|
The
Supplements
The
First Edition Supplement
Maustin Caji
There was one supplement
- The Maustin Caji - which became the foundation of the Alien
Logic computer game.
Second Edition Supplements
Companion:
Burdoth
An exploration of
the leading power for the past generation, including territories captured
and surrendered in the Energy Weapons War. Details were offered on the
provinces of Burdoth and it's colonial expansions into Khodreh and Heridoth.
More space was given to toher nations and cultures, such as Jasp, Tan
Iricid, Thantier, and the Iscin lands.
It set the tone for Jorune expandsions and painted a far more varied picture
of a gaming world than existed in most role playing games at the time.
The scope was unique and groundbreaking.
Companion:
Ardoth
The breadth of Companion:
Burdoth was matched with the in-depth exploration of the single city
of Ardoth, capital of the Burdothian Empire.
This book gave in depth guides to the neighborhoods, cultures and layout
of Ardoth. And it gave dozens and dozens of hooks to start new adventures.
It was another great follow-up to the main rulebooks in the boxed set.
Earth
Tec Jorune
This is the rarest
of the distributred supplements.
It offered descriptions of weapons, devices and the biotech creations
of the Earth Colony, which served as the foundation for the Energy Weapons
War.
While the material was interesting, it did not offer much to expand the
udnerstanding or variety fo the world, just detailed toys for power gamers
and technologies to move Jorune more firmly into the realm of science
fiction gaming.
The Gen Con Releases
There
were two releases which were only available through GenCon.
Playing
the Iscin Races
This book was only available at GenCon and expanded 2nd Edition into
the woffen, crugar and bronth, with some notes on other Iscin creations.
This was a cheaply printed piece without the detail and finese of the
previous books and contained incomplete notes on a supplement in the planning
stages, but never completed.
The greatest value was the hisotry of Theodore Iscin and his part in the
deelopment of new races to permit something of Earth to survive on the
new world.
Shanthas
of Jorune
The final release
for the second edtion was a xeroxed set of pages for a GenCon appearance
and gave additional development
All
of the new material in the Second Edition
supplemeent were included in the
Sholari Companion from Third Edition.
Third Edition Supplements
Innocents
of Gauss
This is the introductory
adventure that kicked off the third edition supplements. The basic adventure
was from Mark Frein with some basic background material for the Gaus
Valley.
It succeeded it being what it was intended to be - a simple introduction
to the world. I would have hoped for something more specific to the
world, and one that didn't involve kidnapping children - but that's
a personal opinion, and everybody has an opinion about something.
Sholari
Companion
Under the guidance
of Janice Sellers, I collected detailed lists of dates, personalities,
locations and the 1600 word Jorune glossary. We developed a perpetual
Jorune calendar, revisd the character sheets, created NPC sheets and
other resources for sholaris to use in their local games. Andrew made
himself available for answers to many of our questions and contributed
unpublished materials to flesh out the
This was included in the Sholari Pack. The full package was the
Sholari Companion, the Voyage of the Aylon Star and a
six panel combat screen based on the third edition d20-based game system.
Voyage
of the Aylon Star
A weak module was
tacked onto a resource for the nation of Jasp. Andrew and I spent several
hours developing the mechanics if isho-powered skyships, the natural
mechanics of skyrealms and the liberal culture surrounding Jorunes most
cosmopolitan nation.
This was included in the Sholari Pack.
The
Sobayid Atlas
This was the first
supplment to follow the "Gomo Guide" format that was to have
been used in future supplements.
We provided a fleshed history, city maps, nuggets to use in campaigns
and a great deal of information on muadra culture through the Ishara
of Meidrinth and the Seytra deep in the desert of the Doben-Al.
The cover was a piece Miles had done with no direction from anyone and
had no relation with any of the contents of the book. We later tacked
on a nugget relating to a secret operation by the boccord to breed a
domesticated duradon for use in aerial cavalry in Ros Crendor.
Gire
of Sillipus
A module by Mark
Frein with development of the pirate realm of Sillipus from Joseph Steven
Coleman. Additional art from Janet Auulissio Dannheisser, George Barr,
and Paul Parker.
There is a map in the center of the book that is not the final version.
It is an early version with only a few of the streets named and "street
name" as place-holders in many locations. I will try to get a scan
of the final map up onto the site in the near future.
The cover art by Janet Aulisio-Dannheiser depicts a sea-warp with an
active passage from a distant sea of Jorune to the water os the Kymay
Sea near Sillipus.
The
Vision
The hope was to
create a series of low price supplements. At one time the Skyrealms
team had announced the "Gomo Guides" and that seems to be
a good way to present new material. But the problems getting material
through channels and into distribution and the license was pulled.
Before that I had developed a series of supplements and held discussions
with many people to bring their own Jorune creations to the public.
There was an outline for new releases on the Gomo Guide model.
- The
Gauss Valley
- The
Sea of Cerridus: Thantier and Tan Iricid
- Lusail
- Anasan
and the Trinnu Jungles
- Essanja
- The
Kodres
- Ardis
- Dobre
- Heridoth
And it would have
gone on.
Ah, well. The best laid plans of Copra and Sho...
As it stands we cannot get the license for a 4th edition, but
that didn't stop us from dreaming.
|