Earthwarden Spell Lists

With so many projects going on, some are just gestating while others I pick away at when I get an inspiration or idea. One small project, an intersection between my BASiL lists and Shadow World material was designing 10 proto/Arcane lists that would have been the underpinnings of the original magic system used by the Ka’ta’viir and later Earthwardens. You can read my previous posts on this HERE and HERE. Well, in fact, I actually did the first run through on these lists under the general guidelines:

  1. As archetype lists, they are less singular and specific as the later spells broken into the 3 Realms. That also means the spells are subject to broader interpretation in the application and effects.
  2. These lists are powered by raw unrefined Essaence. I still used the Spell Law level format, but I wouldn’t say that the spell level is analogous to Essence/Channeling/Mentalism spells or the basic power levels in RM or RMU.
  3. These are powerful spells, and I’ve built in the idea that they are physically demanding to focus and cast. It’s unlikely most contemporary mortal races on Shadow World could cast them unless they had some mix of Ka’ta’viir blood, offspring of a Major or Lesser or local Diety or similar.
  4. These were created by several inputs, creative and specific: some BASiL spell lists (Physics & Time Mastery), Companion I Arcane lists, Loremaster and Navigator lists and others. It’s difficult to credit sources (and impossible to remember) when they are so varied, but let’s just say it’s a group effort and not mine alone!

I arbitrarily chose to make 10 lists. This seemed to cover on the various magical aspects I thought best represented the foundation of magic and it was achievable! Here are the final categories:

Creations – Crafting magical artifacts, constructs, and living statues.

Essaence Mastery – Foci, Power Point flows, travel, and arcane energy control.

Dimension Mastery – Gates, teleportation, interdimensional travel.

Shapechanging & Life Mastery – Polymorphing, biological manipulation, and ascension.

Time Mastery – Mastery over time, including dilation, stasis, and time travel.

Mana-Fires – Plasma-based energy manipulation, precursor to Elemental Essence.

Earthworks – Megalithic construction, geoglyphs, stonework, and tectonic forces.

Sound Mastery – Vibration-based effects, levitation, disintegration.

Words of Power – Spoken arcane forces, immediate and reality-altering.

Warding – Protective proto-magic, runes, barriers, and mystical safeguards.

I’ll be posting these lists over at the RMForums for download over the next few days and turn the titles above into hyperlinks. Note that you have to have a RMForums account to see and download files there. Then I’ll be returning to Part II and Part III of my Agyra series: Empire of the Black Dragon and Nontataku: City of Sails. On the off chance that Priest-King actually get’s published I’ll have the rest of the trilogy in edit review mode for queueing up.

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Interpreting Shadow World using Originalism.

With Terry’s unfortunate passing we are left with 2 basic dilemmas: understanding Terry’s thoughts and intents with material he had written and published, and guidance, ideas and rules for any new material that might be published. We will never have any new “Ask Andraax” articles or threads where Terry can answer player and SW user questions, clarify his material or adjudicate any conflicts in the material. So how can we move forward with “WWTS”? Obviously we can rely on what has been written: forum posts, interviews, comments and of course all of his original Shadow World material. But how should we utilize these resources?

One guideline that we can refer to is the concept of Orginialism. This is a term used in American law that guides the view of legal and constitutional interpretation using the context of the founding authors when they wrote it. The same rough idea can be used when viewing the written works of Terry as it relates to Shadow World. Terry was pretty clear about some of his greatest influences: anime, Star Trek, Dune, art, architecture and his experiences travelling overseas (Italy specifically). There is also the thought line that runs simultaneously through the development of the Loremaster series and the early MERP modules. His SW books, which could vary in tonality, was still a consistent work product. Each new book built upon the last without significant retcons needed. This is not simply about “Canon”, but about applying Terry’s ethos, influences and aesthetic style when reviewing new work.

This is a subject I’m going to write more about in lieu of possible new SW material, adaption of RMU for SW and even to influence the thought process around Shadow World development. To be clear, SW Originialism only relies on Canon material for guidance and interpretation. This is not to say that SW adjacent material: Sea Law, Races & Cultures, or even non Terry SW modules are useless. Most are solid products, useable in play and can add to the SW body of work. But that material wasn’t imagined, inspired or specifically included by Terry even if he had some level of approval or editorial control.

While there will be different opinions, styles of play and inclinations among SW users, I certainly think that volume of books that Terry wrote over the years provides enough material to make informed decisions about new material.

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Ten Years On

I started this blog ten years ago (7th November 2014). The question that kicked it all off was “Where is all the playable material?” from someone who pointed at all the supporting material posted on blogs for many game systems. People sharing adventures, or just adventure seeds, and homebrew content.

When I started, I thought RMU was just around the corner, and I still hope that they will publish the last of the core rules within the next year.

I have mostly dropped off the blog for the last couple of years. Partly, it was RMU frustrations. My group won’t play RMU because it isn’t finished. There are no monsters; it is just the core rules and none of the options they are used to. It isn’t similar enough to the game they grew up with. They don’t want to learn a new version, and characters feel underpowered. It wasn’t fun. That is quite a basket of grumbles. Getting them to give up RM2 and move the RMC was hard enough, which is ostensibly the same game.

Over the past ten years, there have been times when I have doubted that RMU will ever be finished. That fear kicked off one of my own projects, now called BME or Bare Metal Edition.

For me, the big problem remains, where is the playable material? Who is writing adventures for RMU?

My experience in RPG publishing both as an indie publisher, as an art director for Grim & Perilous Studios, and doing freelance work, has shown me that none of the big publishers can make adventures pay. Wizards of the Coast don’t produce modules like most of us grew up with. They produce one or maybe two substantial adventure paths each year and focus all their marketing power on just one or two books to get the sales volume to make them pay.

Many bigger publishers have community content programs. The idea is that we, the fans, create the adventures using their intellectual property. The publisher takes 10%- 20% of the cover price, the fan gets 50%- 60%, and the rest goes to DriveThruRPG/Roll20, who runs the stores. This model worked for a short while. Most of the community content programs are now effectively dead in the water. A handful still function. The flaw in the model is that the same volumes are so low that the publisher’s 10%-20% take did not cover the expense of them having someone manage the program and promoting the titles. No promotion -> No sales -> No Income -> No promotion. A death spiral.

For the last five years, DriveThruRPG/Roll20 has said that there will be no more community content programs except for the ones where they are already in talks with the publisher. More have shut down than have been created in that time, and as far as I can tell, there is only one more in the pipeline.

Even if Colin at ICE had the time to promote a CCP, ICE would probably not be able to set one up. Too late to the party.

ICE cannot afford to write adventures that won’t make money. Their only option is to ask us to write adventures and then offer us a royalty payment. That means we take all the risks, writing stuff that gets binned if Nicholas doesn’t like it. Nicholas is one man; he cannot do everything and has a day job. There are stories I know to be true of works that have been written, submitted, accepted, and shelved for years. That is no way to treat your fan base trying to help the game survive.

So where are the adventures going to come from?

When I started the fanzine, I wanted that to have at least an adventure a month, but that was a struggle. When RMU started to appear as books I hoped my players would adopt it, but that didn’t happen. It is hard to write adventures when your players won’t play the game.

The fanzine is not dead; it is just sleeping.

This brings me to BME, Bare Metal Edition. These are Rolemaster retro-clones. I have taken open-game content and a bare-bones set of Rolemaster-style rules and done translations. Slowly but steadily, I am crawling through the different genres. So far, we have Sci-Fi/Space Opera, Fantasy, Cthulhu, Zorro, and WWII. Every game is cross-compatible, so you can mix and match elements from each game.

The core concept in BME is openness. Anyone can write for it, publish adventures for it, or create supplemental material. Write an adventure and sell it, and you get to keep all the money. I typically produce two iterations of the game each year: one in the Spring and one in the Fall.

The other thing I am building for it is conversion rules. The first set is conversion tools from Traveller to the Sci-Fi game. I already have some Traveller adventures and am bringing on a new writer who wants to write for Traveller and Cepheus Deluxe. Those adventures can then be ported to BME.

I just really wish that ICE could embrace the concept of openness. Would I rather be creating for Rolemaster? Do I think other people would want to write for the game? Would people want to take the core of RMU to work up a Space Master Unified? Yes to all of the above is my guess.

You don’t have to give away all your intellectual property. ICE could create a document that contains just the core of the system. Just enough to create a viable NPC, a selection of spells (like the ones that Rolemaster borrowed from D&D in the first place) and some monsters, and then make that single document Creative Commons Attribution. Bolt on an RMU-compatible logo, and I would nearly guarantee that we would see RMU-compatible adventures appearing within weeks. With that in place, the popularity of RMU would increase, and I would expect the sales of all the core books to uptick along with it.

Unfortunately, Nicholas does not do openness. Which is his prerogative; he owns the IP.

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Professions in Shadow World using RMU

Many years back during the early beta of RMU I built a quick conversion chart from RM2 to RMU for use with Shadow World. Now that RMU is published, with final professions, I’ve spent some time thinking about what changes would need to be made in Shadow World to align it with the new ruleset.

Before I dive into some thoughts on Professions I wanted to offer one change to be used in “Societal” background options. Currently, RMU offers seven societal back ground options which credibly covers most types of societal styles. But it is missing one important background that could be described as “Ascetic”, “Monastic” or “Gnostic”. This background would include the very young that are indoctrinated into a very rigid and specialized group for intense education and training. It’s clear that very specialized skills and knowledges held by religious organizations, secret societies or similar group would need to start training at a very young age. Examples of these would certainly be the Changramai, but could include Navigators and Loremasters as well as some of Terry’s specialized groups given the very specialized nature of their skillset. It’s hard to imagine becoming one of the feared Changramai or master the skills and spells of the Navigators or Loremasters without an early childhood inception.

Of course, specialized skills at early ages would be very appealing to the character build so it has to be taken in context of the setting and perhaps provide some limitations as well.

To return to the topic of professions, one well known rule “handwave” Terry was known to use often was the “dual profession”. That is, he would have NPC’s with a primary profession and then add a new quasi profession to allow for specialized skills or more commonly an entire new set of base lists. From a rule standpoint, this was always awkward, and it also made for some particular powerful NPC’s.

Even now, it sounds like Nicholas is grappling with this issue. Per the most recent Director’s Briefing he notes:

There are also comments indicating areas where RMU mechanics will need to be incorporated. In thinking my way through this and noting areas where we might have to consider further alterations to make things easier for the RMU edition, such as organisations where members are expected to have two professions, it similarly prompts me to note areas where we might utilise HARP rules to better support Shadow World.

The thing is, that none of this should be much of an issue. Instead, with RMU mechanics, it’s easy to build several new specific professions than rely upon a carve out rule for a dual class. Referring back to my earlier paragragh, it’s clear to me that INTENSIVE training, probably from the earliest age, would be needed to become a Loremaster, Changramai, Navigator or even a Warlock of Itanis. In fact, these organizations would prefer to train the young to ensure their loyalty to the group and to direct all aspects of their development.

If a RMU Shadow World handbook were to be developed, it’s a simple thing to build profession templates for these groups. They are mostly NPC’s, but for some GM’s they would also provide a ruleset for unique player characters. In my mind, having these dual classes was always awkward and the solution is simple.

Does it make sense to have this rule carve out? Should it be addressed with character options? Or, should there be no professions created using the RMU mechanics?

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Assessing the Rolemaster Community

One of the common subjects that my friends and I discuss is just how large the player base is for Rolemaster (and to a lesser extent Shadow World). One of the ways we can assess the strength of the community is through membership and participation in the various RM channels. Unfortunately there are only a handful. This has become more relevant to me as I continue to roll out new episodes of “In Search of Andraax”, monitor listener rates and try and grow the audience. But the podcast is just one data point. What other Rolemaster channels might be informative about the user base?

FACEBOOK. Recently I started following the Rolemaster Group on Facebook. For a variety of reasons, I minimize my use of FB, noting that the Shadow World page is basically DOA and the ICE page is generally a echo of the Rolemaster Forums. But the Rolemaster Group seems somewhat active with 2.2k members and typically several posts a week. Many of the names on the FB group are unknown to me; usernames tend to be used across platforms, but perhaps it’s the same users with different monikers. It’s not clear what, if any, crossover there is and if it’s possible that FB Rolemaster Group members are unaware or uncurious about the Forums, RMBlog etc.

DRIVETHRURPG. Perhaps the best way to gauge user activity is their economic activity. RMU Core & Spell Law are both “Platinum” level and the recently released Treasure Law is “Gold” level. I forget the sales #’s to reach those levels, but that does provide a bit of context. In terms of Shadow World, the Players Guide is “Platinum” while the Master Atlas is only “Electrum”. That could be a function of the buyers: the Players Guide is a purchase any player would make, while the Master Atlas is theoretically geared towards GMs?

ROLEMASTERBLOG.COM. I think the blog is somewhat active, although I would prefer a broader reader engagement. Various TTRPG gaming polls ranks the RMBlog in the top 50, so that’s encouraging. We are one of the few non-D&D or OSR blogs that are typically ranked.

ICE FORUMS. The Forums has gotten a shot in the arm since RMU was released with new users that engage with questions. There is a also a noticeable increase in online users (unregistered) , but many of them could be bots.

DISCORD SERVERS. Despite my old world curmudgeonly attitude against short form conversation, apparently it’s popular. The Discords are the most active of the various RM/SW channels with a lot more back and forth, discussion, ideas and conversation. That’s fantastic, since that engagement keeps our game alive and relevant.

DOWNLOADS. I’ve uploaded around 280 files to the RM Forums and posted several of them at the RMBlog as well. The most popular files have been downloaded 150-200 times over the last 10 years. So that’s not spectacular but it’s something. Our d100 adventures on RPG have reached Copper, Silver and even a few Electrum which is kind of cool!

PODCASTS. Besides my podcast, there are 2-3 channels of actual RM/SW gameplay that are posted regularly and have around 275 subscribers.

Beyond that, there are the occasional RM reviews, look backs and remembrances among the various RPG blogs and gaming forums. But not much more.

So what can we make of all this? I don’t have the time or energy to play other systems, so I’m siloed in my RM and Shadow World ecosystem. Every game has it’s own vernacular and experiences and I really enjoy reading and hearing about other peoples Rolemaster games, rules and ideas. Do I want the system to grow? Of course. But ultimately if there are only a handful of dedicated players and GM’s that’s good enough for me. I’ve been able to meet a bunch through my podcast and I look forward to meeting more.

To end with a few questions:

  1. Which sites do you visit regularly? Are there channels mentioned above you didn’t know about or just don’t visit? Why?
  2. Do you leave comments?
  3. Have you thought about writing a blog post or participating in a podcast?
  4. Where do you find the most interesting OR engaging environment for RM or SW?
  5. Beside just “more”, is there something ICE, RM or SW should have to engage players that is common in other game systems?
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In Search of Andraax. Episode 04. Interview with Derrick Kong.

Derrick was the GM of an epic 10+ year Shadow World campaign that took his players from start to mid 20th level. Derrick was able to incorporate much of Terry’s Shadow World material in his game and is a great example of the breadth and scope of the setting. Derrick’s players kept an adventure log and notes with 428 individual sessions that can be found here. ⁠https://web.mit.edu/mjperson/WWW/Kulthea/⁠.

https://podcasts.apple.com/us/podcast/episode-04-interview-with-derrick-kong-gm-of/id1742613254?i=1000665801660&itsct=podcast_box&itscg=30200&ls=1

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The Book of Herbs: An Illustrated Guide to Magical & Medicinal Plants of Kulthea

I’ve finished up my first draft of a game aid I’ve been picking away at for a few years. This is a visual guide and expanded description of the 120+ Shadow World herbs/substances that is found in the Master Atlas.

In my campaign, players learn a new Herb for each skill rank of Herb Lore (they can do additional research of course) and I can just print out the appropriate page so they can add to their own “Lore folder”. There are some rule mechanics and modifiers in some of the text, but I wanted to make it more of a reference book that ideally could be used in RMU or any other setting without a lot of work.

This does not include poisons, but I’ve got notes for an expanded version of poisons, antidotes and nefarious substances from my Alchemy rules that I’ll put in a short primer: Book of Dark Arts. A few of the plants don’t have pictures, and I need to make some changes to those-too many “green leafy” herbs.

Now that I’ve finished this, I want to go back and really expand my “Book of Pales” to include a variety of summoning and protection circles, more creature and Demon pictures and powerful artifacts or cool devices found in the Pales.

There is so much SW material that can be expanded upon–it’s endless! You can download the Book of Herbs over at the Rolemaster Forums, but you need an account to see and access it here:

https://ironcrown.co.uk/ICEforums/index.php?topic=15879.msg247765#msg247765

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Resetting Shadow World post Terry Amthor

There has been a lot of discussion around the future of Shadow World since Terry passed away, generally around 2 basic topics:

  1. Finishing up Terry’s projects that were in the works: Emer IV, Loremaster Legacy 2, Wurilis etc.
  2. Creating new SW material. What would that look like and who would do it?

Putting aside #1, I think much of the hesitancy around bringing in new authors is concerns around the quality and consistency of new material. But I also think there is a secondary reason: Shadow World is not just a static setting for roleplaying, it’s an ongoing story that is left partially untold. That story arc is ostensibly the “Grand Campaign” but includes earlier campaigns like the “Legacy of the Seakdrake” found in Jaiman, various adventures in Emer books and the meta plot around the Secret Circle. It felt like this was slowly unfolding in each successive SW book, but the Loremaster Legacy novel basically packaged it up in fiction rather than gaming material. This was Terry’s story to tell and it basically drives a large part of the Kulthean timeline and major events in the Second and Third Era.

It feels like a lot of loose threads, even if we know where the story might eventual go–the destruction of the Shadow Stone and/or the return of the Northern Eye. How can a new writer come in and wrap this all up? It’s hard to imagine–a bit of Brandon Sanderson finishing up the Wheel of Time. At the same time, we know where and how it ends, so does it really need to be mapped out?

But I have an idea to “reset” the Shadow World setting: start the Fourth Era. For those that listened to my podcast with Max, he mentioned that his campaign ventured into the Fourth Era and I’ve spoken to a couple other GMs that also took the group into the future Era. I originally thought that the Fourth Era boundary would be the loss of the Northern Eye, but in hindsight, it now seems obvious that the Fourth Era should start with the return of the Northern Eye.

What would Kulthea look like in the Fourth Era? Several people I’ve talked to have gamed out their version of the Grand Campaign and given me some ideas. For the gaming group, this would be an epic quest, but would also involve notable NPCs, some major battles and probably some type of geographic damage caused by severe Essaence fluctuations and tertiary events (tidal waves, earthquakes etc). Key people would be killed! As a thought experiment, the possibilities are endless:

  1. Tarania emerges again from the sea due to shifts in the planets crust. The island, long submerged, reveals it’s secrets…
  2. Arriving in the nick of time to confront XXX, Andraax helps win the day but is killed or is missing.
  3. With the defeat of the Secret Circle, the Dragonlords being a campaign of conquest over various lands.
  4. Eidolon is destroyed and crashes to the earth. It’s ruins are guarded by the Prince of Sel-Kai, but adventurers sneak in anyway!
  5. Essaence flows are permanently shifted into new locations and pathways. The Navigators obelisk network is disrupted and needs to be recalibrated. In the meantime, Navigator Jump services are unreliable.
  6. The massive Essaence surges that preceded the Eye’s return, opened large portals to the Pales and hordes of Demons poured into Kulthea.
  7. Earthquakes, tidal waves and severe storms destroy coastal cities.
  8. The balance of power shifts and the Alliance grows in influence throughout Kulthea.

I’ve discussed previously about adventuring in Kulthea during the Interregnum but remaking Kulthea and starting the Fourth Era is a clean slate that closes out the plot(s) that Terry established and builds for the a new future. It would be logical to map out massive changes to Kulthea that would occur on a near global cataclysm and give Kulthea a “refresher”. Perhaps one that better incorporates the RMU ruleset.

RMU: Shadow World. Adventures in the 4th Era. “The Age of Woe”.

Kulthea is saved! The return of the Northern Eye rebalanced the erratic Flows of Essaence but at what cost? Gods battled Gods, Heroes fell and catastrophic storms left scars across the planet. New powers are emerging from the ashes of the Great Battle and vying for dominance in the Shadow World. The Unlife is unchecked and Demons run amok among the lands. Will the new world order be for good or evil?

This feels like a clean break from the unfinished past and a start with the new RMU ruleset. What do you think?

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