Wednesday, September 28, 2022

Retrospective: The Grand Duchy of Karameikos

I was a TSR fanboy, but I was also something of a snob when it came to products released under the banner of plain old Dungeons & Dragons, which is to say, D&D minus the adjective "advanced." To me, that was "kiddie D&D" and unworthy of my attention. At the same time, I had my weaknesses and one of them was new campaign settings. So, when TSR released the first module in its line of D&D Gazetteers in 1987, I was more than a little intrigued, despite its connection to non-advanced D&D.

My contradictory interest in The Grand Duchy of Karameikos was rooted in the fact that it was part of the "Known World" (later Mystara) sketched out in The Isle of Dread, a module I'd used to good effect when it was first released (again, despite my elitist suspicion of D&D – my standards were frustratingly inconsistent in my youth). I was also curious to see what Aaron Allston might do with the region first mentioned in the D&D Expert Rules, since the module boasted of providing "a complete historical, economical [sic], geographical, and sociological overview" of the Grand Duchy and its inhabitants. It was a tall order, to be sure, but the thickness of the supplement – 64 pages – and its inclusion of a "full-size, four-color map" of Karameikos and two of its major settlements gave me hope that it would be worth the purchase.

The module is divided into two sections. The first part is the gazetteer proper, covering the history, politics, and society of the Grand Duchy, including descriptions of its most important locales and NPCs. The second part, which is very short, provides ideas for adventures set in and around Karameikos for a variety of levels of play, from 1st level all the way to 36th. Together, the two sections provide a lot of information for the referee to digest, but they also include lots of inspiration too. Scattered throughout the module are numerous maps for use in play, like typical taverns and manor houses. This is in addition to the large, poster-sized map of the Grand Duchy, its capital city of Specularum, and the frontier town of Threshold. 

Riffing off the details first put forward in the excellent adventure, Night's Dark Terror, which is set in Karameikos, Allston paints a portrait of the Grand Duchy as an analog to one of the eastern European satellites of the medieval Byzantine Empire (here represented by the Empire of Thyatis). Karameikos is rough and tumble sort of place that is slowly in the process of becoming more settled and orderly, but with enough enemies, both internal and external, to keep it interesting for D&D adventurers. In many ways, Karameikos is a nearly perfect setting for the game, since it's just settled enough to provide bases from which characters can operate and just wild enough that there's plenty of scope for exploration (and looting). The place has a frontier feel to it that makes it very easy for the PCs to carve out domains of their own under the suzerainty of the Grand Duke.

Of course, that also means that Karameikos is a bit on the vanilla side. Beneath the Slavic veneer of the place, it's your typical fantastic medieval realm with the full panoply of D&D flourishes: knights, monsters, allied demihumans, thieves, etc. There's likewise a faux Christian Church to which clerics can belong, in addition to dark, secretive cults up to no good. This isn't necessarily a bad thing. As I mentioned above, it's a very solid set-up for a standard model of a D&D campaign and there's enough information here to save the referee a lot of trouble when it comes to framing his adventures. However, if you're hoping for something different, or even just off the beaten path, you'll likely be disappointed.

And I was. I didn't hate The Grand Duchy of Karameikos; that's too strong an emotion for a product like this. Instead, I was simply unimpressed and, as a result, avoided the other Gazetteer volumes that followed in its wake (with the exception of The Northern Reaches, released in 1988). I simply assumed that all the subsequent volumes would be similarly paint-by-numbers in their content – an assessment I would later learn was gravely mistaken and that would lead to my not reading the other volumes in the series until many years after the fact. Live and learn, as they say!

7 comments:

  1. I simply assumed that all the subsequent volumes would be similarly paint-by-numbers in their content – an assessment I would later learn was gravely mistaken and that would lead to my not reading the other volumes in the series until many years after the fact. Live and learn, as they say!

    Indeed. The Karameikos gazetteer was probably the least impressive in the entire series. Others I got loads of mileage from: the Mid-Eastern equivalent Ylaruam, the wizard land of Glantri, the viking inspired Northern Reaches, the elf-realm of Alfeim, to name my favorites. I even wrote a fanfiction novel of The Lost City (B4) set in Ylaruam, that's how much it inspired me.

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    1. I would love to read the novel. Can it be found anywhere?

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    2. Feel free to email me at rossoiii@yahoo.com, and I will gladly send you the pdf. (No charge, I don't profit from the novel.)

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  2. I went the other way with my feelings toward GDK. It is by far my favorite of the Gazetteers. The "vanilla" aspects, as you mentioned, were more of a plus than a minus. It gave DMs a lot of flexibility in how they wished to put their own stamp on the Duchy (if they wished). Things like the political and religious frictions felt grounded and still provided lots of fodder for adventures. It was a microcosm of a D&D world.

    Too many of the later GAZ's were just... bonkers and poorly thought out by comparison. There are some others that I do really like -Ylaruam and the N. Reaches are good examples- and I have a soft spot for the Shadow Elves, but Karameikos wins the day for me.

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    1. I kinda agree. Being a BX player this gazetteer was the first chance to see how others were approaching world-building. My pal bought GAZ1 and when GAZ2 came out I bought that.

      Like you the others seemed a bit weird and contrived while the first two seemed real and grounded. The only other one I bought was Rockhome, but that was because I wanted to see how TSR did Moria. I still preferred the MERP version.

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  3. I wanted to like these, and bought all (or most) of them, but I just never really got into the setting. One of my issues with the setting is that it's close to a "each nation exists in a single terrain" that I dislike. Someday I do want to find a good D&D setting that has a lot of the charm of Glorantha, unfortunately that could be difficult without custom character classes because one of the charms of Glorantha is how the setting and character classes - sorry, cults - are interlocked. To me, that helps gel the setting in a way no other RPG setting has gelled for me.

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  4. Mystara has a devoted fan base (myself among them!)

    While very different from the B/X version of the continent, the setting has a lot going for it. It was GAZ 3 "The Principalities of Glantri" that really knocked it out of the park. We based a whole decade-long campaign around that supplement, bringing the PCs all the way to levels 20-30. It was epic

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