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The Principalities of Glantri

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Map of Glantri


This forested and mountainous northern land is a magocracy, a land ruled by magic-users. Clerics are outlawed (they’re sentenced to death when found).

  Glantri is divided into many principalities, each of which has its own ruler and laws:

  Aalban is famous for the machines and devices its craftsmen make. Belcadiz is home to elves who are famous for their metalwork’s and their fine black lace; the elves in this nation live more like humans than elves, dwelling in fine houses and cities rather than sylvan communities. Bergdhoven is famous for its flowers (and dyes and perfumes which come from them), its cheeses, and its jewelry and gemcutters. Blackhill is best-known for the quantity of its fruits and vegetables, and for the coal mined here. Boldavia is a major supplier of salt (mined by convicts and slaves) and ice (shipped hastily to Glantri City and other places). Caurenze is best known for its graceful marble architecture, and for its gold mines and fine weaponry. Erewan is a land of more traditional sylvan elves, who are fine bowyers, woodworkers, and artists. Klantyre is a major supplier of wool and mutton, lumber and heavy woodwork. Krondahar is a producer of silk and leather goods, fine beef, and yogurt. New Averoigne is best-known for its wines and culinary arts.


The "ruler" of Glantri is actually a council of ten wizard-princes ruling a very efficient bureaucracy. The government needs to be efficient; the rulers like to plot against one another, but do not like the basic work of rulership. All rulers in Glantri are magic-users or elves; those who cannot cast spells cannot rule.

The ruling princes include:

  • Aalban- Prince Jaggar von Drachenfels (human)
  • Belcadiz- Princess Carnelia de Fedorias y Belcadiz (elf)
  • Bergdhoven- Prince Vanserie Vlaardoen XI (human)
  • Blackhill- Prince Volospin Aendyr (human)
  • Boldavia- Prince Morphail Gorevitch-Woszlany (human/-vampire)
  • Caurenze- Prince Innocenti di Malapietra (human)
  • Erewan- Princess Carlotina Erewan (elf)
  • Klantyre- Prince Brannart McGregor (human/lich)
  • Krondahar- Prince Jherek Virayana IV (human)
  • New Averoigne- Prince Etienne d’Ambereville (human)


The population is a blend of many ancient cultures, including very urban elves, descendants of Alphatians, Thyatian colonists, Traladarans, and even lycanthropes and vampires.

Glantri City:

The capital of this nation, where the great college of magic is built, lies in a lush valley where two rivers meet. The city is crisscrossed both with roads and canals. It is a very sophisticated community, where magic lights the streets, where gondolas and hansom cabs convey passengers from point to point, and where every luxury imaginable is available.

Adventuring Opportunities:

This is a good setting for a campaign if most of the characters are magic-users (and none overtly admits to being a cleric). With the great college of magic at hand to provide accidental monsters, new spells, and unintended portals into new worlds, there is a steady supply of adventure opportunity here.


Players Guide

Creating Spells and Magical Items


The dream of the Glantrian magic-user is the research and development of spells and magi­cal items. This is one of his greatest sources of experience.

  In many D&D« game campaigns, details of spell learning are glossed over: the character easily trades spells with his friends, learns them from scrolls, and he occasionally creates one of his own.

  But in a campaign where the main focus is on magic-users, you should devote more attention to this, The Glantrian spell-caster learns a few spells from the school: one per experience level from his master, a few low ­level ones bought from professional magic-users, The majority of the rest he must learn-invent or re-invent-for himself.

  When a Glantrian spell-caster wants to learn, say, a feeblemind, he will find that most wizards guard their spells jealously; and those that don't still may not have the availa­ble time it will take to teach the spell.

  So, our magic-user haunts the libraries, assembles components, and gradually pieces together the clues that allow him to cast his spell. For this reason, every spell can be con­sidered different; two magic missiles will only be alike if they were taught by the same spell-­caster. Characters can, on occasion, figure out where a magician has studied by the way he casts his spells. The quick-mutter, finger­-shake method of teleport any object is the spell crafted by Etienne d' Ambreville; Morphail Gorevitch-Woszlany uses dark words of command and a dramatic gesture of dis­missal.

  So, below we have optional rules for spell research and magical item creation. They are different from the Expert rules, but are more appropriate in Glantri.


Spell Research


Necessary Elements

To research a spell, a magic-user must first have access to a large library such as those that exist in major cities, or in the tower of any sin­gle Wizard-Prince.   

  Then, the wizard must find components for the spell. These are up to the players and their DM to determine; on the average, the compo­nent should be from a monster with HD at least equal to the spell level, or of similar diffi­culty to attain.

  Examples: Red dragon scales for an explo­sive cloud, fresh troll blood for a reincarnation, fur from a displacer beast for a teleport, etc. There are no limits to this but the players' and DMs' imaginations. Remem­ber, the researcher must have the components before attempting spell research, and must go on an adventure to acquire the basic spell components needed (he must track them down the hard way for spell research).


Time and Money

The magic-user must then be prepared to spend large amounts of gold during the course of his research, The total to be spent comes to 1,000 dc times the spell level. The DM decides what the spell level should be, according to the effects the player describes.

  Research takes a week for the initial research, plus a day per 1,000 dc. The player does not necessarily know how much time is needed. The PC spends 1,000 dc per day of research (not including initial research time) until the DM tells him to make an attempt roll (a sure sign the research has come to its end). If the wizard runs out of gold before then, he may interrupt his research, leave on an errand to earn more money, and come back later and spend more time and money to advance his research.


Chances of Success

The chances of success to discover a spell vary depending on the spell level researched and whether it is a new spell or a common one (one already described in the rules). For a common spell, add the magic-user's intelligence score to his experience level, and multiply the result by two. Then subtract 3 per spell level being researched. (For a new spell, subtract 5 per spell level instead of 3.) Any roll of 95 or more is an automatic failure.


Common Spell: ((Int +Lvl)x2)-(3 per spell level)

New Spell: ((Int + Lvl)x2)-(5 per spell level)


Example: A level 5 magic-user with a 15 Intelligence, researching a common 1st level spell, has a ((15+5)x2)-3 = 37% chance of success. The research would cost him 1,000 dc and take eight days (a week, plus one day for the 1,000 dc).


Enchanting Miscellaneous Items


A magic-user must be 9th level to even hope to make a magical item. As with spells, he must go on some adventure to find one basic spell component for each effect of the magical item he wishes to produce.

  The first thing to do is to list all of the magi­cal item's effects. Compare them to existing spells in order to know their (spell) level of power. A wizard must know the spell he is try­ing to imitate with his magical item. For example, a wizard who does not know the invisibility spell cannot make a ring of invisi­bility. If an item's effect does not compare to an already existing spell, then the wizard must research a new spell that will produce the desired effect.

  Once this is done, take the total spell levels of the spells going into the item and multiply the result by 1,000. The result is the number of gold ducats necessary to make the initial enchantment. If the item has charges, add 10% of the initial enchantment cost per charge. A permanent enchantment costs the equivalent of 50 charges.


Initial Enchantment: Total Spell Level x 1,000 Cost of Charges: (10% of Initial Enchant­ment) x number of charges.

Cost of Permanency: (10% of Initial Enchant­ment) x 50

Total Cost: Initial Enchantment + Cost of Charges, or

Total Cost: Initial Enchantment + Cost of Permanency.


Example: a ring of flying is similar to the fly spell (3rd level). It has only one function and is permanent, therefore it costs (3 x 1,000) + (300 x 50) = 18,000 dc. The enchantment takes 25 days (one week plus 1 day per 1,000 dc).


  The cost of recharging items is equal to the original cost of charges (10% of the Initial Enchantment). Potions or scrolls are items with charges (a charge per dose or per spell); they are not rechargeable. Different spells on one scroll are considered separate magical items. Items with charges can't be recharged beyond the original number of charges they had when created. A wizard may decide at the moment of creation that an item with charges is non-rechargeable. In this case, reduce Ini­tial Enchantment Cost by 20%.

  The actual procedure for enchanting items is otherwise similar to researching spells. If this is the first time a wizard enchants this sort of item, his chances of success are equal to dis­covering a new spell. If the wizard has success­fully enchanted a similar item before, chances of reproducing it later are equal to discovering a common spell.


Multiple Effects: If an item has several sepa­rate powers, like a crystal ball with ESP, then the extra effect must be rolled for separately, with the appropriate chances of success. Each successful attempt indicates the item gains the power rolled for. A failure means the corres­ponding effect is lost as well as any other not yet rolled for. In other words, if the first roll fails, the whole item is spoiled, the money spent, and the time lost. Once an item is cre­ated, the wizard cannot add new powers.

  Example: A 16 Intelligence wizard makes a crystal ball with ESP (clairvoyance is used as the base spell effect). It would cost him 30,000 dc, and take 37 days of work (see the example above for details) at the end of which the two rolls are attempted. Chances of suc­cess for clairvoyance are 41 %, 44 % for ESP. If the first roll fails, the whole item is spoiled. If only the second fails, the wizard still has a crystal ball without ESP.

  Time Limitations: Some items may be usa­ble only a certain number of times within a given time length. Simply reduce the Initial Enchantment Cost 20% for items which can be used hourly, 25 % for daily, 30% weekly, 35 % monthly, etc. Then add the cost of 30 charges, plus one per use during the chosen time frame.

Example: A wand of fire balls usable twice a day costs 2,250 dc (Enchantment Cost) plus 7,200 dc (cost equivalent to 32 charges), for a total of 9,450 dc (as opposed to 18,000 dc for a permanent item with unlimited uses).


Enchanting Weapons and Armor


The procedure for bestowing "plusses" or "minusses" to items requires a different enchantment than for other magical items. To find the Initial Enchantment cost, multiply the item's normal price (gold) by its encum­brance (coins). For armor, divide this result by 3; for weapons, multiply it by 5 instead (always round up to the next 10).


Armor Initial Enchantment Cost:

item price (gold) x encumbrance (cn) / 3 Weapon Initial Enchantment Cost:

item price (gold) x encumbrance (cn) x 5


Example: A sword normally costs 10 dc and weighs 60 coins. Its initial enchantment costs 10 x 60 x 5 = 3,000 dc. A plate mail enchant­ment costs 60 x 500 / 3 = 10,000 dc.


  The initial enchantment makes a " + 1" or "-1" item, according to the wizard's choice. For each subsequent "+" or "-" of either armor or weapons, multiply the initial enchantment cost by the total "+" or " - ". Success chances are similar to discovering com­mon spells, each" +" or "-" being equiva­lent to a spell level.

Important: For the sake of game balance, the minimum Initial Enchantment cost should be no less than 100 dc for weapons, or 3,000 dc for armor. Daggers are considered short swords for purposes of calculating their Initial Enchantment cost. All enchantments should be limited to + / - 5 maximum.

Adding Extra Powers: Extra magical effects can be added to weapons or armor. Proceed as if enchanting a separate item as described for spell levels. The cost and time is added to that of making the magical weapon. Success chances are rolled separately for each extra effect. If the effects of an enchantment are limited, the cost of extra magical effects is reduced 10% per restriction.

For Example: A + 5 green dragon slayer costs 15.000 dc for the sword, plus 36,000 dc for a permanent disintegrate spell effect (6th level). It is restricted to: (1) dragons, (2) green dragons. The effects cost is thus reduced 20%, coming down to 28.800 dc. The final cost is 43,800 dc, 45 days of work, and the player rolls twice: Once for the + 5 sword and once for its special power.


Special Swords: If an extra bonus is neces­sary vs. a special opponent, like a + 1 sword, + 3 vs. dragons, simply add the extra "plus­ses" to the original enchantment costs, at half price. Talents are considered spell powers (see Miscellaneous Items). For complex weapons, the DM should adjust the guidelines at his discretion, to cover unexpected cases and safe­guard game balance.

  Intelligent weapons are only created, on purpose, by Immortals. Every time a wizard makes a magical sword, check to see if it has been made Intelligent (see Table 12c, page 46, of Companion Book Two).


Optional Bonuses and Penalties


As an option, the DM may modify chances of success depending on the situation.



  Each time a wizard interrupts his spell research or the course of an enchantment, the DM may penalize his chances of success 5 % . Only the number of interruptions should be considered, not their duration. The character should still have the option of adventuring to keep up with his research cost.


Special Materials

  Using special material can affect chances of success as well. Precious gems or metals might retain magical powers better than rough wood or stones. The list below shows possible modi­fiers for choosing better material:





Precious stones (gems, crystal):


Precious metals (gold, silver):


Rare, elaborately carved woods:


Common metal:


Common wood:


Common stones:


Other mundane material (*):



(*) Bone, claw, leather, powder, balm, liquid, etc.


Role- Playing

Depending on how well a wizard was played, the DM may want to further modify his chances of success or even the cost of research and enchantment. Good thinking and role-play is always more desirable than using mathematical rules. The DM should feel free to reward good play in an appropriate manner, or penalize abuses of the system. Eventually, the DM can make secret attempt rolls for the player and not reveal the results until the wizard actually uses his new creation. If game balance is at stake, the DM should not hesitate to intervene and change the rules. The guidelines given above are designed to avoid these problems as best as possible. Any modification (penalty or bonus) should be well considered beforehand.


Generic List of Enchantment Costs


Magic Item

Cost (in dc)

Time Needed

Scroll (3 Charm spells):


9 days

Dagger + 1:


9 days

20 Arrows + 1:


9 days

Potion of Invisibility*:


10 days

Leather Armor or Shield + 1:


11 days

Sword + 1:


11 days

Long Bow + 1:


12 days

Chain Mail + 1:


13 days

Wand of Fire Balls**:


16 days

Plate mail + 1:


17 days

Helm of Clairvoyance:


25 days

War Hammer + 5 of Flying:


32 days

Ring of Teleportation:


37 days

Lance + 3 of Speed:


52 days

Talisman of Meteor Swarm:


61 days

Staff of Wizardry***:


164 days


(*) Three doses, non-rechargeable

(**) Twenty charges, rechargeable

(***) The ultimate solution for Monty Hauls


Labor Costs


Whenever a PC, a dominion, or a nation hires wizards to perform enchantments, labor must be added to the cost of enchantment. This is important in the case of a ruling PC planning to outfit army units with magical items. The cost of labor averages 500 dc per level of magic-user hired for the job, and per month of work needed to accomplish the task.


Creating a Library


Some wizards may need to compile their own libraries because their tower is located far from civilized centers (and thus do not have access to public libraries). The guidelines below explain how to acquire these rare tomes.

  As the power of spells being researched increases, the importance and expense of the library increases accordingly. For a library of minimum value, 4,000 dc must be invested. This allows research on first level spells. For each subsequent spell level to be researched, another 2,000 dc must be invested.

  For example, a library suitable for ninth level spell would cost 20,000 dc. Every time a wizard discovers a spell, 10% of the gold spent for that effect is added to the library val­ue. For every 2,000 dc of library value above the minimum required, the wizard's chances to discover his spell increase 1 %. This bonus is only valid if the wizard owns the library (i.e. it is located within his own workroom and knows it inside out). Bonuses due to large libraries should be limited to + 10%.

  Finding rare tomes is helpful to a wizard. In a large city, the wizard will spend about a day per 100 dc of expenditures (or fraction there­of) to find the desired tomes. Any single book found in a treasure, in an abandoned library or for sale on the market costs 10 dc multiplied by a percentage roll.

  When role-playing with book merchants (or book thieves), a wizard should appraise the value of what he is offered. The basic Appraisal Score (rolled on d100) of a wizard is equal to his Intelligence score plus his level, multiplied by two. The DM makes a secret check and informs the player of the perceived book value. If the roll was successful, the wiz­ard appraises the book value correctly. If the roll failed, the difference between the Appraisal Score and the dice roll gives the per­centage of error. If the difference is an even number, the wizard thinks the value is higher; if the difference is an odd number, the wizard thinks the value is lower.

  Example: A wizard with an Appraisal Score of 50 tries to buy a book worth 500 dc. The DM rolls a 98 and informs the player the books seems to be worth (98-50 = 48%, higher) about 750 dc. The PC starts haggling from there. A roll of 01 means the seller's price seems right to the wizard.

  A book merchant has an average Appraisal Score equal to his Intelligence x 5. He will set his price according to his perceived value of the book, plus a benefit margin of 30%. A thief of libraries has an Appraisal Score equal to his thief level x 2 and sells for double that price. Whether both are likely to sell their books below their perceived values is a ques­tion of how well the wizard was role-played. In any case, merchants never sell 20% below their sales price; a thief never sells for less than half price, unless Constables are after him. Several days later, after studying the book, the wizard realizes its true value (the DM reveals the actual price). Studying a book takes a day per 100 dc of actual value.


Appearance of a Book

The arcane volumes the wizards crave come in a variety of shapes and colors. The system below is designed for the die-hard com ple­tionisú. To find the general appearance of a book, roll1d % + 1 per 100 dc of book value, and check the score below.

* 01-60-The book has a velvet (1-4 on 1d6) or a silk (5-6 on 1d6) cover. Roll 1d12 on column one below to find the fabric color.

* 61-95-Use the Wilderness Encounter Tables, pages 30-35, in the Expert Rule­book. Choose the columns corresponding to the terrain type where the book was found (or said to be found). The result indicates which creature's skin was used for the book cover.

* 96 + -This is a stack of scrolls in a small chest, a large scroll case, or between two flat slabs. Roll 1d12 on the Material column below for the nature of the con­tainers.













Common runes




Alchemical symbols




Knotwork, lattices




Lightning bolts




Demonic, faces




Eyes and mouths




Flames and clouds




Stars, moons, suns




Mazes, hourglasses




Non-magical pentacles



Coral, nacre

Monsters' features


Special: Roll again ignoring scores of 12. The item glows with a continual light spell.


  All the books come with metal fittings, and a clasp or a lock. Roll 1d6 on the Material column above to find the metal used. Roll 1d12 on the Ornaments column for the pres­ence of ornaments (printed, painted or carved). The first column can be used for a variety of things such as the color of book edg­es, bookmarks, separate bindings, ornaments and writings on the cover.

Books may have magical wards which are triggered after the book has been read for 1d20 hours (1 % chance per 100 dc of book value). Common wards are lightning bolt, polymorph other, death spell, c1oudkill, dis­integrate, feeblemind, curse, energy drain, poisonous pages ... They should be undetect­able, and non-dispellable.

  And now, the final touch! Give all tomes high-sounding titles and author names. Famous NPC wizards are good authors, and this may cause new, exciting intrigues to chal­lenge PCs (an author or his rival trying to recover a lost secret; the book contains clues on NPCs; etc.).