ICE, the publishers of Rolemaster, made no secret of their love for Tolkien right out of the gate – their very name, Iron Crown Enterprises, is a reference to the crown of Morgoth in the Silmarillion. Landing the tabletop RPG licence for Middle-Earth and getting to make Middle-Earth Role Playing was probably a dream come true for them, but at the same time a tabletop RPG company which relies exclusively on a licensed setting is setting up a trap for itself (as ICE would discover when their income near-evaporated once the Tolkien licence got pulled).
ICE, however, would not put out their first Middle-Earth material until 1982, in the form of the system-neutral Campaign and Adventure Guidebook For Middle Earth. The development of MERP as a stripped-down version of Rolemaster would come later – ICE naturally wanted to get something on the market quick, ideally in a form which people using any fantasy RPG system could buy and use without being faced with unfamiliar stats, and it’s worth bearing in mind that Rolemaster had only just come together as a full standalone RPG (as opposed to supplements providing an alternate combat/magic system for other games) at that time.
Before that, they would put out in 1980 the first version of The Iron Wind – an adventure supplement which was one of their first releases, alongside the original version of Arms Law (the first plank of what would become the Rolemaster system). The original version of The Iron Wind was billed as being usable with any game system and as the first of the Loremaster series of setting supplements (to run in parallel with the Rolemaster rules releases), with more products promised soon.
It’s evident that ICE quickly got sidetracked with developing Rolemaster and exploiting their absurd good fortune in landing the Middle-Earth licence, however, because the Loremaster concept would not be revisited until 1984, when a heavily revised version of The Iron Wind and three new supplements in a broadly similar vein would emerge. In the long run, these would become the seeds of what would be known as Shadow World – the all-original Rolemaster campaign setting. With the Tolkien licence well and truly out of ICE’s hands, it’s unlikely they’ll be able to rerelease any of their MERP stuff any time soon, but the Loremaster and Shadow World material should in principle still be theirs to develop, refresh, and rerelease for their new Rolemaster Unified system. Let’s take a look at those old modules and see whether they still have much in the way of potential even after all this time…
The Iron Wind
This module leads off with a broad-brushstrokes description of the world and its overarching history. It’s highly Tolkien-influenced, right down to history being divided into three Ages. Back in the First Age, the Lords of Essence – magic users who had attained godlike power – warred, reshaping the world. In the Second Age the Loremasters, who are basically Tolkien-esque Istari, spread throughout the world to galvanise its peoples against the spread of resurgent evil, and though the Loremasters were mere shadows of what the Lords of Essence had been, they won through in the end. Now it is the Third Age, and the Loremasters have gone from being lordly presences to humble travellers (think of the Second Age ones as being like Gandalf the White, whilst the Third Age ones are a bit more Gandalf the Grey or Radagast the Brown in nature), and evil is rising again.
Still, give ICE this much credit: when it comes to riffing on Tolkien like this they actually aren’t that bad. The World of Loremaster, as Shadow World is referred to at this point, at its best shows the same knack as Tolkien for tying in geographic features with ancient lore – for instance, the world consists of lots of mountain ranges and has a low ratio of land to ocean in part because of the conflicts of the past, so by mentioning that a region of the world has a lot of extinct volcanos that’s a nod to it having been the site of a particular Lord of Essence’s activities in the past.
The main purpose of the worldbuilding, however, is to justify a setup where the world is divided into little regions and it’s quite hard to travel from region to region, but the world as a whole has a common cosmological underpinning rooted in the Rolemaster system’s assumptions. The intention seems to have been to allow for designers to cook up small settings for the world that could be slotted in wherever, without worrying overly much about what’s going on in neighbouring regions, which is unrealistic in terms of verisimilitude but is also probably a big help when it comes to managing and editing different projects being developed in parallel. It also means each Loremaster module can be dragged and dropped into your own fantasy campaign world should you wish – just pick an out of the way area you’ve not defined and doesn’t have much in the way of outside dealings and has more or less the correct climate and poof! You’ve got a fresh new locale ripe for adventure!
Continue reading “Shadow World: In the Days of the Loremasters”