A good example of this is The Iron Wind, whose second edition was published in 1984 (its first edition appeared in 1980 and predates the existence of Rolemaster, but I have never seen it in the wild). The subtitle of the book is "a series of adventures in the world of Loremaster," but that's not truly accurate. Yes, The Iron Wind does include some scenario outlines within its 50 pages, but those are brief and take up less than a single page. Instead, the bulk of the book is devoted to an overview of the Mur Fostisyr, an island cluster northwest of the setting's main continent of Jaiman.
As one might expect in a product of this sort, we're given discussions of the geography of the island cluster (including maps, both color and black and white), native flora and fauna, its people, and "places of power" – locations of mythic and/or magical importance, aka potential sites for adventures. All of these places of power are then detailed extensively, providing the referee not just with maps, but also keys indicating their inhabitants, treasures, and traps. Each is also given context within the larger history of the Mur Fostisyr islands. The titular Iron Wind is a malevolent force associated with the Unlife – the main antagonists of the Loremaster setting – that swept down from the north, bringing with it cold, demons, and corrupted elves who seek to subjugate the entirety of the region and enslave its peoples. Clichéd though it may be, it's nevertheless a decent set-up for a campaign set in the region.
Never having seen the first edition of The Iron Wind, I can't speak to its contents. The second edition, though, looks and feels very much like a MERP regional sourcebook – which I mean in a positive way. One of the things I always liked about those MERP books of old was the way that they provided plenty of low-level detail, like what the terrain looked like, the kinds of animals that could be hunted nearby, and the types of medicinal herbs available to characters who take the time to seeking them out. The Iron Wind is much the same. When combined with the extensive maps, NPC descriptions, and local magical items, it's a solid collection of tools for the referee setting up a campaign here (or even just a series of adventures).
From our vantage point of the present day, what stands out to me about The Iron Wind is how much it leaves open to the referee to decide. This is stated explicitly in the "Adventuring in Mur Fostisyr" section of the book, which points out the areas an enterprising referee can decide for himself. Back in 1982, I wouldn't be surprised if some buyers saw this as a cop-out; now, though, I find it very refreshing and strangely inspiring. In some ways, The Iron Wind feels a lot like a MERP module whose contents are largely unconstrained by a singular vision. Mind you, I know next to nothing about the larger Loremaster setting or its subsequent development; this one may well be an outlier in this regard. Whatever the case, I saw a lot to like in The Iron Wind. Had I read when it was first published, it might well have tempted me to give Rolemaster another try.
I think this, and both Vog Mur and Cloudlords of Tanara, had a distinctly different feeling than the later "Shadow world" modules, and one I liked better.
ReplyDeleteI remember there was another title in Dragon ads: "Shade of the sinking plane"
Was it ever actually published?
A quick search online reveals that it was in fact published.
DeleteFWIW I found a decent review of it (and some of the other RM Shadow World stuff in other posts) over at this link:
Deletehttps://www.rolemasterblog.com/c-e-deep-dive-loremaster-series-review-pt-3-cloud-lords-tanara/
It doesn't sound terrific, but I do quite like the "Hey, Bartender!" spell (which will be getting stolen in my next campaign) and the one that conjures up a magically awful camel surrounded by a sandstorm.
Some of Jim Holloway’s earliest published art appeared in _Shade of the Sinking Plain_.
DeleteAllan.
ICE was about 2 hours from me, and I saw their products very early on in a local bookstore, including IW, original AL/CL and the original pre MERP Middle Earth stuff. IW was very dry and for whatever reasons did not spark anything in me, so it just went to the bottom of the book pile in the chest at the foot of my bed. Like Judges Guild, I think the names from most of the non-ME ICE products inspired me more than the material itself. Later, I picked up MERP, which I was also a big fan of. System and Setting products.
ReplyDeleteWhen my Brother went off to school at UVA I asked him to stop by the ICE address and see what was up- but he couldn't pull himself away from girls, partying and studies long enough to oblige me, the Jerk! :)
Played a little RM and MERP back in the day but I was more of a Spacemaster fan, and later Silent Death. I still regard SD as one of the best starfighter combat games ever made - out of an admittedly small pool - and it's nice that it continues to be supported and sold even today. My main experience with the Shadow World settings comes from the Bladestorm minis game, which included a level of worldbuilding and detail that you'd expect in a full RPG, not a minis rule set. The game itself was pretty average for its kind, with the most noteworthy features being that elaborate setting and the titular bladestorms. The latter were magical "weather" effects that were basically cyclones full of airborne weapons that converged on any large bodies of armed troops in short order, part of an ancient defense system against foreign invaders. They existed mostly as a conceit to explain why local wars were fought between 50-60 men tops so the minis count stayed low while retaining a 1:1 figure:soldier ratio, but it also justified the mass of tiny holdings and vest-pocket empires scattered around since no one could mass a big enough force to do much serious conquering.
ReplyDeleteReally a pretty good idea for a rule set that sat somewhere between man-to-man warband skirmishing and small army combats, and one that more modern games would do well to imitate.
The dice mechanics of Bladestorm was actually kind of neat as well.
ReplyDeleteThey're very similar to the ones from Silent Death, and work surprisingly well for a mechanic that's been ported from a starfighter combat game into a fantasy skirmish/small battle setting. Takes a little to get used to but becomes quite intuitive with a bit of actual play under one's belt.
DeleteI'm a big fan of ICE (especially MERP) but I never saw The Iron Wind. Thanks for the review.
ReplyDeleteI have the first edition. I was fascinated by the ad in Dragon magazine and ordered it—possibly the only item I ever mail-ordered through a Dragon ad. It uses an italic script throughout, and sort of sepia-toned heavy paper, and presents itself sort of as a travel guide. It is very difficult to match places mentioned in the text to places on the map. There are buildings given with numerical entries as if they were almost, but not quite, expected to be infiltrated or attacked by PCs.
ReplyDeleteIt reads very much as a very arty Judges Guild offering.
“I am called Elor Once Dark. The knowledge of that which is not known is my trade. In my youth, I travelled many roads and knew many masters, but that was long ago, when the earth itself was just taking form. Now I am but a simple bard and tonight I speak of the Mur Fostisyr ( "Land of the Blue Light" ), of its peoples and the perversion that is the Iron Wind.”
"The knowledge of that which is not known is my trade."
DeleteDid he just admit to knowing nothing? I feel like he kind of did. :)
And for a deeper look into ICE ads in Dragon Magazine
ReplyDeletehttp://www.rolemasterblog.com/c-e-early-dragon-magazine-ads/