Category Archives: Shadow World

Spin Cycle for Shadow World: CoA pt. 2

5The Citadel of Ardor.

What is it? A 9 level tower of black “marble” stone. Interior features with familiar SW elements including iron/steel/laen tracked doors, glowing glass panels. There is even a lower level cavern hall.

How and where to use it in Shadow World? The tower feels A LOT like the Loremaster’s Tower of the Winds with its High Council Chamber and the lower cavern could be the repository for the Master Orb. (MA p.72). But the elements, materials and craftsmanship certainly evoke LoE or 2nd Era style.

General Ideas:

Spin Cycle for Shadow World: Court of Ardor pt. 1

While there is always demand for new Shadow World material, even after ignoring all the non-canon material there is still an incredible amount of material for a lifetime of gaming! But gamers love new books and while Terry is working diligently on Emer IV and a slew of other projects I thought I would start a new blog series called “Spin Cycle for Shadow World”. In this series I’ll be suggesting old RPG material that can be re-purposed for Shadow World. An area map, a layout, or a fortress from other settings can be a convenient insert to fill in a campaign or flesh out current material. For the most part I’ll keep the suggestions for use in Jaiman and Emer, the two continents that are well represented by canon SW material.

Shadow World Deux ex machina: Gods or Loremasters?

For a variety of reasons, many RPG GM’s have less time to design, develop and write original gaming material. Marathon gaming sessions with the same group in high school or college have given way to infrequent gatherings of old friends. The result: time-strapped GM’s have to rely even more on prepared materials and modules. Part of the magic of gaming is the immersive quality of the game setting—artifacts, creatures, cultures and locales all hint at a rich history and a broader world just beyond the players senses. But what happens when the PC’s stray off the modules defined, prepared course? Even a GM with their own extensive world will find themselves in uncharted territories; unprepared for a quirky player decision or random adventure tangent. Even worse are the groups that muddle about without any real direction and seem incapable of making a group decision to move the game forward!!

Maximizing Essaence Flows in your Shadow World campaign

One of the more distinctive attributes of Kulthea is the presence of Essaence Flows, Storms and Foci. From the original Loremaster modules to the more recent Shadow World books, Essaence manifestations have shaped cultures and history, provided a raison d’etre for the Navigator Guilds and added a unique flavor to the campaign world. In the earlier Loremaster modules the Flows seem to be more ubiquitous; splitting and separating regions and isolating pocket cultures throughout Jaiman. Not only was this a great campaign hook, but provided a “sensible” explanation for the disparate cultures, races and even climates within a relatively small geographic area.