, wights, wraiths, and spectres, inflicting 1/2 damage.

Level 4
Sword does double damage to zombies, skeletons, and ghouls.

Level 7
Life Force Cloaking: the sword empowers the sword-cleric to cloak his Life Force emanations, making him effectively invisible to the undead for 1d6 minutes.  Usable thrice per day.

Level 9
Sword affects vampires, wights, wraiths, and spectres, inflicting full damage.

Level 11
Resist Life Force Drain: the sword enables the sword-cleric to roll his CON or lower on 1d20 to reduce undead life force drain by 1 level (i.e., vampire life force drain drops to only 1 level, wight and wraith life force drain reduced to zero).  Usable thrice per day.

Level 13
Entrap Vampire: the sword enables the sword-cleric to entrap one vampire in its current form, effectively neutralizing its shape change ability (see LL p. 101).  Range: 100' and in sight; Duration: 1d12 rounds.  Usable once per day.

Click here to download the Blessed Sword Powers information in table format.

Fearlessness and Resistance to Charm Gaze
In addition to the spells, undead-turning abilities, and sword powers described above, Sword-Clerics of Frey also gain fearlessness of Arandish Vampires from Sword-Cleric Level 3 onward, and resistance to vampires' Charm Gaze ability from Level 5 onward.  The latter manifests as an exemption from the usual -2 penalty to save vs. the Charm Gaze ability (see Labyrinth Lord p. 101).  Fearlessness and Resistance to Charm Gaze abilities set in automatically at the appropriate Sword-Cleric Level, and do not require visits to the Citadel to "unlock" or enable.

The Citadel of Frey
The Citadel of Frey lies north of Noffel in the foothills of the Frey Mountains, near the eastern edge of the Great Western Swamp.
A Sword-Cleric of Frey must return to the Citadel to unlock each new sword-related power, i.e., at Levels 2, 4, 7, 9, 11, and 13.

New Spell: 
Detect Undead
Level: 1 (Sword-Cleric Spell)
Duration: 6 turns
Range: 1 mile
The caster can sense the presence of the undead within 1 mile.  Note that the spell does not allow the Sword-Cleric to detect evil intent [see Detect Evil in LL p. 22] nor read minds.  It only tells the Sword-Cleric if there are undead beings about, and if so, in roughly what numbers and to what level of power (gauged by the undead creatures' HD).

New Spell: 
Bless Sword
Level: 6 (Sword-Cleric Spell) [Grand Avatar of Frey only]
Duration: permanent
Range: touch
The Grand Avatar of Frey, the sole 14th Level Sword-Cleric in Ara, is the only individual empowered by the god Frey to enchant the Blessed Swords used by the Sword-Clerics of the Order.  Bless Sword is the spell s/he uses to grant each new sword-power at Sword-Cleric Levels 2, 4, 7, 9, 11, and 13.  These enchantments are always done in high ceremonial fashion at the Citadel of Frey.

Know Your Power Gamers



In the previous post I discussed my personal moment of disillusionment with D&D 3.5, seeing that turning-point as an opportunity to develop self-awareness about (1) the type of gamer I am, and therefore (2) the type(s) of other gamers I can most easily and profitably play RPGS with. Horton, the rules-maxer / power gamer I discussed in that post, is actually a terrific role-player who really inhabits his characters, talks like they talk, and indeed has a sense of fidelity to character concept. But he is also a total stat-maxer whose characters are always so insanely effective in combat that my NPCs stand no chance against him, not least because most of my NPCs really like to be negotiated with, debated against, and otherwise interacted with in ways that do not always lead to combat. Horton role-plays well but is hard-wired as a power gamer.

Aptly characterizing the power-gamer mentality, Norman Harman commented that:

"For them combat, using all the rules and abilities they spent hours building was the point and fun part of the game."

There has been some good discussion of this "power gamer" phenomenon recently over on B/X Blackrazor, from which I now quote at length:


Power Gamers [. . .] are folks with a gamist creative agenda intent on creating the most powerful character possible using knowledge of the rules, possible “broken” classes, powerful combinations, etc. GENERALLY with (what is considered blatant) disregard for the idea of “character” (role-playing) and/or maintaining “game balance” (whatever that is!) in relation to the campaign world and/or other player characters at the table.

When I write “the most powerful character possible” I speak in terms of combat advantage, as this is the general arena of conflict resolution in an RPG [. . .]

[. . .] I believe gamism is a valid creative agenda and power gaming is JUST FINE…assuming everyone at the table is on-board and along for the ride. There’s nothing wrong with indulging one’s twink fantasy after all, and some people like to play that way. NOT ME…but I don’t speak for everyone.



I am in the "NOT ME" category as well, and as JB's words suggest, I think the key to good gaming is to be aware of what type of player / referee you are, and which type(s) of players you want to play with. This is the message of the terrific "Explosions in Space" rule-of-thumb, a corollary of noisms' "Don't Be A Dick Head" rule, both of which ultimately boil down to: agree upon ground rules and play with like-minded players.

It is true that certain rules systems seem to encourage or even necessitate one or the other of these approaches, either power-gamer style or rules-lite style. I suspect that in terms of game mechanics, this has most to do with the centrality and elaborateness of combat rules in the game (more elaborate = encourages the power gamer), but also the tone and content of the rules manual prose. I am not a fanatic Gygaxian, but I understand why so many of us in the old-school movement feel inspired by the loftiness (fused with good gaming sense) of Gygax's prose -- it is anything but "mechanical," being much more high-fantastical and visually evocative. Yet in the end, whatever the rules set or the tone of the manuals, it is the people at the gaming table who matter most -- their preferences and chemistry.

Bringing together the right group of players, all of whom share a vaguely similar playing agenda, is essential for RPG'ing success.  I am being fairly careful about who I bring into
my forthcoming campaign, because as GM, I have a responsibility to avoid accidentally bringing a rules-maxer into what is sure to be a rules-LITE kind of affair. I have no desire to be the author of "Horton Part 2."

Wednesday, November 4, 2009

The Rules Should Be Invisible

Or, My Troubles With 3.5e

As I have previously noted, I stepped away from D&D around the time 2nd Edition AD&D came out, and played my own home-brewed game, Crimson Blades of Ara, for most of the 1990s.  But a year or two after I moved to Oregon to attend graduate school in 2002, I joined a local group of RPGers who played D&D 3.5e.  I was so happy to have found other RPGers in town, and I did not really know what to expect from D&D 3.5, so I had no reservations about joining them.  I somewhat naively thought at the time that “D&D is D&D, how different can the Wizards of the Coast version be from the AD&D I remember?”

It did not take me long to figure out that the 3.5e rules felt needlessly cumbersome to me.  Why so many rules?  To this moment I do not understand fully why skills or feats even exist in a class-based rules system, nor do I understand the (gaming) logic behind why the “core rules” are published across so many goddamn books in more recent iterations of D&D.  Sure, I knew everybody always had their own version of D&D, their own house rules that delineated which stuff would be followed and which stuff ignored.  But to me, it seemed the game ought to be playable with just the three core rulebooks, and when the other players in that 3.5 group started whipping out their copies of the Complete Adventurer and referring to rules found in supplements like The Book of Vile Darkness, I knew I had been left behind somehow.  What was with all these damn rulebooks?

Then I realized that this was WotC’s take on D&D, and WotC are proven experts at designing games that require a constant, ever-accumulating buy-in of newly released products in order to “keep up” with other players (e.g., Magic the Gathering).  Luckily, I was only a PC in this group, not the referee, and I knew I had never been a rules-heavy kind of player, so I figured I would simply need time to get used to 3.5.  And this group was great fun to play with on the purely role-playing level, so we had a lot of fun for a few years and I did not complain much about what seemed to me to be over-complex, over-produced rules mechanics.

But as much as I love being a player character—it gives me a chance to play psychotic, bloodthirsty fighters—I really ultimately prefer to referee.  So when we reached a point where the other two guys who had been alternating DM’ing were both too busy to prepare further adventures, I decided to “pony up” and volunteer to DM a 3.5 campaign.  By then we were using the Pathfinder Beta Playtest rules.

Now I want to admit up front that I was a somewhat under-prepared referee.  “Under-prepared” in fact describes my preferred refereeing style – I want a few key plot points and bare-bones encounters in place, then I want to get in there and improvise with and respond to my players.  Furthermore, in my other life I am an instructor of college composition, film, and literature courses, so I get plenty of “critical analysis” and “playing by the rules” time at work; I want my RPGs to be fast, loose, rules-light, and imaginative.  On a certain level I must have known that 3.5e and I would not make a good match; but I hadn’t discovered the old-school revolution yet so I was trying to make do with what I had.  One or two of these players, especially one key player I’ll call Horton, seemed particularly loyal to 3.5, had the rulebooks encyclopedically memorized, etc., so since I had no particular investment in the rules as such (a mistake in retrospect) I figured I’d meet them halfway, using their preferred rules system but bringing my own freewheeling, improvisational style to the proceedings.

The moment I realized that there was something wrong with this approach was one night at a 2008 gaming session when I was DM’ing—actually, trying to translate my Ara campaign setting into 3.5 terms (which I found difficult—again, too many rules, not enough prep time!).  I had a key villain who was spying on the characters from a spyhole in a dungeon they were exploring, and the point of the encounter (from my point of view) was only to let the characters know they were being watched; they weren’t really intended to engage the villainous voyeur in direct combat – yet.

But one of the characters rolled a Spot check and saw the spy, and this character could fly and assume gaseous form, so in seconds he was up and through that spyhole, chasing my villain down a secret corridor.  Everything was fine to this point.  I had an escape route planned for my spy, and he flew into a secret chamber that was actually a tunnel leading straight down vertically into the depths of the earth.  The player character had some kind of special vision or spell that allowed him to detect secret doors, though, and he followed my villain in there, and now they commenced a flying chase into the bowels of the earth.  I wanted my villain to simply dissipate and/or outrun the PC, but Horton questioned me about how that was possible, since they were both gaseous beings flying at the same rate of speed.  And I was so ignorant of the magic and movement rules that I felt I had no position from which to argue with him, short of pulling rank.  In truth, I see now that the very question caught me completely by surprise, as I did not expect a player to ever challenge me on rules-based grounds.  Yet it became soberingly clear that this player actually expected me and my NPCs to play by the rules!!  To me, this was unheard-of.

Mind you, I am not an over-controlling GM who must have his own way.  Just the opposite, I love for my players to surprise me and to triumph over my villains.  In the “gaseous form flying chase” situation, if the players had deduced some really clever way to outsmart or entrap my villain, I would have been pleasantly surprised, and would have happily allowed them to succeed.  But instead the whole episode devolved into a debate over the movement rules and movement rates per second, etc., which I find to be the epitome of boring drudgery.  The player character defeated my villain because of the player’s superior knowledge of the magic system and the rules, not because his character did anything particularly inventive or amusing.  Now obviously, as the DM, I myself was to blame for this pretty pass; I was not “on the ball” enough to see that this subterranean gaseous chase was where the episode was heading, so by the time we were in the thick of our argumentative movement-rates pickle, I decided to concede the point to the player since he was clearly going to be upset—his idea of game fairness would be violated—if I ruled against him.  Plus, if at that point I had let that villain escape, that player would wonder the whole rest of the campaign about what special power the spy had that allowed him to escape.  Again, I see now that perhaps I should have pulled rank and simply let the player stew and wonder.  Hindsight = 20/20.

It is also true that I am something of an emotional softie, and maybe I should have played hardball with Horton and told him he was screwed, that my villain escaped.  But the real point here is not the game-world outcome of this specific incident, but rather that it showed me quite clearly that Horton and I have fundamentally different ideas about how D&D (or RPGs in general) should work, what the game should focus on.  I didn’t know it fully yet then, but I really needed to be playing old-school D&D rules, where the referee has more power to adjudicate unusual occurrences and unforeseen situations – in my mind, the referee should only have to concede power to the roll of the dice, never (or rarely) to a rules technicality.  I want the rules to be more or less invisible so the players’ and referee’s imaginations determine what happens or what can happen.  I do NOT want the rules to be the main focus of the game!

I do not blame Horton for the sour taste the “gaseous form chase” incident left me with; he was merely playing the game as he understood it.  If I could have beaten him using the rules, he would have accepted that.  But not only did I not know the 3.5 D&D rules well enough to outmaneuver Horton’s remarkable flying gaseous character, the truth is I did not want to know them, I just wanted to say: “my villain escapes” and have done with it.  I needed a rules system I could master enough to level the playing field between myself and my player, whose vast rules knowledge ultimately overwhelmed me in that situation.  I needed a rules system that placed imagination, quick thinking, and ingenuity over rules-knowledge.

What have I learned?  I learned that I want spontaneity and story rather than rules.  I have learned that in D&D, skills suck, and therefore it just doesn’t make sense for me to play any version of D&D more recent than good ol’ AD&D, the same game I left behind back in the late ‘80s.  So I have jumped ship for Labyrinth Lord!  I may even ask Horton to play in my new campaign.

Sunday, November 1, 2009

Arandish Arcana Part III of III – Available Divine and Arcane Classes

What follows is a list of the magic-using and clerical classes that exist on Ara; I do not yet have full class descriptions for some of these (e.g., Elementalists and Sword-clerics) and, as I have previously said, a few of these may shift around some once I get my hands on Goblinoid Games’ Advanced Edition Companion, but this will stand as definitive until I explicitly change it.

Human Classes:
1.  Cleric (as per Labyrinth Lord)

2.  Magic-User (as per Labyrinth Lord)

3.  Noffellian Sword-Cleric (a special type of undead-fighting Noffellian cleric to be described in a forthcoming post)

4.  Five types of “Elementalist,” a cleric sub-class:  Fire Elementalist, Earth Elementalist, Wind Elementalist, Water Elementalist, Cold Elementalist (all forthcoming)

5.  Druid (as per Player’s Handbook): a rare PC type in Ara, since Druids are nature-lovers and tend to live reclusive lives in the wilds, eschewing civilization and human company.

Rodian Class:
Illusionist (as per Player’s Handbook)

Magical Arts Player Characters Cannot Practice
No Arandish human magician may practice the Suhlian (rodian) magical art of illusion, nor may a rodian practice any human magical arts. 
Further, there are some styles of Arandish magic that player characters, for various reasons, cannot learn or practice.  These include:

Enchantment, which concerns itself with endowing inanimate objects with magical properties, creating such items as spell books, scrolls, enchanted weapons, armor, wands, rings, amulets, and so on.  Enchanting objects is time-consuming.  Investing even a small item with one minor power can take many weeks or months, and the more potent the magic item, the more time it takes to enchant.
The Enchanter’s guild is nestled in the hills of central Minoch, and this facility does business with nobles from the various kingdoms of Ara, as well as magic vendors in the Free City of Kaladar.  In the earliest versions of The Lands of Ara, we attempted to allow player characters to be Enchanters, but found no way to make this adventure-applicable or fun.  Now we say, “If you want a magic sword, go find one ina  dungeon or buy one in Kaladar.” 

Necromancy, referred to in previous posts on Arlon and Arandish vampires, is the art of animating dead matter and giving it limited function, creating zombies, animated skeletons, ghosts, and ghouls who mindlessly serve the Necromancer that grants them undead “life.”  The practice of Necromancy leads to the deterioration of the Necromancer’s body and spirit over time, and ultimately, to vampirism. 
It is not known how many vampires exist in Ara today, though the mere mention of the word “vampire” is enough to chill even the bravest of adventurers.  The vampire is the most feared creature in Ara, and Necromancy is by far the darkest of the so-called Dark arts.

Shadrach, another major Dark art, was formulated and used by the early Telengardians against the Achelonian summoners during the Old War.  Shadrach involves taking living beings (usually humans) and subjecting them to a complex magical/alchemical process that alters them drastically and permanently.  It is from such origins that the dwarven and ogrish races came to be.  This magical art was outlawed after the Old War; it is unknown how many individuals still practice shadrach in secret.

Arandish Arcana Part II of III - The White Council of Arlon



    The Arandish White Council, currently headed by the great mage Arlanni, is the largest and most influential magical organization on the continent of Ara.  Both styles of arcane magic practiced by Arandish humans, Spellcasting (magic-using) and Enchantment (NPCs only), are regulated by this Council. 
    The ruling body of the White Council meets in the magically hidden House of Arlon in the northern reaches of civilized Ara.  However, the Council as a whole consists of guild-houses, spell libraries, and instructional facilities located throughout most of the known lands and kingdoms of the Arandish continent.  Most Arandish towns that permit arcane magical practice (i.e., most anywhere but Noffel) have a Council guildhall in them.
    All arcane practitioners in Ara are required to register with the Council.  For the most part, Arandish human magicians abide by the Council’s rules and pay its fees.  Practice of Arandish magical arts outside the Council structure is strongly discouraged by the Council, and it is difficult to become highly skilled in any of the Arandish human magical arts without drawing their hostile attention.  See The Invisible Hand, below.
    
The Council System
    From 1st through 8th Level, arcane practitioners are required to pay Council dues (see below) but do not actually get to join a color-coded Council (see Table below).  Pre-9th Level, the Council serves mainly as a resource for the magic-user—for example, Council spell libraries, the best-stocked in Ara, require current Council dues to be paid to be granted library access—and as a small monetary obligation (in the form of the dues) s/he must yearly pay.  The Council would very likely NOT send agents after a non-registered (non-dues paying) magic-user of less than level 7 or 8, unless that magician had done something specifically to irritate, thwart, or otherwise catch the attention of the Council.  However, if Council agents incidentally got their hands on a lower-level magic-using non-dues-payer (called a “delinquent”), they would assess him/her back dues (based upon how long the delinquent had been practicing in Ara) before letting him/her go. 
    Once a magic-user reaches until 9th Level and beyond in Ara, he becomes eligible for full Council membership, and his movements and behavior are more carefully scrutinized by the Council at all times. 
    Four Council levels, designated by color, constitute the main part of the Arandish magical hierarchy.  These are, in ascending order of power and importance, the Gray Council (practitioners of character levels 9-12), the Blue Council (levels 13-15), the Red Council (levels 16-18), and the White Council (levels 19-20).  These four designations apply to both Council-affiliated styles of magic, at both the local and continental level.  In other words, the groups who practice spellcasting and enchantment each have their own Gray Councils, Blue Councils, Red Councils, and White Councils.
    There are separate Councils of all four colors for spellcasting and enchantment in most Arandish kingdoms, plus the solitary enchanter’s guild in the mountains of central Minoch.  There is also one Council of each color (made up of representatives from all the local Councils) that resides and meets in the northern House of Arlon.  These four Councils, which include members from every Council-affiliated style, oversee and discuss larger Council matters, legislate the doings of all the local Councils, and report to Arlanni directly.
    Rank-wise, any individual White Councilperson always outranks any magician of any other Council, regardless of the level (local or continental) at which each magician functions.
    Individuals wishing to practice magic-using in Ara have little choice but to join the Council system and subject themselves to its regulations.  Anyone who disregards Council regulations and does not join a Council appropriate to his chosen style of magic will eventually be noticed (certainly by the time he reaches the rank of Master) and asked politely but forcibly to join.  Anyone who ignores this request will be blacklisted by the Council, stripped of any magical aids or equipment, and possibly even banished from Ara.

Council Ranks
    In order to facilitate the organization of magic into Councils, the arcane arts have been ordered into six ascending ranks, determined by magic-user (or NPC enchanter) level.  These ranks are listed on the following table.

Arandish Council Magical Ranks
M-U Level
   Council Rank, Title, Color
     1-3
              I / Apprentice
     4-8
                II / Adept
    9-12
III / Journeyman / Gray Council
   13-15
    IV / Master / Blue Council
   16-18
       V / Mage / Red Council
   19-20
VI / Arch-mage / White Council


Council Dues
All council-registered magic-users must stay current on the Council guild fees, which are 100gp per year per current magic-user level (e.g., a 5th-level m-u pays 500gp per year to keep Council membership current).  Note that neither Apprentice- nor Adept-ranked magic-users have official Council colors, nor do these lower-level magicians need to visit the Council guildhall to level up, though they must pay Council dues.   
   
Council Rank Advancement
Progression from Apprentice to Adept is automatic; if you reach the usual level experience-point requirements, you move up.  Once a magician reaches 9th Level, the Gray Council (Journeyman) stage, s/he must report to a Council guildhall appropriate to his/her art and undergo a ceremonial rank-advancement process.  He must do this again at levels, 13, 16 and 19 – each time he wishes to advance to the next-highest color-coded council.  

An applicant for Gray through Red Council advancement must meet the following requirements:
(1) Current Council dues must be paid in full or no rank advancement will be granted.  Remember, those dues are 100gp per year per current magic-user level (that’s D&D level, NOT council “rank”).
(2) When applying for membership in the Blue, Red or White Councils, the applicant must have belonged to the preceding Council for at least six months before he will be allowed to advance to the next higher-ranking color.
(3) The rank-advancement process itself takes considerable time.  It is an academically rigorous ordeal and a highly ceremonial event, for the testers and the applicant alike.  At the Gray and Blue Council ranks, testing takes 1-4 days (rolled on 1d4 or chosen by the referee) to complete.  At the Red Council rank, one week (seven days) must be invested.  This requirement demands that the time be spent in study, rest and preparation, preferably within the walls of the guildhall itself.  The time for the test must be taken out all at once.  No studying for a day here and there, adventuring in between, and so on.  The magician comes into town, checks into the guildhall for the time required, tests and advances.

To be accepted into the White Council, the prospective candidate is charged with a quest, usually at or around the time he successfully tests into the Red Council.  He must then complete this quest to the Council’s satisfaction to be accepted into the White Council.  This quest can be anything from an extensive research project to leadership of an all-out armed expedition into dangerous, unexplored regions of the world, to seek out whatever it is the Council specifies.  (Obviously, such White Council quests can be excellent set-ups for adventure campaigns!)  There is no standardized time limit set for White Council quests.  However, the Council may well give the applicant a specific time limit: “Return here in one year with the head of a Garanthian Ice-Drake!” and so forth.   
   
Council Colors
    Every Council magician, regardless of art, is required to wear the color of his Council (gray, blue, red or white) at all times.  At official Council meetings and functions (including rank-advancement ceremonies), this means he must wear the ceremonial robe that is presented to him at the time of his successfully testing into that Council.  In the field, the rules are somewhat more lenient—a small sash, cape, or armband will do. 
    These are rules strictly adhered to by all Council magicians.  To violate them is to show utmost disrespect to the Council.

Forms of Address
    In Council circles, the term “wizard,” “magic-user” or “magician” may be applied to any magical practitioner without fear of insult, as may the title relating to the specific art he practices, such as “enchanter” or “spellcaster.”  When addressing a Council magician by rank, it is most common to refer to the color of his Council, that is, “Red Councilwoman Lara” or “Blue Councilman Boris.”  Council magicians of ranks I and II are addressed as “apprentice” or “unranked,” as in “apprentice spellcaster Thomas” or “unranked enchanter Gondar.”  Members of the Council rarely use the other titles that correspond to the six ranks—Apprentice, Adept, Journeyman, Master, Mage, and Arch-Mage—though these may be applied more commonly amongst members of the Invisible Hand (see below).
    To show deference to an older or higher ranked magician, one may use the title “magus,” usually by itself, without the person’s given name.
    The term “sorcerer” or “sorceress” as applied to a wizard has taken on a pejorative meaning since the ancient days of Awra, and to call a Council magician “witch,” “warlock,” or “shaman” (a misapplication of terms that actually refer to rural alchemists and healers) is considered a grievous insult.

The Invisible Hand
    The Invisible Hand is an underground organization dedicated to the free practice of Arandish magic throughout Ara.  Its members oppose Council regulation and domination of magical practice.  Characters may join this organization, but the trick is finding out how to do so; the Invisible Hand is by nature a highly secretive group.  It is rumored in fact that some well-positioned members of the Council are actually double agents, loyal to the Hand.

Mediocre Maps of Ara

I should begin by saying that I do not consider myself much of a visual artist nor a particularly good cartographer.  I can draw functional interior dungeon maps and I manage maps of square-ish things like forts and castles pretty well, but my wilderness maps aren’t terrific, at least not from an aesthetic point of view.  I do not draw trees well, so, for example, on a forthcoming map I will eventually post – a new-ish expanded map of the Lands of Ara – there are no forests indicated, even though the eastern two-thirds of Delzar, the northern half of Achelon and The Western Lands, and the northern third of Telengard should all be densely forested.

Furthermore, in the olden days I drew all my maps on square graph paper—I was just never at ease with hexes, even though I realize it is the most common grid to use for outdoor wilderness maps of large scale.  And speaking of scale, it would seem that I omitted any indicator of map scale on some of the maps I post – for example, Map #2, the larger-scale map showing two continents.  I apologize in advance for these shortcomings.

Yet despite this I feel it is important to share these two or three basic maps that reveal the general outlay of the Lands of Ara.  And maybe, if I get lucky and am really really nice to him, my friend (and artist extraordinaire) Carl will help me out by drawing a beautiful new “Lands of Ara” map on real hex paper sometime in the near future!

Due to the scanning and cropping process I used, Map #1 is currently available only as a TIFF file (not a huge one, though) – let me know if you have trouble downloading / accessing it and I will attempt to save and post it in a different format.  The other maps here are downloadable as TIFFs or JPEGs.  Click here to access maps.

Map #1: The Lands of Ara
This map is probably the most accurate overall map of the Lands of Ara I have in my possession.  In truth, it is quite old (circa late 1980s to early 1990s) and therefore contains many inaccuracies; we have changed city names, expanded the map, etc., quite a bit during all our campaigning in Ara in the ‘90s.  But it gives you the correct general idea, and in combination with a newer Ara map I have recently developed (which has its own, if different, inaccuracies) plus various area insert maps, all of which I will post in time, you should be able to put together an fairly accurate composite map of the features of the Lands of Ara.  In fact, as I mentioned, it is this precise thing that I am hoping my friend Carl will accept as a personal challenge and BIG favor to me.

What follows are some notes about the incorrect / inaccurate aspects of Map #1; this information is also available as a downloadable pdf at the same site where you will find the downloadable map TIFF. 

LANDS OF ARA MAP #1 NOTES

Note, first, that this Lands of Ara map has no grid lines nor scale notations on it.  However, it was orignally drawn on square-grid graph paper, and I assume that the scale is approximately one ¼” square (or hex) = 24 miles.  The map as a whole measures approximately 21 ¾” x 13 ¾” at full (100%) magnification, which means it represents a land area of approximately 2088 miles by 1320 miles.

This map has fairly accurate topographical details in general, and should always take precedence in determining natural features in Ara unless otherwise noted.  This is especially true in the Noffel – Blint – Western Lands – Kaladar regions, which are out of proportion and too scrunched up on some of my new maps (forthcoming).  However, Northern Telengard, near the dreaded Ghardash Wilderness, should be even more densely forested than is indicated here, as should the north end of the Western Lands.  This map’s placement of Kaladar, Noffel, Blint, Minoch, and The Western Lands relative to each other cannot be beat; they are placed perfectly, as are the Frey Mountains. The biggest shortcoming of this map is the outdatedness and/or omission of many of its city and settlement names in the southwestern area of Ara (see some specific notes to this effect below).  Note that the large body of water south of Noffel, labeled here “Sea,” is in fact The Bay of Noffel. 

I prefer Delzar to be more narrow and skinny, and not as large as Telengard; thus I favor their relative proportions on the new map (forthcoming).

in The Western Lands: Vedik and Malak exist in the southern region of the Western Lands, as per this map.  But follow The Western Lands insert map (Map #3 below) for all specifics of the rivers and human-made features in the northern two-thirds of The Western Lands.  Certain Western Lands cities from this large map, like Bozart and Garakthon, should be eliminated (though we could keep Bozart as a small village somewhere up there), and note that Tradefair, the largest and most important city of the Western Lands, does not even show up on this map – it would go a bit east of where Bozart is now. . . see also my comments on the placement of Nurna below.  The features of The Western Lands shown on this large map may or may not always be accurate, especially as concerns those unnamed cities indicated in the southwest region: maybe one of them is Castle Morko, but I cannot vouch for any of them nor their placement on this map—see The Western Lands insert map instead.  

The Great Western Swamp should encroach a bit further into the Western Lands, and the north half of the Western Lands should be much more thickly wooded (similar to northern Achelon).  Nurna, the great elven lake, is a bit misplaced on this map; it should be much further north and a wee bit east, more ABOVE the Western Lands than off in the NW corner of it—see the new map (forthcoming) as a guide.  Also, note that Marsh Town, the town built on docks in the middle of the southwestern region of the Great Western Swamp, lies just off the Western edge of this map, at roughly the same latitude line as Swampsedge.  

in Achelon: the large unnamed city indicated in the middle of Map #1 exists and is called Achelonia.  Achelonia is where the Queen of Achelon resides and rules.  

in Noffel:  This map says Jakama, which is correct, though I may incorrectly refer to this same Noffellian port city as “Jakarta” in some placesHowever, this old map lists no Highgate, which now exists (see new map; on the old map, Highgate lies just across the river from the top left corner of the “B” of “Blint”).  Highgate is where the Noffellian King resides and rules—such a city was implied to exist before, but was never explicitly named or placed until now.

In Blint: Marshton (this map) has been replaced by Blintsport (new map).

Lastly, and this is a note for my future cartographer, it might be good to extend the map of Ara a bit further westward to the Arandish West Coast.  There are four towns on the west coast; see West Coast Cities insert map (forthcoming).

Map #2:
Large-Scale Map of Two Continents including Ara

This map is quite large-scale yet lacks any indication of its exact scale.  But it may come in handy later if I ever get around to discussing some of the stuff on the western continent (like The Duchy of Galen and the Great Empire of the Sarth).  It also gives you a bird’s-eye view of where Ara sits, and may be the only map in this post to show the location of the rodian island of Suhl.  Note that it does not show the four West Coast Cities, which will be detailed in a forthcoming map. 

Map #3: The Western Lands
This being a relatively new map (4 or 5 years old), it actually includes scale!  I do not know if the scale of this map really matches up in a relative way with the features and information on the larger map (Map #1 this post).  But it is absolutely the most accurate map of the northern two-thirds of the Western Lands that exists.

Notes:  Where The Western Lands insert map says “to Redvine” it should more accurately say “to Holtboro and Redvine.”  Also note that The Western Lands insert map really only covers the northern two-thirds or so of the Western Lands as depicted on Map #1.

Click here to access maps.

Yet to come: more southern Ara maps, the “new” Lands of Ara map, and a map of Arandish West Coast Cities!