Wednesday 9 February 2022

Adventures in Alphatia

 I've been flicking through my copy of "Dawn of the Emperors", the Gazetteer-like boxed set that covers the two great current empires of Mystara, Alphatia and Thyatis. 

Alphatia is ruled by a monarch (currently Empress Eriadna, 36th level Magic User, human female, Neutral) and also a grand council of 1000 mages. What struck me is on p6 of the Player's Guide to Alphatia it says:

"The Grand Council is the other ruling body. Every user of magic who achieves ultimate mastery (36th level)  can be on the council - though not everyone is, because the number of Counsellors is limited to 1000."

That means in Alphatia there are at least 1000 magic users of 36th level And people say that the Forgotten Realms has a problem with high level NPCs running around the place...

Image by ManthosLappas, source

I am sure this would affect the tone of any adventures there, unlike in Karameikos, Darokin or even Thyatis knowing that the local prince or a councillor may appear, do something drastic like cast Meteor Swarm and then disappear, like wand-wielding demigods. 

I was watching a Youtube video from online MystaraCon and they briefly mentioned Alphatia, and I believe Bruce Heard said that if he redid it, perhaps he would make Alphatia more fractured, less united. If Alphatia as a nation got its act together, it could steamroller any opposing force, including Thyatis and Glantri (probably both at the same time). But Alphatian wizards have chaotic tendencies. This is a different take on Chaos from the Chaos Cultists I have talked about previously, and in AD&D terms I would say most Alphatian wizards are  Chaotic Neutral rather than Chaotic Evil. They are simply too individualistic, selfish and recalcitrant to do as the Empress commands. I imagine politics at the top of Alphatian society as being less about following rules and more about expediency and détente - managing relations with peers when both of you are powerful enough to kill each other but you are not sure if either of you can be bothered. 

Distractions from the duties of rulership include:

  • Other wizards and their machinations - the biggest and most obvious threat to an Alphatian archmage is another Alphatian wizard
  • Magical Research
  • Explorations and personal Expeditions
  • Zzonga Fruit (a highly addictive fruit that induces a mind-numbing and apathy-inducing daze).

Sometimes it seems Alphatia is barely an Empire, and is only a bad Imperial decree away from becoming a sort of magical anarchy, with dozens, perhaps hundreds of small archmage-ruled dominions vying for supremacy over each other while a helpless imperial court looks on in despair.

Is it possible for archmages to work together? Yes. But given the range of magical tricks, deceptions, countermeasures and forms of surveillance available to a 36th level archmage, trust would be a very valuable commodity.  I would say that alignment plays a part here - Lawful archmages and wizards are both more trustworthy and more trusting than Neutral ones, who in turn are more trusting and trustworthy than Chaotic wizards. The idea of a network of Lawful and a few Neutral archmages who realise it is in their long-term interests to not work against each other and perhaps even co-operate (especially when a common cause is found) could be a stabilising factor holding the Empire together. There may even be some Alphatian patriots who consider the well-being of the Alphatian Empire to be as important as their own desires and plans. They are the ones who organise Imperial military expeditions and other situations where Alphatia needs to get its act together. 

Is it possible to use Alphatia as a campaign-spanning setting, taking characters from 1st to 36th level? Yes, particularly if there are corners of Alphatia where the ruling wizards are not taking their responsibilities properly (which could be nearly half of the Empire). Or maybe the archmage has the PCs on hand as his trouble-shooters - he is their patron, they are his agents helping him to keep his realm quiet enough that he can focus on his magical research. 

One thing I am aware of is that in other nations as the PCs become more powerful, perhaps Name level (9th level) and ready to build their own strongholds and dominions, they are often among the strongest and most capable characters for miles around. In Alphatia they will always be in the shadow of archmages, some of whom will be very close by. It will take a long time before the PCs feel like they are epic heroes rather than tiptoeing around archmages who could disintegrate them with a spell if so provoked or inclined. 

And of course the social and legal distinctions between magic users and the great unwashed means that any balanced party with a mix of characters will find Alphatian society distinctly skewed in the favour of any magic users, elves or clerics. This may annoy some players who have previously considered adventuring parties as all equals and peers, at least in social matters. 

So although I believe a campaign starting at 1st level can be done, it will feel quite different. 
Perhaps Alphatia is better used in other ways? 

Firstly as a homeland of powerful and unpredictable wizards who can travel across Mystara and do whatever they like, acting as villains, patrons, bargainers, foils and the like in adventures far afield.

Secondly, as a source of wondrous magic, from magical rings to armadas of flying ships, to newly invented spells

Thirdly as a high-level adventure setting with Companion or Master level characters venturing into Alphatia to complete a quest and dealing with Alphatian society and its very powerful NPCs, some of whom will have to be negotiated with or maybe avoided entirely. 

Another thought has occurred. Generally Alphatian wizards and archmages are selfish and willful but generally not malicious. What if the Cult of Chaos (which is definitely AD&D chaotic evil, not chaotic neutral) tried to change that? Converting a powerful wizard to their cause would be useful. Converting an entire nation of thousands of wizards to the Cult of Chaos would be world-changing. 

In fact I would not be surprised if some Alphatian wizards had not already become twisted summoners, particularly those around the Kingdom of Blackheart and the dread Ugly Woods. If you want to do experiments on monsters, it is easier to summon your own rather than trying to capture them alive.  But of course, that would require striking an insidious bargain with the forces of Chaos. Although some wizards might hesitate at such a dark path to power, other wizards would leap at the opportunity. Once enough wizards have been converted, then they start going after strategic targets, including members of the Imperial court and councilors loyal to the Empress, as well as those pesky lawful wizards who actually support the Empress. If they won't convert, they will be destroyed. It's time to show Alphatia the joys of anarchy...


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