These classifications are for general reference. There are a huge number of factors that can influence a location's economics, magical resources, and religious resources. Basically, these ratings are meant to provide an at-a-glance generalization - for when players do something unexpected.
Described below are various types of defenses listed in a location description. Note that the number and power of the defenses is dependent on Economy, Magic, Religion and other resources. Older cities, for example, will tend to have more and better permanent magical defenses simply because they've been built up over the years. By contrast, towns and villages will rarely have elaborate defenses beyond a local militia. Strongholds, like cities, will tend to have more permanent magical defenses, especially if they are near a contested (or formerly contested) border. A level is usually assigned to the defense for purposes of determining spell effects of the defense and for dispelling purposes.
Characters will rarely be aware of the defenses on a particular location except in a general sense. In nearly all cases, attempted breaching of wards or barriers in any manner will alert the location's leadership as to the nature of the breach attempt (whether it was successful or not). Since magical defenses are primarily geared towards magical attacks, the level of response will be very high. Note that very powerful singular entities, artifacts, and relics will penetrate these defenses with little difficulty, and may in fact do so unnoticed.
Elemental Ward - A magical ward that bars entry or exit by free-willed or conjured/summoned elementals and elemental spell effects (Earthquake, Rock to Mud, etc.). Because of the strategic use of various types of creatures summoned from elemental planes in battle, this type of ward is moderately common. It is not normally as expensive to maintain as other types of magical defenses, since local temples and religions maintain it as part of their duties/taxes to the location. In those instances where a wizard guild is responsible for the ward, the expense is considerably higher. This defense is renewed on a yearly basis and typically requires an Economic and Magic/Religion rating of at least C.
Glyphs - Glyphs of Warding have been place in rarely used or secure locations. Typically, officers and city officials have access to these areas. This defense is fairly common (Religion rating of D or higher) and inexpensive to create and maintain - typically it is part of the duties of the local priesthood.
Land of Stability - The area surrounding the location, as well as the location itself, has been imbued with this particular spell. This is almost exclusively the province of priestly magic, and so requires a Religion rating of at least B on a local or national level.
Magic Circle - A magic circle (ref: Summoning Circle) has been built into the foundation of the city/town wall. This prevents entry and exit by summoned/conjured creatures, as well as entry into the location via the astral or ethereal planes. A magic circle also allows guild or city-authorized mages and priests to conjure and summon creatures, even from other planes, more easily, as per the standard AD&D rules. This particular type of defense is very expensive to create initially (typically requires economic rating of at least B, magic rating of at least C on local or national level) but requires no maintenance unless the circle is somehow physically broken. Expanding the circle to account for population growth is also very expensive.
Symbols - Either worked into the actual outer walls of the location, or enchanted into special tapestries or wall hangings, these items are brought out only when the entire location is expecting an attack. This is, in fact, the Symbol spell taken from the priest or wizard spell lists. Usually, these items are payments on the part of a particular individual, temple, or guild to the city.
Teleport Barrier - This is a magical warding to bar teleportation into or out of the city. It is a more permanent and more expensive form of the Teleport Ward. A teleport barrier is permanent until it is broken. Restoring it is less expensive than the initial creation. It differs from other magical barriers in that it is possible to temporarily dispel the Teleport Barrier (ref. Dispel Magic spell description for permanent items). Note that certain governments and powerful wizard guilds can create tokens that allow free entry and exit through a Teleport Barrier. With guilds, this is typically part of the process of being inducted into the guild (which means this access can also be revoked fairly easily). Other variations include deliberate "holes" in the barrier to allow teleportation only to specific areas inside the location.
Teleport Ward - A magical ward that bars teleportation into and out of a particular area. This type of magical defense has to be renewed periodically (yearly). Typically, it is part of a wizard guild's agreement with the location to maintain this defense, and is therefore part of the guild's dues/fees to members. This ward can be dispeled under the standard Dispel Magic rules for permanent spells. It is possible to breach a Teleport Ward: On attempting to teleport through, the teleporter has a base 50% chance, -5%/level below the level the ward was cast at, +2%/level above the level the ward was cast at. Thus, a Teleport Ward cast at 18th level means a 10th level teleporter has only a 10% chance of making it through, while a 20th level teleporter has a 54% chance of making it through. This defense is expensive (typically Economic and Magic ratings of C or better, locally or nationally).
Wizard Locks - The Wizard Lock spell has been cast on the main, secondary, and tertiary entrances to the location, as well as on special buildings or other structures. Normally, leading officers and officials will have access to these locations. This defense is available to any location with a Magic rating of D or higher and is typically part of the duties of the wizard and/or guild.
The Economy rating gives a general idea of the wealth of the described location, level of trade, and economic resources. Major trade items are indicated. Economy rating is influenced by both Magic and Religion ratings.
| Rating | Description |
| A | Prime economy. Generally indicates the premier trading center for the region. 90% of all goods and services are available, year round. Specialized items available. |
| B | Excellent economy. Major trade center. 75% of all goods and services are available, year round. Specialized items available on commission. |
| C | Good economy. Generally a location on a trade route. 50% of goods and services available, seasonal for reasonable prices. Specialized items might be available, but only on a commission. |
| D | Average economy. Farming towns and villages. Most trade is on a barter system. 25% of goods and services available, non-seasonal goods cost 50-100% more. Specialized items available only in rarest circumstances. |
| E | Poor economy. Villages. Nearly all trade is by barter. Non-seasonal goods available only in rarest circumstances. |
| F | No economy. Generally tribal or hunter-gatherers. |
Governments vary all across Avamor, ranging from primitive tribal systems to advanced representative democracies. Most fall somewhere in between. Combined forms are possible.
| Type | Description |
| Imperial | Government in which one central ruler holds sway over one or more vassal nations. Power structure tends to follow the Monarchy, with an Emperor, one or more kings, etc. |
| Mageocracy | Rare form of government headed by wizards. |
| Monarchy | A feudal system involving a king, one or more princes/princesses, dukes, etc. The exact power structure may vary somewhat. |
| Theocracy | Government headed by one or more religions. |
Magic rating shows the general level of wizard-based magic available. Usually, this is for purposes of location attack and defense. Special notes (guilds, general level of wizards, and so forth) are included. Entries in parentheses are generally not known or secret. The magic rating does not indicate availability of magical items - that's determined by the DM. It does indicate if the NPCs with the skills to make magical items are there. Magic rating and Economy rating influence each other.
Permanent magical items are weapons, armor, miscellaneous items. Non-permanent items cover scrolls, potions, and charged items.
| Rating | Description |
| A | Center of magical resources for the region. Usually indicates the home of an Archimage and/or Guild of Wizardry. Wizards of 18th+ level are present. Permanent magical items can be made for the right price. Permanent and non-permanent magical items in use for location attack/defense. General populace sees magic on a weekly basis. |
| B | Excellent magical resources. Usually has a high-level wizard in residence (11th-17th), or has a Guild of Wizardry. Some permanent and non-permanent magical items in use for location attack/defense (the local noble's magical armor). 50% chance non-permanent magical items can be made. General populace sees magic on a monthly basis. |
| C | Good magical resources. Wizard(s) of 8th-10th level in residence. General populace might see magic on a yearly basis. |
| D | Average magical resources. Hedge-wizards (1st-3rd level) are present. General populace never sees magic. |
| E | Poor magical resources. Wizards are rare, at best. Magic regarded with superstition, fear, and distrust. |
| F | No magical resources. Magic is feared. |
| G | Practitioners of wizardly magic are actively hunted down and killed. Diaun is a good example. |
The Religion rating shows the prevalence of various types of religions in the location. The various deities actively worshipped, as well as any that are forbidden, are listed. This rating also shows the availability of priestly magics and resources. This rating, Economy, and General Alignment strongly influence each other.
The ratings also indicate the level of priestly magic available for attack/defense.
| Rating | Description |
| A | Religious Mecca. Usually indicates the home territory of one (or more) religions. Archprelates of 14th+ level are present. Area has strong faith and devout followers. The church has very strong influence over, or in fact is, the location leadership. General populace sees priestly magic on a weekly basis. Major temple(s) present.< |
| B | Excellent religious resources. Usually has a high priest (10th - 13th) in residence. Area has strong faith and devout followers. Church has strong influence over leadership. General populace sees priestly magic on a monthly basis. |
| C | Good religious resources. Priest(s) of 6th-9th level in residence. Area has good faith. Church has moderate influence over leadership. General populace might see priestly magic on a yearly basis. |
| D | Average religious resources. Priest(s) of 3rd - 5th level in residence. General populace rarely sees priestly magic. |
| E | Poor religious resources. Priests are rare, at best. Magic regarded with superstition, fear, and distrust. |
| F | No religious resources. Magic is feared. |
| G | Practitioners of priestly magic are actively hunted down and killed. |
Copyright 1998, 1999 by Guardian.