Revisiting the Grand Campaign. Book One.

It’s possible that Terry’s Shadow World opus magnum is the “unfinished” Grand Campaign (GC). Even a short review of the material shows the connective tissue between early Shadow World books, material introduced in Emer: The Great Continent, the online journals of Kalen Avanir and his novel the Loremaster Legacy. Whether the GC guided Terry’s future work, or his writing directec the GC will never be known, but the meta plot was there early on in 1989-1990 when the box Emer Set introduced Schrek.

As an adventure path the GC could seem daunting. Three sections lead the PC’s from a lowly beginning to a finale that allows them to save the world–or at least postpone it! Is this really a campaign that can realistically take players from 1st level to 20th level or higher? Terry was always more interested in the story and seemed less concerned with Rolemaster RAW or the actual mechanics of roleplaying. Is there enough material, encounters and challenges to level the players up? Is the GC too “railroady”? Can the material survive a significant plot pivot forced by the group? Finally, can the players actually triumph at the end? Do they have the power and skills or will the GM need to provide assistance or a deux a machina to force the victory. Lets explore this a bit.

But before I dive into particulars I would ask this: is the Grand Campaign really unfinished? Sure, there is material that could be updated to align it with narrative changes that Terry made, but despite the lack of Emer IV, most of the missing material in the TGC is now readily available. What was once alluring references found in the Master Atlas and Emer are now fully fleshed out in updated version of Cloudlords and newer Shadow World books: Xa’ar, Haalkitaine, Eidolon and Emer I-III. I would suggest that by using the existing outline in the GC and grabbing content from those mentioned books, then there the majority of the material is ready to use. Let’s take a deeper look at the Grand Campaign.

FOREWORD

Right out of the gate, Terry tackles the issues around defined plotlines and extended campaigns. By the late 90’s there was already pushback against “extended narrations” like the Dragonlance modules. Players wanted to experience the material found in books through the gaming medium but that necessitated a strict storyline without much variation. ICE already grappled with this with their early work in Middle Earth. Rather than embracing the material adjacent to the LOTR storyline, ICE expanded the setting, plumbed the depth of obscure lore and/or added their own spin on Middle Earth (Court of Ardor). Terry cautions the GM that while side adventures and subplots can exist, the main narrative is paramount. I find this awareness refreshing, and despite his attempts to address the railroading, I believe most Shadow World users have shied away from using the Grand Campaign.

PART 1: OVERVIEW

The overview is a collapsed outline of the major chapters of Part I–with fleshed out chapters later in the work. These adventures take the group from Lethys to the Mur Fostisyr and is basically the Grand Tour of Jaiman. Given that both Jaiman and Emer are the most detailed continents of Kulthea, and represent the majority of Terry’s writings, there is considerable material to fill in any missing parts of the Grand Campaign as well as insert smaller side adventures and subplots. Well explore these sections in the later chapters of Part I.

PART 2: PLAYER-CHARACTERS

The Grand Campaign follows in a similar vein as the Journals of Kalen Avanir (the Loremaster Legacy novel). A lowly group of adventures, with mysterious heritages and heirloom objects, stumbles upon, and is central to, world changing events. The Heroes Journey.

Terry has built a roster of 10 PC’s, each with a unique and useful history, racial background and powers. He also suggests that the initial group should be around 6 or even 7, so some of the PCs will be unneeded. Does this create plot holes? Are some PC’s more critical than others? I think they are all pretty cool and illustrates Terry’s gift for flavor and descriptive writing. Each character is compelling with interesting roleplaying hooks. They also represent a variety of races and cultures that makes Shadow World such a great setting. Terry’s writing brings it alive.

PART III: TIMELINE

This section is just a few pages highlighting some major historical events from the 1st to Third Era. It provides some meta data for the Grand Campaign narrative. Notably, the timeline ends at or around 6051 Third Era, an important inflection date for Shadow World material. (fyi MA 4 goes to 6054.)

PART IV: GREATER POWERS

While there is nothing new in the Grand Campaign, much of these “Greater Powers” have been fleshed out in more detail in later works, specifically “Powers of Light & Darkness“. Notable to me, and one that I discuss often on the blog is the lack of traditional fantasy monsters: orcs, trolls, ogres, giants etc. Shadow World has a unique fauna, once that adds to the setting, not dilutes it. The PC’s are up against great evil and terrible foes, but not reduced to common RPG tropes.

PART V: LETHYS

This city is probably one of the lost opportunities in Shadow World material. As the largest city in Rhakhaan, a Lethys book would have been a great addition to Shadow World material. Jaiman provides about 1/2 a page to Lethys and the this chapter gives it 3-4 pages. However, Martin Jaobsson did quite a bit of work on this as an unofficial product, which can be found HERE so anyone that wanted a detailed, building level description of Lethys, then Martins work is fantastic. With Martin’s work a GM could dramatically expand the start of the Grand Campaign and perhaps add some more flavor to the “party build”.

This chapter also pulls together motivations for the party build: why and/or how does this group connect? Of course the answer is always “in a tavern” (Flask & Mug) but honestly, the reasons for a party build of a diverse group of strangers has always felt a bit contrived in any gaming group. Terry provides the barebones of motivation so the group can begin the journey. Perhaps using Martin’s Lethys material, a more layered approach could be developed. Perhaps a series of mini-adventures or encounters that build the group one by one. Less involved is to have two smaller groups that eventual join up and collaborate. One reason to cooperate between 2 groups is an easier pull than having multiple reasons for 6 to join forces?

PART VI: NOMIKOS LIBRARY.

The second stop is Ormian and the famed library of Nomikos. The Jaiman source book has detailed information on the library so there is ample floorplans and background for a GM to guide the adventure. There is a subplot involving the Changramai and some contrived exposition via research to provide info on the Crowns and the more expansive story line around the Secret Circle. I would note that this would be a perfect entry point into the extended Sea Drake Legacy campaign found in Jaiman. This would allow a more extended adventure, build character experience and levels and uses a lot of great material.

Also, the segue from PART VI to VII is awkward at best and uses a Essaence Storm to redirect the group. The extended Sea Drake Legacy would make the eventual trip to the Zorian Wastes much more organic.

PART VII: THE ZORIAN WASTES

I recently blogged about the Zorian Wastes and the inclusion in the Grand Campaign is fantastic for a post-apocalyptic adventure. Clearly Terry repurposed much of this chapter into the Aalk Vaalg adventure on Drivethrurpg so while there is not much in new material, there is enough to make this chapter into 2 or more gaming sessions.

PART VIII: HAALKITAINE

I don’t believe Haalkitaine was published when the Grand Campaign came out, but now with that book a GM could add a number of side plots or expand the scope of the campaign. One note is the lack of Uthgool in the Haalkitaine book. Also there is some changes when it comes to the Phoenix “items”. If the Seadrake Legacy was inserted after the Nomikos Library, then the PC’s will already have built some experiences in Haalkitaine. Another adventure in the sewers and catacombs would be the segue into 3-Return to Underearth. Rather than search for the “sword”, the group could merely be fleeing a foe or utilizing a mysterious underground tunnel to access Tanara. Note that there is a Major Essaence Flow barrier between Haalkitaine and Tanara following the Gray Mountains.

PART IX: TANARA

Tanara. In the GC, Terry cautions the use of the Cloudlord books due to changes in material and a differing timeline; but with the update of Cloudlords of Tanara we once again have a fully fleshed out region that can complement the Grand Campaign story line. The Tanara plot is fairly basic, so this is a good chance to introduce the Cloudlords or even the Narselkin. Depending on the group, acquiring powerful weapons and artifacts will be critical for their ultimate success. Plus the players love themselves some cool kit!!

PART X: THE GRYPHON

Gryphon College. The Gryphon College in the Grand Campaign isn’t quite fleshed out as in Jaiman and for the GC, the purpose of the visit is for exposition/information dump via Visions and guidance from Zaris. There is no mention of the Gryphons, or the Ilarsir but they could meet Kalen and Jad! The floorplans in the Jaiman book will be useful. If the group ran the Sea Drake campaign, then they will have a better understanding of the Crowns and this visit to Gryphon College could be more purposeful beyond R&R.

PART XI: THE SARALIS FRONTIER & PART XII: A CHILL WIND IN LU’NAK

These sections of the GC was great in 1990 when there was little know about the NW of Jaiman. However, this whole section could be replaced by using the Xa’ar Source book. Encounters with Shards, Elor and learning more about the Earthwardens would be useful to the overall campaign. A journey through Saralis and the Blue Forest would be an epic overland journey–so far there hasn’t been much for wilderness adventuring in the the Grand Campaign.

PART XIII: THE MUR FOSTISYR

The region where it all began. The Iron Wind. Perhaps my favorite roleplaying supplement, the Iron Wind would be a rich environment for an extended series in the Grand Campaign. For the Grand Campaign, the plot centers around one of the PC’s a Ky’taari, but the Iron Wind provides ample adventure opportunities that could add to the campaign: the White Dragon, the Demonlord, the Udahir and the Syrkakar.

PART XIV: Urulan

For me, this was an intriguing section of the Grand Campaign. What was going on in Urulan? Over time I think Terry changed some of his thoughts on Urulan, but I based a lot of Empire of the Black Dragon on his material in the Grand Campaign: the Steel Rain, the Iron Warriors and the mechanical mining devices. This is the entry point in my Empire of the Black Dragon module and takes the characters to Emer, then to Agyra and includes further interactions with the Sisters of the Steel Rain, Jenkyna and Ulya Shek. That material segues into Priest-King of Shade and then the group returns to Sel-Kai for an interlude…

Because Terry fleshed out Jaiman, Book One of the Grand Campaign is a intensive and ready to use adventure series. The Grand Campaign itself is less important as a narrative, but more useful as sign posts using existing Shadow World material.

Martin’s Lethys — Jaiman/Nomikos — Jaiman/Sea Drake Legacy — Aalk Vaalg –Haalkitaine — Cloudlords of Tanara — Jaiman/Gryphon College –Xa’ar — The Iron Wind –Empire of the Black Dragon–Priest King of Shade –Eidolon.

Book One is likely years of adventuring if a GM were to utilize a majority of the adventures, encounters and subplots. These would include interacting with most of the notable organizations and forces of Jaiman and build a knowledge base for the group. In short, the Grand Campaign is a full tour of Jaiman!

The meta plot, (Secret Circle etc) is really a side issue for Book One. This first part is for leveling up, skill building and group strategy. I think the group can realistically reach 8th to 10th level, which is probably a good level to be for Book Two!

Stay tuned for Books Two and Three. These were only outlined by Terry but once again the material is there for use.

Adventuring in Post-Apocalyptic Shadow World

Back in 2016 I wrote about the Many Flavors of Shadow World; how SW has a variety of setting styles that could work with any gaming group or desired game setting. But one obvious genre/style I completely overlooked: the post-apocalyptic! Well of course the whole of Kulthea is by definition a post-apocalyptic setting, but I’m referring to a region to adventure with the P-A vibe. Basically wastelands. For a fantasy setting there isn’t really much wasteland on the Shadow World, but one certainly stands out: the Zor Wastes.

While mentions of the Zor wastelands go back to early SW products, most of the content can be found in the updated Jaiman book and the small supplement Aalk Vaalg. Despite the description as a wasteland, with miles of slagged surface, there is life and society: although mostly mutant and half mutant tribes of cannibals. But from such adventures are made! Terry’s focus on the Priest Arnak and their Messengers there could a be a number of adventure possibilities; one’s which I’ll be exploring with my group.

Adventure Hooks

Rare Herbs. There are a number of rare and useful herbs (Furk, Kylan, Shaub, Siri, Shumaran), with the “W” locale code (waste). Given the dangers of the Zor wastes, it’s unlikely that a herbalist, healer or similar would venture there themselves. So hire a group!

Lost Cities. The three largest cities were Tezra, Azodor and the capital Verzor. While destroyed, and Verzor described as a crater surrounded by glassy slag, it’s possible that the underground or lower levels of the city might still exist! I imagine something similar to the Morlock caves, The Underdwellers in the Dead city or even cooler, the underground ruins in The Mutant Chronicles. Creepy underground cities filled with mutants or a lost sect or civilization. Okay!

Rescue. The mutants are cannibals, but perhaps they also need “breeding stock” and kidnap nearby Jameri’s from the plains tribes. Whose going to save them?

Travel. Sometimes you have to get from here to there and the quickest way is going through the Zor wastes to get to the Vezarian Pass or the Otoni Gap into Tanara.

Challenges

“Radiation”. There are many allusions to the nuclear style device, a technology from the Ancients, that was activated to destroy Zor and the subsequent sicknesses and mutations. Of course the obvious analog is radiation.

Essaence Disruptions or Dead spots. I like using differing levels of Essaence to add challenges to the group. It’s possible that the cataclysm that destroyed Zor also created dead spots; areas with no Essaence to draw from or perhaps deadens all Essaence effects and spells. Better bring the fighters.

Aids

Tribes. The plains tribes to the West could be a great resource for the group.

Gryphon College. A great resource for the group in Jaiman is of course Gryphon College.

If you like your fantasy with blasted lands, mutants, dark Priests, rabid dogs and lost tech, then the Zor Wastes are for you! For some reason, my past player groups have never explored this area but now with my new gaming group I’m sending them in!

Have you used the Zor wastes in your game?

Shadow World Economics. How many Alchemists can there be in Kulthea?

I feel like the recent publishing of RMU Treasure Law is a good time to delve into an issue I’ve touched upon slightly in past blog posts. How many alchemists are required in Shadow World to create all of the magic items and work the various enchanted materials and alloys found in the various supplements?

Terry was always adept at creating cool, and powerful, items for his various NPCs and key persona but a quick examination of the various Master Military Charts will show that most militaries, groups and organizations also had their “standard kit”, much of it superior or magical in nature.

A few examples:

  • There are 500 Duranaki Warriors, each with +10 Kynacs (ignore the fact that Keron has an intrinsic +20)
  • There are 42 Duranaki Captains Aids, each with +30db Bracers, +10 Shurikens, AT8 Cloak and headbands that protect as a full helm!
  • Sulini has 500 Warriors, each with a +5 Broadsword and +10 bow.
  • There are 1600 Sentinels in the Elven Forest in Jaiman. Each has Cloak +40 to hiding, +5 Long Knife and +10 Longbow.

This are just general militia members. If you look at specialized groups like the Eight Orders, the Messengers, Navigators or other secret or powerful groups then the number of magic items really piles up. The Loari are currently making A LOT of specialized magic weapons for the Kuluku–this is on top of their “normal” alchemical/enchanting work that they do. Then, dig into the NPCs, many loaded with powerful magical items, you get the sense that magic items may not be that rare in Shadow World.

But there are really two issues at play: who is making the more powerful items that, based on Rolemaster item creation requires very high level Alchemists and perhaps more importantly, how can they produce the volume of magic items no matter what their potency? One could argue that militias, armies and guards draw upon an armory for their kit and are required to hand those items back at the end of their service. So once a certain inventory of magical gear is generated it remains stable after that.

One thing that Rolemaster players love is digging into the realism/verisimilitude/data used in the game! One would imagine that with all of these magic items there are many mass production facilities found throughout Kulthea, or at the least, each powerful organization has their own specialized Alchemist factory to generate the unique items for their members. But that really doesn’t seem to be the case. Looking through the various city books, Alchemists are about as common (or rare depending on how you see it) as other specialized casters like Astrologers.

Magic items are cool, and Terry came up with a lot of neat and interesting items. But he didn’t seem that concerned with the the underlying economics that were needed for his world building. This is more noticeable because Rolemaster was one of the first systems that created a workable system for making magic items: the Alchemist lists. One of the principals of Rolemaster Alchemy is the binary process of Crafting and Enchanting. Magic items must first be manufactured using “Work” spells found on the Alchemist Base lists, and then spells or abilities are imbedded in the object.

I have a lot of issues with this approach, so I’ve done away with those “Work Materials” spell lists. Work spells are really “spells as skills” and removes any incentive for tradecrafts. Furthermore, there is no requirement for a caster to learn the appropriate craft skill; they just learn the applicable spell and somehow gain knowledge of the crafting process that would take years or decades to master? Should a skinny 20th level Alchemist be able to Work Laen just because he can cast a spell? Where does the knowledge of forge work, hammering, smithing or any other applicable subskill come into play? It doesn’t under the Alchemist spell lists.

A better solution, one already provided by Terry solves a lot of the issues around bonus item creation. Materials that have an natural bonus can simply be crafted into suitable items: swords, armors, cloaks, shields etc. through tradecrafts; spellcasting is not necessary. Per the Master Atlas:

SPECIAL WEAPON ALLOYS
These correspond (roughly) to alloys described in Rolemaster.
The number in brackets is the intrinsic bonus given to a blade
fashioned of this material because of its hardness and ability to
hold an edge.

So Laen has a natural +25 bonus. If one wanted to stick to corresponding “levels” of such material–in this case 20th level to correspond with the Spell Law “Work Laen” spell then crafting Laen would require 20 ranks of smithing or laenworking or whatever skill the GM indicated. Standard skill acquisition of 2 ranks/lvl means that a competent craftsperson can work Laen by 10th level. It doesn’t require a 20th Level Alchemist Spellcaster. This fits well with many of the cultures that utilize Laen but don’t seem to have expansive Alchemist populations. The Udahir in The Iron Wind being one example.

Separating the Crafting process from the Enchanting process supports the need for tradesmen or acquiring tradeskills. It allows for large production of bonus items by regular craftsmen using superior/enchanted materials like Tethium, Keron or Quevite. So Alchemists can utilize workshops of skilled craftsmen and they can spend their time on Embedding unique abilities or spells into those items.

Do your players utilize Alchemists to make them special magic items? Are Alchemists common in your Shadow World campaign? Should Alchemists need to be 15, 20th or even high level to create magic items from superior materials like Laen, Eog or Star Iron?

What are your thoughts?