Metaplot. A contentious issue, subject to many strong opinions both for and against. There was a time when it ruled the rpg scene, with several popular games churning out supplement after supplement, exapanding their fictional worlds while also advancing their calendars, making the things that came before at least partially obsolete. And then there was a period where it fell out of fashion, where games aimed to be smaller, more self-contained, and eternally evergreen.
I'm not sure where on the spectrum the current scene's sensibilities lie. Whether the newcomers brought in by the popularity of Actual Play performances are enchanted, as us oldsters once were, by the novelty of ever-advancing lore, or whether the honeymoon period has worn off, and they have become weary of always having to chase the newest thing.
Or perhaps there has been a total transformation of consciousness, and the old breakdowns no longer apply. Certainly, a lot of what made keeping up with the supplement treadmill so onerous was just that niche books like optional rpg supplements were hard to find in the days before the internet and were as often as not completely out of print by the time you'd heard about them. Ebooks, Print on Demand, and online shopping have made it easier than ever to just jump into an ongoing story and fill out the gaps as needed. It's entirely possible that advances in technology have completely changed the ways rpg supplements are made.
But not for FASA, though. Empty Thrones (Kyle Pritchard) is an old-fashioned metaplot sourcebook that would not have felt surprising even 20-30 years ago.
Not that that's necessarily a bad thing. There's a certain romance to these types of books. The feeling of promises kept. Several previous Earthdawn books have been telling us that the Denairastas (the dragon-descended mage-aristocrats of the totalitarian city-state of Iopos) were going to get up to no good, and here they are getting up to no good.
So there was, for me, nostalgia even in the book's form factor. An rpg I'd been following for years had a shake-up in the status quo, rendering previous books semi-obsolete and fundamentally changing the nature of the adventures I could expect going forward? Yeah. That's a familar sensation. Used to happen to me once every 2-3 months.
There's a part of me that threatens to lapse into a kind of fandom atavism. I'm reading a book that feels like it fell out of a time portal to 1998 and maybe that means I should revert to that era of internet discourse - "Noo! Denairastas suck! They've ruined Earthdawn forever!!!"
Except, there's nothing in Empty Thrones that merits that sort of drama. It's not an ideal metaplot supplement, because at best it leaves the situation in Barsaive exactly as interesting as it was before (and honestly, I think a fair assessment leaves it one or two ticks below even that), but it's not a bad metaplot supplement, because at least the campaign that accompanies these changes is one the players will probably enjoy.
A quick recap - Empty Thrones is a series of five loosely-connected adventure arcs related to the mysterious death of Uhl Denairastas and the subsequent accession of Jada Denairastas to Iopos' Malachite Seat. The first adventure is a sort of prelude where the PCs just happen to be in Iopos, doing mercenary work for a less prominent Denairastas, when Uhl suddenly explodes for no adequately explained reason. The last adventure takes the PCs hundreds of miles away from Jada's coronation in search of a rogue WMD that they can hopefully destroy before it causes an atrocity (i.e. an impressively slick way of allowing the characters to foil a Denairastas scheme without them ever being in position to derail the campaign's main plot). In between you engage in espionage shenanigans in a city colonized by Iopos in all but name, navigate racial tensions in a borderland region that's still trying to find its own national identity, and slink through the shadowy underworld of the City of Thieves . . . outlying suburb.
As a campaign book, it's incredibly generous. It's like three mini geographical sourcebooks in one, with dozens of new NPCs and suggested plot hooks above and beyond the ones tied to the titular power vacuum. There's a lot of value packed into this little volume.
Regrettably, though, a metaplot book can't simply be treated as a utility rpg supplement. It's also part of a tradition of serialized storytelling aimed at the sort of people who read rpg books instead of running them (it's something we, as a hobby, are in denial about, but we all know it's true). So I also have to evaluate Empty Thrones by the standard of how it works as a new chapter in the ongoing story of Earthdawn.
Unfortunately, it is much weaker as a storybook than it is as a campaign. I think it comes down to something that perhaps reached full flower in 4th edition, but which was latent in the line as early as 1st edition's Prelude to War - The Denairastas are not as compelling villains as the Theran Empire.
And you can't blame Empty Thrones for that, because it's just continuing a plot that has been a throughline of 4th edition as a whole. And I don't even blame 4th edition for that, because I understand perfectly the desire (and perhaps the need) to move away from Barsaive vs Thera stories. The game was running out of things to say about Thera and there's no better way to ruin a good villain than to keep them on-screen after their plot has run out. Part of having a season 2 is introducing a season 2 baddie.
I just remain unconvinced that the Denairastas can handle the role. The problem is that they're "master manipulator"-type villains and unless your PCs are specced to be the heroic version of this trope, that type of villain can get very tiresome very fast. Who really wants to fight a shadowy cabal that is always (almost definitionally) one step ahead of everyone else?
Hey, the master Thief, Garlthik One-Eye runs Kratas, City of Thieves, with an iron fist, thanks to the magical amulets he gives to all his subordinates, which are enchanted to allow him to see and hear from their location at any time and with no display that would give away his eavesdropping. And the sorcerer Zahm Denairastas can covertly tap into that network . . . because there's a spell that does that, apparently. And it's not like he was a great guy you wanted to see succeed or anything, but he had . . . texture. A certain villainous charisma that would linger in the memory after you went up against him. The only Denairastas that had anything like it was Uhl and he got mysteriously exploded in the first chapter, in a canon event that only has about a 10% chance of ever being explained.
So there's this inexorability to the campaign's plot. Garlthik's downfall came about because there was some nerd with a hard counter to his greatest advantage. The coronation of Jada Denairastas goes off without a hitch. Even the rebellion in Jerris is run by a Denairastas (though one who has fallen out of favor and sworn revenge on his family). They're like this entire faction of guys who steeple their fingers and go "all is proceeding according to plan" no matter what the PCs do, and you can barely even punch them in the face because "escaping instead of dying" is right in their wheelhouse.
Seriously, there are two separate characters who do this as a major plot point. Kine Denairastas has a "walk through walls" spell prepared in an armored spell matrix (making it resistant to disruption) and his base just so happens to have an escape route that is only accessible by walking through walls. Smart . . . maybe too smart. And certainly poor form when you consider that the only reason Jada Denairastas is getting crowned in this book is because she pulled a similar trick in Prelude to War (even to the point where Empty Thrones quite recklessly suggests retconning her death if the PCs somehow managed to stop her from doing that in the previous adventure).
It all still might be worth it, if in some subsequent book, the PCs get a change to give the Denairastas a much-deserved bloody nose, but that's the problem with rpg-metaplot as a genre of fiction. It is entirely possible that the denouement to this story was always intended to be written by the players, which means that I'm almost certainly never going to see it.
Overall, though, I'd say I enjoyed Empty Thrones. It's good to see that someone's out there, keeping the tradition of rpg metaplot alive.
Ukss Contribution: House T'kambras is a T'skrang (lizardfolk) aropagoi (hereditary merchant company/proto-nation) that is a modern reconstruction of an ancient aropagoi that was almost entirely massacred. The only survivor put all of her traumatic, grief-stricken memories of that terrible night into a magical memory gem that overwhelms all who touch it with sorrow and fear.
But that's not what makes it an Ukss contribution. What caught my fancy about this particular item (called the River Song) is that, despite being too psychically dangerous to come into contact with bare skin, the River Song is nonetheless a priceless treasure of House T'kambra. So much so that they will go to war with the City of Thieves to get it back.
That fascinates me. It's sacred because it's cursed. The worst thing to ever happen to your family was frozen forever in time, and you keep the token, not because you get any use out of it (as far as I can tell it was kept in a vault and never taken out), but because no one else has the right to have it.