Greater Harad has become impossible for me to distinguish from the overhaul I gave it. I poured more ambition into this module than any other, and was immensely pleased by the result, but the resulting animal is something a bit different from ICE’s “Greater Harad”. To put this in context, the year of publication was 1990, toward the tail end of my gaming years — the last year you could say I was really invested in RPGs in a serious way. As a DM I remember wanting to design a complex campaign, and to push myself into places I hadn’t gone. Greater Harad turned out to be just the sandbox I needed for an epic plot involving prostitution cartels, demon-trees taking over a sunbaked land, and a sorceress with ambitions to resurrect the “glory” of an old age. Not only did the exotic cultures feel just right for what I needed, this southern region was outside the canon; so I didn’t have to worry too much about slaughtering Tolkien with my wild ideas.
Greater Harad, or the Seven Cities of the Sirayn, is set up as
“… the intellectual and economic hub of Southern Middle-Earth. Although Near Harad boasts the magnificent naval port of Umbar, and Far Harad shelters the dazzling trade center of Bozisha-Dar, Greater Harad eclipses them both with the size of its population, the extent of its lands, and the rigors of its history. Many dynasties have risen and fallen as kings attempted to control this verdant strip of earth… The breadbasket of the south, the lands of Sirayn are a prize worth holding. Even the Dark Lord and his minions scheme to control the area.”
The culture of the seven cities is surpassed only by the elves and Numenoreans, and resembles somewhat of a cross between the Umayyad dynasty of Spain and imperial China (the geography, meanwhile, evoking northern Africa and the Middle-East). For all its sophistication, however, it’s a grim land where the proverb “one may have peace or freedom but not both” is proven time and again. The eastern port city of Tul Harar is the only place where citizens are truly free, a melting pot governed by a Gathering of Speakers; the other six cities are each ruled by a dictatorial Tarb, and at intervals throughout Harad’s history, the Tarb of Tul Isra actually rules all the cities (except Tul Harar). By far the most compelling city (to me) is the one in ruins after TA 1457, and displayed on the module’s cover: Charnesra, built from marble and sandstone, brought down by treacherous ambition, and now a base for underground cults launching suicidal sting operations across the land.
So inspiring was Angus McBride’s cover piece (I love the serpent-head on the Tayb’s visor’s helmet), in fact, that I knew instantly it would be the focal point of my campaign. I came up with a sprawl situated in TA 2856, that started PCs in Tul Harar and ended them in Charnesra and the surrounding forest of the Sara Bask. I won’t get too self-indulgent with the details, but to outline: A prostitution network is being run in Tul Harar by a priestess of the Tayb (the “Silent One”) in the Charnesra ruins. Women have been disappearing in Tul Harar, most of them sold into prostitution, but one out of four going to the underground temple to be transformed into demon-trees that are taking over the Sara Bask. The PCs start in the free city at the behest of the Gathering of Speakers, until evidence leads them to race to the Mogholy Dask (a tomb on the coastal cliffs) to obtain an artifact being used to accelerate the perverse transformation. If they survive the tomb, they could be apprehended as they leave, or the artifact could at least be taken from them; or they could escape wholly intact if they’re really shrewd, but in any case, they are afterwards diverted to Tul Isra, the lethal capital of the Seven Cities, and where the demon “child” of a sorcerer that died back in the 1600s serves as advisor to the Tarb. After convoluted to-and-fro involving an assassination plot and confused identities, the PCs (if they’re still alive; if they’ve put 2 and 7 and 19 together correctly) backpedal to the ruins of Charnesra, and to an obscene showdown deep in the Sara Bask forest.
All of these sites — the Mogholy Dask, the palace of Tul Isra, the ruins of Charnesra — are to me completely unrecognizable as they stand in the module. Especially the Mogholy Dask, which I turned into a five-times fatal cousin of The Hidden Shrine of Tamoachan, where every bloody room counts. For instance, the six statues in the Hall of Might actually animate into high-level spellcasters, whose replicas are in the next room being healed by a daemon as their counterparts take damage from the PCs; there’s also the Chamber of the Mindless Orgy (best left to the imagination); a triple-agent NPC imprisoned in suspended animation; a chapel almost impossible to leave without the benefit of a talisman in another room; etc. As for my version of Tul Isra, it’s like being on another planet; the NPCs are outrageous; allies more dangerous than enemies; the city’s palace a floral death zone to any member of the animal kingdom.
In retrospect, does the actual Greater Harad measure up to everything I gave it? I’m not sure. I glance through it today and I see my own product; on closer examination, I think to myself, “That’s all ICE could do with this place?” Then on other pages I see the same loaded potential I evidently saw back in 1990. The seven cities compel even as they cry for more flare. The layouts have a wonderfully inspiring aesthetic, but a lot of their contents (before I got to them) are woefully stale. It’s a module I have a hard time being objective about; in the end I follow my gut feeling for high marks.
History & Culture Rating: 4
Maps & Layouts Rating: 4
Next up: The Court of Ardor.