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Bare Metal Edition Update

I know I am terribly remiss in blogging these days. I have two blogs and I post to this one more often than the other, so that shows how bad I am at keeping things updated!

Long time readers of this blog will know of Navigator RPG. This was written back in September 2019. Nicholas had kind of threatened to pull the plug on RMU if it wasn’t finished by the end of the year. He exact words were that RMU would be done, one way or another by the end of the year. That was five years ago and we are still waiting for the game to reach a playable state (if you want monsters that is).

My response was to go back to square one. The origin of Rolemaster was as a set of house rules for D&D. The story goes that a D&D fighter was trapped against a cliff edge and terrible foe. They asked the DM how high the cliff was and was told it was 60′. D&D used 1d6 damage per 10′ fallen, and the fighter had more than 60 hit points, so they jumped, knowing that they could not die from the fall.

Those house rules became Arms Law and Claw Law, and then Spell Law replaced the D&D spells, and then Character & Campaign Law plus Creatures & Treasures turned the game in to a coherent whole.

So I went back to D&D, andthese days we have the OGL meaning that I could take open game content as my base, and rolemasterify it.

I didn’t just clone Rolemaster. I know that Rolemaster is often referred to Chartmaster and Rulesmaster. I think it is a hard sell to ask people to buy four $30 books before they can play a game. So I stripped out many charts, smoothed bonuses for stats so you don’t need to look up the stat to find your bonuses, and used fixed DPs. I stripped back the skill system, knowing that GMs will add in skills as they see fit.

I didn’t go for two hundred different professions, knowing that if anyone played the game they would build professions that fitted their setting.

What I did do was give the rules for creating your own Talents & Flaws, Cultures, Ancestries, Skills, and Professions, and the rules for converting D&D/OGL monsters to the game.

Rolemaster has always be a toolbox, so I built tools.

I also kept the numbered paragraph format, to make it easy to drop in house rules and supplement material.

Navigator RPG was the first of this line.

Navigator RPG

When I created Navigator RPG what I wanted to do was to make something that was backwardly compatible with Spacemaster. We had been told that there would be no Spacemaster Unified. HARP SF also seemed to be in the doldrums, so if I wanted to play Spacemaster I would have to make my own. I had lost my Spacemaster rulebooks in a house move many years ago.

Not only was Navigator RPG going to be backwardly compatible, but I wanted to ensure that Rolemaster never died, even if Nicholas gave up. So I made it Open Game Content, and the book was Pay What You Want on DriveThruRPG. If you buy the physical book you needed to play printing and shipping, but beyond that, anything else was purely donation. the PDF was PWYW, and you can download it for free.

So far, there have been 2,156 downloads, of which 221 have been bought.

Pilot RPG

When I released Navigator RPG, I promised to create Pilot RPG, Nav’s Fantasy sibling. Then things went kind of sideways. Rather than getting on with Pilot, I was distracted by trying to turn the core game system into a generic toolkit. The name of the toolkit was Bare Metal Edition, and the idea was to put all of the rules for creating the rules on to github so anyone could fork the project to create their own games. Open Source Roleplaying in its purest sense. I had help with this, but I am a bit autistic and don’t play well with others much of the time.

Roll the clock forward to May 2023, and I finally get around to converting the rules to fantasy and Pilot RPG is born.

The names Navigator and Pilot come from that quote by Sir Walter Scott on the front cover.

Pilot was released 14 months ago and has had 835 downloads and 48 purchases. Just like Navigator RPG it is PWYW, and you can download it for free.

Guide RPG

Another goal with Bare Metal Edition, was to push Rolemaster into genres that it hadn’t explored before. On the ICE forums, when we had a working Character Law/Arms Law, I had suggested doing some historical genre games, such as Robin Hood, as an example. We didn’t need magic or monsters for real world settings. That idea obviously didn’t fly.

I managed to find the time to convert Eldritch Tales, an OSR Call of Cthulhu clone, to Bare Metal Edition and Guide RPG, Cosmic Horror Open Ended Roleplaying, was put out. This was January 2024, only 4 months after Pilot RPG. That was 10 months ago, and we have seen 669 downloads, 21 sales.

The name Guide relates to spirit guides and fits into the Navigator, Pilot, Guide series.

Mark RPG

This game came out on May 28, 2024, so about 5 weeks ago. It is Pay What You Want, 144 downloads, and 12 sales. What makes it special is that it is the first variant that is set in the real world. Mark RPG is based on The Curse of Capistrano, or as it is better known The Mark of Zorro!

As I said back on the ICE forums, it should be possible to create a game without monsters, and magic, and base them in the real world, I said I could do it, and this game did it.

I freely admit that I pillaged Wikipedia for much of the setting information, and used Guide RPG (set in the real world but with the cosmic horror elements) and stripped out everything that did not apply. That gave me my core system. There may possibly be a few monsters left in, just for a bit of weird west fun, but for the most part, that section of the book is mostly snakes, bears, and bandits.

Sure, the number of downloads is smaller, but we are getting into niche genres.

Survivor RPG

This game isn’t written yet, but I have pencilled it in for a November/December release, and will be post nuclear holocaust, mutants and tech. Think Gamma World, Mutant Future, and Mutant Year Zero and you will get the gist.

This is another genre that Rolemaster or Spacemaster never touched, and will expand the range of the Bare Metal Edition stable.

All these games are cross compatible and build on what has gone before.

Further Forward…

I know when I want to create Survivor, but I also want to convert more OGL/OSR games and bring them under the BME banner.

I have plans for a World War II version based on Operation Whitebox and a Zombie Apocalypse version based on Survive This!! Zombies.

If I can find some good vehicle rules to convert, or if not, write them myself, I would quite like to create a Death Race 2000/Car Wars/Mad Max iteration as well.

Then there are sci-fi Mech warfare and superheroes, and why not prohibition-era gangsters?

These future games are not about creating an entire game from the ground up, they are about building just the rule variations needed to reflect the genre and the playable options. Then the fun of critical tables and some villains to fight.

If there are genres you want to see turned into a game, let me know, and I will do the research and build it.

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Podcast: In Search of Andraax. Topics?

Just a quick note. I’m having great conversations with Rolemaster and Shadow World participants and creators via the Rolemaster Podcast: “In Search of Andraax”.

Do you have a long running Shadow World campaign? Do you have significant house material for Kulthea? Do you have some thoughts on Terry’s setting?

Let’s talk! I really enjoy to hear YOUR experiences, thoughts and directions on this amazing game setting!

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Podcast Random Musings

I’ve been busy with work and with recording and editing new podcast episodes, and have lost a bit of momentum with the Rolemasterblog that I had been building! That’s frustrating, but there is only so many hours in the day. I had a few thoughts in my previous blog, but now that I’m immersed in a regular process I wanted to put a few thoughts and observations down.

  1. Including the first episode, I now have 3 programs recorded with 3 more scheduled. I have a rough outline for 10-12 total episodes so I’m halfway there!
  2. I’m on a learning curve with editing these recordings but still feeling frustrated at times with my skill set. I know this is probably very easy for someone that does this regularly! I’ll get there and hopefully not be judged too critically on sound widows, abrupt segues and transitions and audio artifacts.
  3. I’m pleased with the overall traffic and feel that there is a base to build on. My goal is to hook new Rolemaster users that have been drawn to the RMU release as well as long term players. I see this as a form of archiving a bit of gaming history that might have been lost or overlooked. Despite the market share that ICE once had, there is relatively little material on the the company or product development. It continually saddens me that I didn’t think to get Terry on a audio interview, perhaps a series of them!
  4. I prefer long form channels: blogs and now this podcast rather than short form/commentary/discord. Even when my writing is rushed, the process of writing in detail helps download and organize my thoughts and ideas. Many of my blog posts are really for me, and not structured for an audience. However, I wonder how I balance the requirements of both the blog and the podcast. As of now, the podcast is purely interviews with me acting as an unbiased narrator where the podcast is really my own thoughts and agenda. We’ll see how that turns out.
  5. I’ve reviewed a number of TTRPG podcasts. Many of them are short! 25-30 minutes. I guess if I was pumping out an episode every week I’d eventually get down to that short format. For now, I’m shooting for 1 to 1.5 hour shows. Is that too long? I guess it will be dictated by the discussion!!
  6. As I mentioned, I have content scheduled for a dozen or so episodes. I don’t want to dive into banality so this could be a limited series; but if anyone has a subject that they want to discuss in depth, a topic that should be explored or a person I should interview feel free to contact me!
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Spring Edition: Random Thoughts and Comments

A beautiful day of 70 degree weather, blue skies and the promise of summer! With so many projects piling up I thought a quick random musings post would touch upon various items and issues more than an in depth blog post.

  1. In Search of Andraax. Our first podcast has now been out for a week or so. While I’m generally pleased with the content, the sound quality and editing could be much better! I’m working on that with a new, quality microphone, better scripting and episode prep etc. I have another episode recorded and in the process of scheduling 2 more recording sessions. As mentioned, I hope this will be monthly podcast! Now that we are on Apple podcasts, we are reaching a much wider audience!
  2. Making a Sandbox Setting. Over at Grognardia, James has a post up on “sandbox settings” which is worth the read. I’m curious how long term RM/MERP players feel about the topic; ICE products has always steered towards sandbox material versus adventure paths. In fact, some past criticisms of Terry has been the lack of adventures in his books, although he usually includes at lease one long epic adventure path is most of his material. For older players, trend seems to have tipped back to sandbox material. This may be due to the fact that older GM’s are comfortable with open ended environments, but don’t have the time or inclination to put a lot of time into detailing a setting. I’m of the mind that Rolemaster/RMU needs ready to play adventures with pregen characters to facilitate new players and groups. Personally, I rely on the SW sandbox since I don’t have the time or inclination to design my own world.
  3. The LONGEST CAMPAIGN? If you have ever done google searches for Shadow World content you might have encountered references to the Kulthea Run Logs from a campaign at MIT. I’ve been picking away at this material, but it’s impressive the ground it covered and the scope of the game sessions–428 to be exact! I’ve run some longish campaigns, but that’s more than impressive. I’m hoping to connect with the GM, Derrick Kong, but both his linkedin and facebook are seemingly abandoned for quite some time. It’s worth a look, but Derrick took his group through a significant portion of Terry’s creations.
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Shadow World AI project: Art & Culture

Here is an AI generated poem written in Iruaric with an English translation. I think it’s generic but also pretty damn good?

Iruaric Version

“Viir na Thos”

Na-ia ndar, hith hír shúlare,
Thos aruls kygar suul.
Arul ahren viir,
Lak usuiv, phoen drasul.

K’lav, kort thea vash,
Lirnul man, sa lo spirith,
Emer hûl, mur shú,
Serephoen, phaol ryka trû.

Gaalekar lin, kuul eir,
Linær andos, aen aek her,
Nuul shaut nae, lair lanos,
Serem lorith, throk loar.

Viirnæ, xu darth, Fatean fæ,
Amorul raath mûn, hith ar,
Diræ kyrs kolth aern,
Uscurak phoen karn.

Dom arus, shulu syth,
Vuul lavan ryk mûr,
Rakkul kolth, raath utumkod,
Ahrenul laakh, viirnæ, Xul.

Puk karn, aer drayn suul,
Larn hir, lug neith,
Viirnæ, jaiarul, aerna vë,
Utumwomaw, Fatean—xu darth.

English Translation of Iruaric Poem

“Essence of the Mountain”

In the realm of lands, under the sky so clear,
Mountain casts shadows by starlight.
Seeing the hidden essence,
Through lakes and oceans, journey closely.

The Lord of the old world,
Dreams through dwellings, where spirits rest,
His heart, full of love,
The healer of secrets, his love so true.

Scholars sing, their voices old,
Singers of beginnings, songs of stone and sight,
Islands whisper of past, of days long eternal,
In green havens, where guardians build.

Believing, the mind’s fate, destiny bound,
Loving beyond the mist, beneath the hill,
Keys to unlock hidden gates,
Darken the path where travel once turned.

In shallow waters, where wet meets water,
The creator of souls finds his cause,
Snow falls, cold to the golden ancients,
Finding the lost, believes, the divine.

Through the wild heights, where thirsty dragons soar,
To the tall high, where ugly echoes,
Believing, forgiving, and finally seeing,
The golden secret, destiny—his fate.

For those “Shadow World Scholars”, I think this is a great poem for Kydak Dûm, the Gold Dragon and head of the Dragonlords (if such a title were to exist). You can read my own thoughts on the subject HERE.

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Upcoming: The Rolemaster Podcast

This might be too early to announce, but it’s probably given that we have a fairly small, but passionate fanbase so it’s sort of necessary. We are in the process of rolling out a new Rolemaster/Shadow World based podcast: In Search of Andraax. This will be a monthly production sponsored by the

We have the first year production mapped out, but I want to solicit YOUR ideas for future podcasts content. Despite it’s current smaller market, Rolemaster was a GIANT of the industry, a pathmaker for other systems (DND 3ed) and for our readers, perhaps the RPG system of choice. It’s history needs to be further explored.

A quick search amongst Youtube and podcasts doesn’t generate a lot of great results: mostly game sessions, product reviews and the rare interview. I’m quite excited about our lineup and approach to the subject matter. If you have an “in” to a key person tied to Rolemaster, or an idea for us to explore, let us know. Is there someone we should interview or is there something you would like to know more about that hasn’t been explored?

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Shadow World AI Project: Astronomy pt 2

This is part 2 of my previous post on Kulthea astronomy and might be my longest post yet–though most of the content will be AI generated. While fleshing out Kulthea’s solar system mechanics further is a goal unto itself, my real purpose is tied into the mechanics of the Essaence flows. I’ve blogged about this before HERE and my opinion has wavered between locating the interdimensional source of the Essaence on Orhan or the lagrange point between Kulthea and Orhan. A few general points from Terry’s work:

  1. The Lords of Orhan arrived from another dimension, opening up a rift that allowed the Essaence into the Kulthean solar system.
  2. The Essaence is a localized effect. We know that it’s found on Kulthea, Charon and Orhan. We can assume it permeates the other 3 moons to some degree, but I’m going to experiment with the orbits to see how that might work. In fact a number of Ka’ta’viir left Kulthea to search for the Essaence in other parts of the galaxy (and returned later to become the Earthwardens)
  3. When the Lords of Orhan arrived, they settled on the near moon of Orhan, implying that they didn’t arrive on the moon itself.
  4. Terry never included material that the Essaence is sourced on Kulthea, or include any mechanism, object or location for such a thing. (my blog posited that the Pillar of the Gods could be that “tuning fork” but the timing seems off.

What we can all agree on is that the interdimensional rift must be located somewhere, it has to be within the Kulthean solar system and the solar system itself is moving through the ether/universe. Therefore, it should be a fixed point that moves with the planetary bodies. I’m settling on my third option, that the rift is in the lagrange point between Kulthea and Orhan and is anchored by some object, although that object could be interdimensional and perhaps non-physical in “Kulthea world”. This allows for some interesting Essance interactions, plays along with some astronomical events like the “Night of the Third Moon”, and partially explains why the Charonic gods are lesser than the Orhanian ones.

For purposes of my simulation I kept the modelling to the interactions and orbits of Kulthea, Orhan and Charon. I plugged in the diameters, orbital distances and orbit lengths into the AI and got this preliminary summary:

To simplify, we’ll assume circular orbits for initial calculations, even though Charon’s orbit is explicitly non-circular (polar orbit with varying distance). For this model, let’s calculate the average orbital speed of each moon and see how they compare.

Key Data

  • Kulthea
    • Diameter: 8,600 miles
    • For simplicity, we’ll assume its mass can be approximated by Earth’s given the similar size, as mass directly influences gravitational pull but was not specified. This is purely for the sake of calculation and the scenario’s understanding.
  • Charon
    • Diameter: 850 miles
    • Average Orbital Radius: 130,000 miles+190,000 miles2=160,000 miles2130,000 miles+190,000 miles​=160,000 miles (Given as orbit distance, matches initial input)
    • Orbital Period: 21 days
  • Orhan
    • Diameter: 3,800 miles
    • Orbital Radius: 210,000 miles
    • Orbital Period: 70 days


For each moon, we can calculate the average orbital speed using the formula:

Orbital Speed=2�×Orbital RadiusOrbital Period in secondsOrbital Speed=Orbital Period in seconds2π×Orbital Radius​

Converting orbital periods from days to seconds for this calculation:

1 day=86,400 seconds1 day=86,400 seconds

Let’s proceed with these calculations.

The average orbital speed of Charon around Kulthea is approximately 0.554 miles per second, while Orhan orbits at an average speed of about 0.218 miles per second.

These calculations provide a simplified view of the orbital mechanics of Kulthea and its moons. They help us understand the relative speeds at which Charon and Orhan move through their orbits, given their distances and periods.

But I am interested in how often Charon eclipses Orhan, which should be a significant physical, metaphysical and societal event given the roles that these moons play in Kulthean culture. After a few simple prompts, AI produces this:

The orbital periods of Charon (21 days) and Orhan (70 days) suggest that any alignment cycle would be tied to how these periods relate. Specifically, we can look for the least common multiple (LCM) of the two periods, which would give us a rough cycle in days when their relative positions repeat, offering potential for an eclipse, assuming perfect orbital conditions.

Let’s calculate the LCM of Charon’s and Orhan’s orbital periods to find this cycle.

The least common multiple (LCM) of the orbital periods of Charon and Orhan is 210 days. This means that every 210 days, the relative positions of Charon and Orhan to Kulthea align in a cycle, potentially allowing for an eclipse of Orhan by Charon from Kulthea’s perspective, assuming ideal orbital alignments.

It’s important to note that actual eclipse frequency would depend on the specific orbital paths, inclinations, and the nodes at which Charon’s polar orbit intersects Orhan’s ecliptic orbit. Without more detailed orbital mechanics and alignments, this estimation provides a baseline for the periodicity with which such alignments could theoretically occur.

I’m also curious about how often Charon is in Zenith to Kulthea. In canon, this is a oft referred to event called “Night of the Third Moon” and Terry has established that occurring every 149 days. Terry also establishes that Charon perigee occurs every 24 days:

Charon Perigee
This is when Charón swings closest to Kulthea—an event
which has no relation to the Darkside Zenith of the ‘Night
of the Third Moon’ because of Charón’s strange ‘wobbling’
as it rolls around Kulthea. Charón Perigee occurs every 24
days, a little further in its orbit every time it circles Kulthea.
But this distance is significantly closer. At zenith the Third
Moon approaches as close as 130,000 miles, swinging near
the orbit of Varin. At apogee it arcs out as far as 190,000
It should be noted that every 10.2 years in certain locales
near the equator there is a correspondence of perigee and
zenith in which Charón hangs huge and red over the night
sky. It is a time to fear.

I’m not well versed in astronomy and there is a lot of comingled terms and effects I need to delve into and it’s not clear that Terry’s numbers are accurate given the physical constraints of the planets and orbits. But again, I’m interested in a eclipse of Orhan which, given the location of the Essaence rift in the lagrange point, would imply that Charon would both receive the full flow of Essaence from the rift, and block and reduce Kulthea’s reception of the Essaence. This would truly be a significant and dark event on Kulthea. Per the AI, this would occur every 210 days.

But Terry has defined zenith occuring every 149 days, so I plugged this into the model:

If Charon reaches zenith from Kulthea every 149 days, despite having an orbital period of 21 days, this indicates a more complex orbital interaction or axial rotation of Kulthea than initially simplified.

Here are some possible conclusions or considerations based on this information:

  1. Axial Tilt and Rotation of Kulthea: Kulthea’s rotation or axial tilt might be such that Charon’s polar orbit aligns with zenith over a given point (likely one of the poles) only at certain intervals dictated by how Kulthea rotates. If Charon is directly overhead (at zenith) every 149 days, it suggests that Kulthea’s rotation period and axial tilt cause the alignment with Charon’s orbit to match up less frequently than Charon’s complete orbit around Kulthea.
  2. Orbital Precession: Another possibility is the precession of Charon’s orbit, where the orientation of Charon’s orbital plane gradually shifts over time. However, for precession to result in a zenith occurrence every 149 days, it would require a very specific interaction between the rates of orbital precession, the planet’s rotation, and the moon’s orbital period.
  3. Synchronization Phenomena: This timing could also hint at a unique synchronization between Kulthea’s rotational period and Charon’s orbit, where the specifics of their interaction only align Charon over a zenith point every 149 days. This kind of synchronization might involve resonances between the orbital and rotational periods, though the mechanism would be complex given the data.
  4. Observation Specificity: The 149-day interval for zenith alignment could also depend on the specific location on Kulthea’s surface from which observations are made, influenced by the planet’s rotation and Charon’s orbit. It might not be a global phenomenon but rather specific to certain latitudes.

In summary, a 149-day interval for Charon to reach zenith suggests a complex relationship between Kulthea’s rotation, Charon’s orbit, and possibly the axial tilt of the planet. This relationship goes beyond simple orbital mechanics and delves into the intricacies of planetary and lunar dynamics within this fictional system.

So this is interesting but not very useful to me at this point. My take away at this point is that a significant event occurs every 210 days. In my Shadow World, that will not be the Night of the Third Moon. But I’m also interested in how my placing the interdimensional rift in the lagrange point could impact orbital mechancis, or raise any issues I hadn’t thought about. So I asked:

can we infer anything about the lagrange point between orhan and kulthea?ChatGPT

Lagrange points are positions in space where the gravitational forces of a two-body system, like a planet and a moon, produce enhanced regions of attraction and repulsion. These can be used to balance a smaller object, making it possible to maintain a stable position relative to the two larger bodies. For Orhan and Kulthea, there are five Lagrange points, but the most commonly discussed for stable orbits are L4 and L5, which form an equilateral triangle with the two larger bodies, and L1, which lies directly between them.

Given the data provided:

  • Kulthea is the primary planet.
  • Orhan is a significant moon orbiting Kulthea at a distance of 210,000 miles.

What we can infer about the Lagrange points, specifically L1 between Orhan and Kulthea:

  1. Location of L1: The L1 point would lie along the line connecting the centers of Kulthea and Orhan, closer to Orhan due to its lesser mass relative to Kulthea. The exact position can be calculated using the formula that considers the masses of Kulthea and Orhan and their distance apart.
  2. Stability: The L1 point is known for its unstable equilibrium. Objects placed at L1 tend to drift away due to the slightest perturbation and require station-keeping maneuvers to maintain position. For a moon and planet system, this is still true but is more relevant for artificial satellites.
  3. Utility: In science fiction or theoretical space missions within such a system, L1 could serve as a valuable position for observational satellites to study Orhan, Kulthea, or the space between them, possibly monitoring weather, magnetic fields, or other scientific interests.

Calculating the exact position of L1 requires knowing the masses of Kulthea and Orhan, which were not specified. However, the formula for finding the L1 point’s distance �d from the smaller body (Orhan) in a two-body system is given by:



  • R is the distance between the centers of the two bodies,
  • �1m1​ is the mass of the larger body (Kulthea),
  • �2m2​ is the mass of the smaller body (Orhan).

This formula simplifies the complex gravitational relationships into a more manageable calculation but requires the masses of the two bodies to apply directly. Without the masses, we can’t calculate the precise location but can appreciate the conceptual placement and significance of the L1 point between Kulthea and Orhan.

When does Charon interfere with the lagrance point between orhan and kulthea?

To understand when Charon might interfere with the Lagrange point (specifically the L1 point) between Orhan and Kulthea, we’d consider the orbits of both moons and their spatial relationships to Kulthea.

Given the scenario:

  • Orhan orbits Kulthea at a distance of 210,000 miles on the ecliptic.
  • Charon orbits Kulthea at an average distance (considering its polar orbit with varying zenith and apogee) but specifically has a polar orbit that could cross the ecliptic plane.

Interference at the L1 point between Orhan and Kulthea by Charon would occur under these conditions:

  1. Orbital Plane Crossing: Since Charon has a polar orbit, it would only potentially interfere with the L1 point when its orbit crosses the ecliptic plane, where Orhan’s orbit lies. This would happen twice every orbital period of Charon, once when it moves from south to north across the ecliptic and once from north to south.
  2. Alignment with L1: For Charon to specifically interfere with the L1 point, its crossing of the ecliptic plane would need to coincide with the line connecting Kulthea and Orhan where the L1 point is located. Given the orbits and sizes involved, this alignment would be relatively rare.
  3. Timing and Orbital Position: The actual occurrence of such interference would depend on the relative timing of Charon’s orbital plane crossing with Orhan’s position in its orbit. Given Charon’s 21-day orbit and Orhan’s 70-day orbit, predicting exact intersections without detailed simulation and precise orbital mechanics (including the specific orbital inclinations and nodes) is challenging.

Given these considerations, while we can’t provide a precise schedule without further orbital mechanics details, we can infer that:

  • Charon’s potential to interfere with the L1 point between Kulthea and Orhan is limited to specific instances when it crosses the ecliptic at or near the L1 point.
  • Such events would be relatively infrequent and predictable with a more detailed analysis of their orbits.

In essence, while Charon could theoretically interfere with the L1 Lagrange point between Orhan and Kulthea, the conditions for such interference would occur at specific, infrequent intervals dictated by the intersection of Charon’s polar orbit with the ecliptic plane at the location of the L1 point.

Can you estimate that frequency within 1 standard deviation?

To estimate the frequency within 1 standard deviation of when Charon might interfere with the Lagrange point L1 between Orhan and Kulthea, we need a basic understanding of the statistical distribution of these events over time. Given the complexity and the non-random nature of orbital mechanics, a true statistical standard deviation isn’t directly applicable without empirical data or detailed simulations. However, we can approach an estimation by considering the orbital periods and the conditions required for interference.

Key Points for Estimation:

  • Charon’s Polar Orbit Intersection: Charon crosses the ecliptic plane twice per its orbital period (21 days).
  • Orhan’s Orbital Period: Orhan completes its orbit in 70 days.
  • Synchronization of Orbits: The key is finding when Charon’s ecliptic plane crossings align with the L1 point between Orhan and Kulthea.

Given these factors, let’s estimate the likelihood of alignment:

  • Charon’s ecliptic crossing occurs approximately every 10.5 days (half of its 21-day orbit).
  • The “window” for potential interference at L1 during each of Charon’s crossings would be relatively short, given the vast distances and relative speeds involved.

Simplified Estimation Approach:

We’ll assume that if Charon’s orbit crosses the ecliptic plane near the L1 point when Orhan is also near this point in its orbit, interference could occur.

Given the orbital periods:

  • Charon crosses the ecliptic plane every 10.5 days.
  • Orhan’s position relative to Kulthea and the L1 point changes gradually over its 70-day orbit.

The likelihood of both moons’ positions aligning with the L1 point (and thus Charon potentially interfering with it) can be thought of in terms of Charon’s crossings during Orhan’s orbit.

Calculation for Estimation:

  1. Cycle Length: Calculate the time it takes for the alignment cycle to repeat, potentially using the least common multiple (LCM) of Charon’s and Orhan’s orbital periods.
  2. Alignment Opportunities: Divide Orhan’s orbital period by the frequency of Charon’s ecliptic plane crossings to estimate how many opportunities for interference exist per Orhan orbit.

Let’s proceed with a rough calculation based on these assumptions.

The least common multiple (LCM) of the orbital periods of Charon and Orhan is 210 days, indicating that the alignment cycle between their positions repeats every 210 days.

During Orhan’s 70-day orbit, Charon crosses the ecliptic plane approximately 6.67 times (every 10.5 days given its 21-day orbit), presenting several opportunities for potential alignment with the L1 point.

Given these crossings and the LCM, we can estimate that there could be about 3 significant alignments within one 210-day cycle where Charon’s position might align with the L1 point between Orhan and Kulthea, under ideal conditions. This is a simplified approximation and actual alignments would depend on the precise orbital dynamics and spatial positions of Orhan and Charon relative to Kulthea.

This estimation suggests that, within one standard deviation or one complete cycle (210 days), we might expect up to 3 opportunities for Charon to interfere with the Lagrange point L1 between Orhan and Kulthea, assuming each ecliptic crossing by Charon has the potential to align closely with Orhan’s position near L1. This frequency is an averaged estimate, and the actual occurrence could vary based on the specific mechanics of their orbits. ​​

So if we were to average this, Charon would eclipse the lagrange point in relationship to Kulthea every 70 days.

So let’s summarize some basic points:

  1. 149 Days. The Night of the Third Moon occurs on the Zenith of Charon. I’m a bit confused on this since Charon has a polar orbit by definition the “highest” it’s in the sky would be when it’s directly over the north pole. Anyone have a better interpretation of this?
  2. 24 days. The perigree of Charon (when it’s closest to Kulthea @ 130,000 miles) occurs.
  3. 10.5 days. Charon crosses the ecliptic (half of it’s 21 day orbit)
  4. 70 days. Charon eclipses the lagrange point between Kulthea and Orhan.

My takeaway:

  1. Zenith. I’m not sure the zenith should have any real impact (physical or metaphysical). The long zenith interval needs to be explained by axial tilt, precession or a combination of factors which I think are too messy and complicated for usable gameplay. Instead, I see the zenith as an dark omen, but given that Charon would be directly overhead of a specific geographic area on Kulthea, there is an increased chance of encountering a creature of Charon. (they would travel the most direct, shortest route from moon to planet)?
  2. Perigee. When Charon is closest to Kulthea there should be an uptick in Charon activity and visits. (ie less effort and power to travel from the moon to the planet).
  3. Lagrange eclipse. The period when Charon intersects the lagrange point between Orhan and Kulthea. This event should drastically modify the Essaence flows bathing Kulthea and dramatically increase the Essaence exposure to Charon.
  4. Moon eclipse. The period when Charon physically and fully eclipses Orhan. This would create the same type of conditions in #3 but also disrupt Channelers of Orhan and reduce or block any interactions between Orhan and Kulthea. This should be a very dangerous and perilous event and in my mind should be the real “Night of the Third Moon”. Charon becomes ascendant and the people of Kulthea are basically blocked from their gods on Orhan. Ouch!

The last piece of my puzzle for game purposes is the impacts on Charon when it’s is eclipsed from the lagrange point by Kulthea. per analysis, such disruption would last minutes or hours and occur once every 21 days. At this point, Charon would be completely cut off from the Essaence, weakening it’s denizens and disrupting the “social order” of the moon. Furthermore, the whole 180 degree arc from the eclipse point would also put Charon further away from the lagrange point. I would consider that 1/2 of it’s orbit Charon is receiving less Essaence exposure. This is a contributing factor to Charons role as a lesser pantheon and why Charon makes for a good “prison planet” for these entities.

So a long post, but to distill it down to the basics. I wanted a simplified model and calendar for celestial events involving Charon and Orhan. I also wanted to tie this into the base mechanics of the source of the Essaence flows. Until now, I’ve just hand waved some answers, but now with AI I can come to a proximity of a scientific solution using orbital mechanics.

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Shadow World AI project – Iruaric

As part of my ongoing expansion of Shadow World material using AI, I probably need to spend more time on Iruaric, the language of the Ka’ta’viir. Arguably this is the proto language of Kulthea, (although I created a lesser version called “Alta” to differentiate high and low speak and the eventually evolution into power and magical languages).

Also to keep in mind is that in the Shadow World and Spacemaster, the Althans and/or Ka’ta’viir with “Harbingers” throughout the galaxy–a light inference to “seeding life” theory of sentience. There is a lot to unpack, but Iruaric should not be overlooked despite it being a dead language. Hey, there are quite a few Ka’ta’viir running around (relatively, it’s been 110,000 Years).

So I’ve been running prompt evolutions through the AI machine. To start we have this as a next stage baseline for further development. Some of this feels to derivative of the Kugor language, but in certain theories, Kugor is a sublanguage of Iruaric. I’m not a fan of some of these results, some of it seems over simplistic–pig latin at best by adding a suffix tag, but I’ve done additional iterations, adding in a flavor of science and math to steer results. That makes sense given the advanced nature of the Althans.

Nature and Elements

  • Fire – Fyrag
  • Water – Caelum
  • Earth – Græn
  • Wind – Vexil
  • Storm – Kyrag
  • Mountain – Torgun
  • River – Silyn
  • Forest – Wuldor
  • Star – Astyr

Emotions and States

  • Joy – Jylar
  • Sadness – Sorgum
  • Anger – Kravex
  • Peace – Silen
  • Chaos – Xyran
  • Love – Amorin
  • Hate – Hatyr

Actions and Properties

  • To Run – Ryven
  • To Hide – Cylk
  • To Seek – Søgen
  • To Destroy – Destrak
  • To Protect – Wærd
  • To Fly – Fliyr
  • To Swim – Nævum

Objects and Constructs

  • Sword – Sverd
  • Shield – Skild
  • Book – Bokar
  • Gate – Gæten
  • Charm – Charmyn
  • Potion – Poten
  • Gem – Jemar

Society and Culture

  • King – Kæng
  • Queen – Qwyn
  • Warrior – Krygær
  • Mage – Magyr
  • Priest – Prester
  • Thief – Thyf
  • Merchant – Mercat

New Vocabulary Expansion

Concepts and Abstract Ideas

  • Wisdom – Xuviir
  • Destiny – Fatean
  • Dream – Lirnæ
  • Memory – Naemir
  • Promise – Jairth
  • Honor – Korthal
  • Freedom – Farolæn

Nature and Geography

  • Desert – Rakan
  • Valley – Mûnlan
  • Sky – Hírvir
  • Rain – Shulurus
  • Ice – Rakshú
  • Snow – Rakkul
  • Grove – Serefol

Actions and States

  • To Love – Amorul
  • To Fight – Krygarul
  • To Forgive – Jaiarul
  • To Remember – Naemurul
  • To Dream – Lirnul
  • To Believe – Viirnæ
  • To Discover – Ahrenul

People and Beings

  • Hero – K’lav
  • Sage – Xuviiræ
  • Explorer – Phoenar
  • Healer – Emerlav
  • Scholar – Gaalekar
  • Trader – Mercatal
  • Outcast – Laakhnur

Objects and Tools

  • Key – Diræ
  • Boat – Nuularus
  • Cloak – Kulman
  • Lantern – Hírlight
  • Pendant – Viirgem
  • Tome – BokarPn
  • Herb – Serephoen
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