None of this really mattered, of course. Though I was a big fan of the World of Greyhawk, the connection (or not) between it and Kara-Tur had no impact whatsoever on my ability to use the rules of OA or my enjoyment of Kara-Tur. Even so, when TSR finally got around to releasing a boxed dedicated to detailing this vast continent and its peoples, I was more than a little baffled to see it had suddenly – and definitively – been placed in the Forgotten Realms setting. In retrospect, this made sense. In the aftermath of Gygax's ouster from the company, TSR had turned the Realms into the setting for AD&D. Everything that could be (and quite a few things that couldn't) were jammed into Ed Greenwood's brainchild, often to its detriment.
That didn't stop me from buying it, of course. Even in 1988, I was still very much a fanboy of TSR. Plus, I have always been something of a collector of campaign settings. Consequently, there was pretty much no chance that I wouldn't buy Kara-Tur: The Eastern Realms when it was released. Furthermore, it truly was an impressive product, consisting of two 96-page books and four double-sided, color maps of the region, all for $15 (about $40 in today's debased currency) – a steal! In addition, the books were amply illustrated by the late, great Jim Holloway, along with cover art by Jeff Easley. All in all, a terrific package and I'd have been foolish not to have picked it up.
The two integral books are unusual in that they're essentially a single book split into two volumes, right down to sharing page numbers. Volume I covers the lands of Shou Lung and T'u Lung – analogs of China during centralized and Warring States periods respectively – as well as Tabot (Tibet – ugh!), the Plain of Horses (Mongolia), and the Northern Wastes (Siberia). Volume II covers the lands of Wa and Kozakura – analogs of Japan during the Edo and Sengoku periods respectively – along with Koryo (Korea – ugh!), the Jungle Lands (Indochina), and the Island Kingdoms (Indonesia and the Philippines). It's an impressive amount of material, covering nearly every aspect of these lands that you can imagine, from geography and history to religion and politics. In addition, each realm gets NPCs, monsters, adventure ideas, and sometimes even new spells and magic items.
What's interesting is that Kara-Tur has no single author. Instead, different authors cover different lands, with the whole thing "coordinated" by David Cook, primary author of Oriental Adventures. The authors are a diverse bunch of people, most of whom were not employees of TSR at the time: Jay Batista, Deborah Christian, John Nephew, Michael Pondsmith, and Rick Swan. I'm not sure how common such a practice would have been at the time, but it strikes me as unusual, at least compared to many similar projects, which were usually the work of a single author. Consequently, Kara-Tur has a somewhat uneven feel to it, as if each author had a slightly different vision of what he had in mind while writing.
This unevenness comes through most clearly when you look at certain lands, whose histories, societies, cultures, and names(!) are lifted almost entirely from the real world, while others are a bit more fantastical. That's probably my biggest problem with Kara-Tur as a setting: it leans to heavily on the real world, particularly when compared to the larger Forgotten Realms, which is largely unmoored from any specific real world inspirations. Some of that, I suspect, has to do with the relative unfamiliarity of Asian history – and fantasy – in late 1980s America. It was probably much easier to look to the real world, file the serial numbers off, add some wizards, and be done with it. Unfortunately, the results are often quite mediocre, not to mention at odds with the overall tenor and feel of the Realms of which Kara-Tur was supposed to be the eastern half.
It's for this reason that, while I proudly bought and owned Kara-Tur: The Eastern Realms, I never really liked it. Compared to many of TSR's other campaign settings, this one seemed to me to be lacking in imagination. That's a great shame, because I feel like the cultures of Asia offer great fodder for the fantasy roleplaying games. Maybe that was a goal that was more difficult to realize almost four decades ago than it would be today, I don't know. Regardless, Kara-Tur falls well far of the mark of what I would have liked back in the day and even more so now. Alas!
I'd wager the penny finally dropped that Greyhawk's not-Asia would have to be located westward, while the Realms' not-Asia could be located eastward.
ReplyDeleteReplacing whatever Greenwood's Nova Scotia analog was at that end of the map (it's still Mythic Canada to me!) The new Hulu version of Shogun that just came out (great show IMO) makes me want to revisit this but as you say I'd probably be disappointed.
DeleteI've often wondered if, when the Realms took Greyhawk's place, they simply flipped the Kara-Tur map from West to East, and scratched off the Gygaxian Greyhawk bits and never really tried to integrate it fully with the Realms style of fantasy.
ReplyDeleteGary having used China straight up in his own Greyhawk campaign, and his more historical oriented view of fantasy, makes it likely that this started out as Greyhawk's "Celestial Imperium".
I've never gotten around to asking anyone who'd have been in the know... I wonder who would? Frank Mentzer or Dave Cook, maybe?
Seems like Tian Xia is a promising step.
ReplyDeleteI really enjoyed Oriental Adventures back in the day, but never cared for Kara-Tur at all and used homebrew settings instead - drawing heavily on FGU's Bushido for inspiration.
ReplyDeleteI’ve never played an “East Asian Flavored” game or campaign, although Bushido has always intrigued me. Perhaps one day I’ll give it a go?
ReplyDeleteTSR’s Oriental Adventures, however, was never entertained. Not sure why? Maybe D&D was so thoroughly ingrained as a Medieval European setting (to me) that using those rules in any other genre/setting didn’t “feel right”?
Silly, I guess?
Nearly the entirety of the Oriental Adventures hardcover book was devoted to new rules altering standard AD&D from a basis on medieval/Renaissance Europe to a foundation on Japan and China. That includes different character classes, demi-human races, spells, monsters, weapons and armor, and even treasure, as well as rules for cultural factors such as an honor rating. It could be considered a different game relying on (mostly) the same mechanics.
Delete@Banville That's a very reasonable take on OA. It was pretty close to being its own game in a lot of ways and didn't feel the need to make connections to the rest of D&D prior to Kara-Tur coming out.
DeleteWhy the "ugh" for Koryo? That's just the name of the kingdom that finally unified the Korean Peninsula. Perhaps they shouldn't have used real-world names for places in Kara-Tur, but this isn't the only one; Wa is an old Chinese name for Japan.
ReplyDeleteI don't completely mind the real world naming, provided it's not close to its English equivalent. Koryo and Tabot sounds goofy to my ears, while Wa isn't as familiar and thus doesn't have the same effect.
DeleteAFAIK Koryo was an actual state in Korea in the past, so it's probably just a direct name lift.
Deletehttps://en.wikipedia.org/wiki/Goryeo
I didn't know that back in the day, but Koryo didn't grate on me the way it did for you.
I just use Earth.
ReplyDeleteSo you know the eastern part of the handdrawn continent map I included with the Isle of Pyade is based on the geographical description that was given in the back of AD&D 1e Oriental Adventures. I was disappointed that they didn't include even a thumbnail map.
ReplyDeleteSo when I started the draw that map I thought to myself, I am going to make my own take consistent with the text.
That's fascinating. I did something similar long ago, but I no longer have the map, unfortunately.
DeleteRob - I'll have to check it out. That's cool.
DeleteThe 1985 Oriental Adventures hardcover book contained two pages sketching out the Kara-Tur setting, including Shou Lung, T'u Lung, Wa, and Kozakura. It seems that the later writers for the Kara-Tur box set were less imaginative for the setting's nomenclature. Though it's a bit odd to compare it unfavorably to the Forgotten Realms, which is a Renaissance Fair version of contemporary Canada/America.
ReplyDeletePerfect encapsulation of Forgotten Realms.
DeleteI had much the same reaction, I think - I *liked* it, but I wanted a fantasy setting with Asian influences, not a quasi-fantastic Asia.
ReplyDeleteAs soon as I bought and read Oriental Adventures, I placed it in the Far West in the World of Greyhawk (and added a continent reminiscent of India). It worked fine.
ReplyDeleteI have often searched for a good ‘analog’ asian fantasy area and have never really found anything that worked. IS there a good fantasy/asia out there somewhere?
ReplyDeleteLegend of the Five Rings, e.g. A bit romantisized, but including many less-popular elements. From the generally same team as 7th Sea. Qin (sic?) the Warring States. More historical fantasy, based on a titular period in China history.
DeleteOf course, both have no relation to d&D .
Mike
Kara-Tur didn't impress me very much, overall I prefered the lightweight fantasy Asia presented in the later Dragongist
ReplyDeleteOne thing that annoys me about modern discussion of AD&D settings is how racist they are. Apparently OA is terrible. These guys might have a different opinion. Masataka Ohta, Akira Saito, Hiroyasu Kurose, Takafumi Sakurai, and Yuka Tate-ishi
ReplyDelete