Part III: The Warlock’s Castle and the Crater of Ghorm

Before I come to the next two symbols I need to explain a bit about the background story of RdW, especially about why its name is ‘Call of the Warlock’:

In the beginning of the world of Tanaris the eight gods didn’t interfere into the things of the humans, elves etc., but one day the god Thongmor started playing around in the world and the other gods had to react. As they didn’t want to counter Thongmor’s action personally, they created the Warlock. This is a person with godlike abilities, immortal and invulnerable, his task was to fight against Thongmor. Over the years, with changing Warlocks and with the beginning of the war of the gods, the initial task of the Warlock was forgotten and now he is an independent entity.

But as the gods didn’t want to create another god, they gave him one ‘weakness’. They created the Swordmasters, a group of people with outstanding abilities in swordfighting, who always know where the Warlock is, they always hear the ‘call of the Warlock’. If one of them fights the Warlock and defeats him in a duel (this is the only situation where a warlock can die), the winning Swordmaster will become the next Warlock.

The Swordmaster is a Player Class, which means a player can become Warlock. Unfortunately the requirements for playing a Swordmaster are so hard (while creating a character you have to role dice epic…), no one in my group ever played one.

The home of the Warlock is the castle ‘Sign of the times’, which is settled on a mountain range overarching the ‘black lake of buried hopes’ (in the night you can hear the screams of the dead souls of all the Swordmasters who lost their fight against the Warlock). The feature with this castle, mountains and lakes is, that the warlock can teleport this ensemble anywhere he likes. When the map is done, I will see where exactly I will place it:
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Part II: Symbols for special places

“Over the day-smitten towers and walls of Shudm (uglier by day, all its black filth and spiritual garbage too openly displayed), the air began to sing and to ripple, and then grow oppressively silent and motionless. And then the air hardened, like cooling lava. And like lava, the air darkened, until it let in the fierce glare of the sun, but nothing else. Nothing – no lesser light, no noise, no breath of wind or vapor, neither dust nor rain – no wisp of anything. Even the vagrant corpse-eater birds could no longer get in, or out. Like a tomb. Above and also beneath. Inside – not simply a dome but an egg of leaden crystal, there was Shudm now, and the afternoon went by, and sunset, which was true dawn to the ghouls, and night, and midnight. And in the first overcast minutes of the new morning, there was not one sensible thing in the city that did not know it had been trapped.”
Tanith Lee, Delirium’s Mistress

And so, the last days of the ghouls of Shudm began – trapped by this spell of Sovaz, the daughter of Ashrarn, Lord of the Night. In Tanith Lee’s novel these ghouls were an amalgam of ghouls and classical vampires, dependent on eating flesh and drinking blood but not harmed by sunlight. As they became trapped, they had only each other left as food and after the last had eaten himself, their fate was sealed. Sovaz had chosen her very special way of revenge for what they did to her before… Maybe it was inspired by this story of Tanith Lee, that in one of the sourcebooks of RdW the players started their adventure, waking up trapped under an invisible force dome in the house of a mighty vampire.

This chapter of my map-making article will be about making symbols for special places of the campaign. For those who read the WIP thread in the forum, this chapter may contain redundancies, but nevertheless for my understanding of fantasy maps it is maybe the most important chapter.
I like it a lot when a map for an RPG campaign contains parts of the narrative of the world. That means that I like to build dedicated symbols, or scenarios on the map which tell stories, giving more information than just the landscape.

In this chapter I show several symbols I’ve made for the map, along with the explanation of how I made the symbol with the background as written in the original RdW sourcebooks.

Let’s start with the symbol for the magic force dome I mentioned above, protecting a powerful vampire who is looking for fresh blood and trapped a group of players in his home:

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Part I: Foundations of the map

‘Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there as an age undreamed of. And unto this, Conan, destined to wear the jeweled crown of Aquilonia upon a troubled brow. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure!’
Robert E. Howard, “Conan the Barbarian”

It was back in the 90’s: We were young, we played RPGs and we listened all evening to one album – the Soundtrack of ‘Conan, the Barbarian’. We played Das Schwarze Auge (The Dark Eye) and Ruf des Warlock (Call of the Warlock – RdW).

RdW was released in 1991 and is heavily influenced by the novels of Tanith Lee, especially by the Tales of the Flat Earth series. You can breathe the spirit of the 80’s and their special way of high fantasy, which was a ‘fantastic’ fantasy and not a ‘realistic’ fantasy, like a lot of contemporary fantasy literature tends to be, with a focus on character development instead of creating fantastic places and persons.
While Das Schwarze Auge became the big German rpg success, RdW is a niche game. As far as I know there are only a few people left playing RdW and sooner or later it will probably be forgotten. Maybe with my maps I play the role of a bard, singing the tales of a lost world. If it is so, I do my best that this song will be dignified. For this sake it is on me to be the chronicler and so I want to invite you to follow me and to let me tell you of the days of high adventure.

The map I make is a regional map of the northwestern part of the world of Tanaris, the world of RdW. When I make a new map, I usually start in the Jon Roberts Overland style, as it is my favorite one. But from the start I use the immense freedom CC3+ gives its users.

For some time I wanted to try the mountains by TJ Vandel (Annual issues 81, 84, 106, 107, 119 & 120), so I added these catalogs to the mountain symbols button to make the mapping process easier.
The next step is to choose a background. I delete the default frame and choose a parchment background. My resulting starting point is this:
WIP1

It is always a great moment to see the blank parchment in front of me: The world is empty, the story unwritten, and it is on me to create. So let’s go! Continue reading »