D&D 2E Jakandor


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No kidding. 2e had so much of everything.

It would have been a full time job - or more - to even read everything they published in that era, much less run it.
I was surprised when I was looking for information on Jakandor to find out that Council of Wyrms came out in 1999. I remember buying it, reading it but never ran it. I thought it came out earlier than that. I don't think too many people ran those one-off campaign settings. Ghostwalk comes to mind as well, I bought it & read it. As cool as the concept was it just seemed like it wasn't enough to sustain a long-term campaign.
 



I had two of the three Jakandor books, but never used them.

They were a great idea that, today, we would have go through a bunch of cultural sensitivity passes and probably have an anthropologist or something be the main author on.

Having two separate home cultures the PCs could be from was a good idea, as each book was largely favorable to their side. I think it brushed up against the clueless-RPG-companies-clumsily-discussing-people-of-color thing that White Wolf made an unfortunate part of their brand in the 1990s.

That said, non-evil necromancers are awesome, and TSR got their years ahead of White Wolf (in the form of Sword & Sorcery) doing it with Hollowfaust, City of Necromancers in 2002.
 

The thing about the Charonti is that they arent the typical evil Necromancers, rather they are a Community focussed Wizard-culture that honours their ancestral dead by raising them to work for the community so the living can study magic. The Knorrman religion considers necromancy and thus the Charonti to be an abhorent
The Charonti are also descendents of the original occupants of the island so arguably have greater native rights despite the Knorr having been told to claim the island by their god.
Those invesrions of standard tropes were part of Jakandors charm, even though the first book focussed on the Knorr, the Charonti werent the bad guys and both factions had their pro and cons for the PCs to respond to
Interestingly, the Charonti and the added materials for the Goodman Games OAR version of Isle of Dread are both great depictions of cultures that put a lot of emphasis on death, undeath, and ancestor-worship that steers it far away from the typical boring "necromancy is evil" stuff. That was certainly one of the things that drew me to Jakandor.
 



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