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Red Steel/Savage Coast setting -- thoughts?

The Savage Coast, which is the area of Mystara covered in the Red Steel setting, is the section of Brun (same continent as the Known World) that runs from the City States around the Gulf of Hule to the Orcs Head penninsula and the Arm of the Immortals.

It was originally covered in the adventure module X9 The Savage Coast (c. 1985) which was a wilderness focussed adventure much like X1 Isle of Dread and X6 Quagmire! I didn't think it was very good, covering way too much territory too sparsely for my tastes. It had a series of missionaries that were all identical, using the same map for each (a la X6 Quagmire! and the sprial cities). All in all, it didn't seem like much adventure for the price. It presented the area as basically uncivilized, full of jungle and savages, with lost cities, and corrupt missionaries looting the natives for their gold.

Later, the area was covered in the latter half of Bruce Heard's Voyage of the Princess Ark and Known World Grimoire columns in Dragon (c. 1991-1994). The area covered was significantly more settled (it was explained that X9 was set in the far past) with Spanish/Portuguese style settlers nestled against British cat-people, French dog-people, a Celtic nation of druids, mysterious spider people, and other wierdo settlers. There was a curse in the Spanish/Portuguese settled areas, in which exposure to Red Steel resulted in disabling mutations. These mutations could be kept away through exposure to a strange red dust. Portions of the Voyage of the Princess Ark series were re-published in the Champions of Mystara boxed set, but not in its entirety. Most importantly, none of the stats or rules that went with the setting were included.

Later (c. 1994-1995) TSR released the Red Steel campaign setting. This converted the Bruce Heard articles to 2e, but made some significant changes. The extent of the Red Curse was expanded greatly, and it was made far more prevalent. The secret spider kingdom was also greatly changed. In 1996, TSR again, re-released the setting, this time on the Internet as the Savage Coast setting. It was essentially a repackaging of much of the Red Steel stuff. The Savage Coast campaign stuff is still available as a free download from WotC, as others have noted.

For my money, the best version of the setting was the one presented in the Bruce Heard articles. It seemed the most 'true' to the Known World as a whole and handled the Red Curse in a more restrained fashion. The 2e changes seemed to be there largely to distinguish the Red Steel campaign setting more from other campaign settings. For some strange reason it seemed TSR was trying to dissassociate Red Steel from Mystara.

R.A.
 

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My first experience with the world of Mystara was with the Red Steel Campaign Boxed Set. I loved it. I still do.

As much as folks have derided the AD&D2e invention of Kits, just like Al-Qadim, the Red Steel AD&D incarnation was designed entirely around Kits. Every character class took a Kit. It was a great example of making AD&D2e Kits work well. Or at least as well as they could be made to work.

I never had an attachment with the BXCM/RC version of the region because I never saw it. But through Red Steel I did move into the rest of Mystara, grabbing all of the Gazetteers and every module ever produced. I became a fan of the BXCM/RC rules over AD&D. I too was really disgruntled over the AD&D-ization of the Known World when I finally picked up the AD&D stuff for the Known World long after I had grabbed the early stuff.

But to my mind, I prefer the AD&D version of Red Steel. Taken as a whole, separate from the Known World, it worked wonderfully. Trying to make it fit with the rest of Mystara seemlessly you will end up becoming unhappy with everything.


Regards,
Eric Anondson
 

Thanks for all the feedback folks! This sounds like a really interesting setting.

Staffan said:
If you're not interested in the art and stuff in the Red Steel box, I'm pretty sure it's all recycled in the Savage Coast files that should hopefully still be around somewhere on the WOTC site. As I understand it, Savage Coast = Red Steel + Savage Baronies + some more stuff, and Orc's Head and the MC appendix then add further to that.

So if I understand this correctly, I can get everything for the setting in downloads from WotC? Is there any point in getting the original box sets then?

This is pretty nice of WotC (though I am sure sellers on ebay are not pleased).
 

Eric Anondson said:
But to my mind, I prefer the AD&D version of Red Steel. Taken as a whole, separate from the Known World, it worked wonderfully. Trying to make it fit with the rest of Mystara seemlessly you will end up becoming unhappy with everything.

If I ever run a Red Steel campaign, it would be relatively 'self-contained' (i.e. based entirely in the Savage Coast area). If the entire setting is contained in only a few books/downloads, that makes things quite easy.
 

Akrasia said:
Thanks for all the feedback folks! This sounds like a really interesting setting.

So if I understand this correctly, I can get everything for the setting in downloads from WotC? Is there any point in getting the original box sets then?

This is pretty nice of WotC (though I am sure sellers on ebay are not pleased).

I've got the "Campaign Book", "Campaign Book:Prt 2 Player Characters", "Campaign Book Part 3: The Campaign", "Savage Steel: Four Adventures in the Orcs Head Peninsula", "The Orcs Head Peninsula Sourcebook", and the "Savage Coast Monstrous Compendium" plus some Map Packs.
Plus the cover art.
 


Just to clarify, Champions of Mystar does not cover the same ground as the Red Steel sets. Champions describes Sind, the Serpent Peninsula, Slagovich and a few other areas west of the Known World, but the portion of the coast portrayed in Red Steel is even further west, beyond that.

I enjoyed reading all of the above, but I've never run a game there.

As mentioned, the area has a swashbuckling flavor, but there's also a heavy dose of Wild West, though there's no guns (just hand crossbows, if I remember correctly).
 


As you are well aware Akrasia, the Known World has Immortals, not gods. Just keep that in mind while digesting the following information. The following information is lifted from the Red Steel Campaign Book.
-----------------------------------------------------------------------------------------
• The Red Curse:
The fundamentals of it are twofold. First every person who spends time in the cursed area begins to manifest an extraordinary, magical power, known as a Legacy. Second, if proper steps are not taken to protect against the curse, the affected individual usually suffers some change in physical appearance, or some other detrimental affects, as well as an attribute loss. There are various side effects of the red curse. For most people the acquisition of a Legacy means a loss of health, or of mental or physical prowess, as well as some unpleasant physical manifestation

For example, someone who receives a Legacy of great strength might gain it only in one arm, and that arm might grow to huge proportions, while the rest of the body remains relatively normal. At the same time the person would lose Intelligence, forgetting those things once learned and possibly losing the ability to learn.

However, the magical substance known as Cinnabryl protects from the effects of the curse, while allowing individuals to enjoy the benefits. Cinnabryl, and other magical substances, are used to manipulate the curse’s magic to beneficial purposes, even allowing some people to gain more than one Legacy.

•Setting:
The Savage Coast stretches between the Serpent Peninsula in the east to the Orc’s Head Peninsula in the west. The map shows a region approximately 2,700 miles long from east to west that contains 5,000 miles of coastline, and more than one million square miles of land. Obviously this is not a region that can be conveniently dropped in wherever the GM desires. It is more of a subcontinent, and some thought should be given to where it is placed.

The vast majority of the Savage Coast lies at 30 degrees north latitude, about the same as the southern United States in the real world. In fact, examination of the map of the continent of Brun will bear a striking resemblance between that continent and the North American continent of several thousand. The Orc’s Head Peninsula approximates Texas, while the Serpent Peninsula approximates Florida. Indeed, the climate of the Savage Coast is warm temperate to subtropical. Because of the latitude, the long coastline, and the warm currents, it rarely snows along the coast (perhaps once in ten years).
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Skills Unique to Red Steel:
Curse Lore – People with ranks in this skill have a fairly precise knowledge of The Red Curse, its effects, and its manifestations

Military Tactics – This skill allows those trained in it to know the concepts of military organizations and performance

Redsmithing – Use of this skill allows people to shape cinnabryl into useful items (weapons and other whatnot)

Spells Unique to Red Steel:
Deplete – Depletes cinnabryl. As much as one weeks worth (one ounce) per three levels can be instantly depleted.

Maintain – Since Cinnabryl is hard to find in some places, clerics developed a spell to counteract the effects of the Red Curse.

Measure Cinnabryl - This spell allows the caster to measure the amount of time for which a single, visible item of cinnabryl will remain useful in holding off affliction of the Red Curse.
 

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Davelozzi said:
As mentioned, the area has a swashbuckling flavor, but there's also a heavy dose of Wild West, though there's no guns (just hand crossbows, if I remember correctly).

The AD&D2e incarnation of the Red Steel campaign substituted the hand crossbows the "Princess Arc" article described with "smokepowder" guns. Smokepowder is a magical substance that was linked through a complex and distant route to the Red Curse.

Included with the Swashbuckling flavor and the Wild West flavor, there is also an Age of Exploration/New World flavor.


Regards,
Eric Anondson
 

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