Shadow World: Spirits, Demi-gods and other godly beings.

To continue along with the most recent blog posts, I wanted to dive into other spiritual/godly beings introduced into later editions of the Shadow World Master Atlas. Much of this material seems abstract to me, as it was rarely interjected into source book and/or adventure material.

Greater Spirits of Orhan.

Excerpts from the Master Atlas and Powers:

These are powerful servants and aides of the Lords of Orhan; in essence they are demigods. Spirits are more numerous and more likely to be encountered (or at least seen) by an adventurer than the Lords themselves….

Their nature is similar to that of the Lords, but they lack the omniscient power
and are rarely worshiped as gods themselves

The Spirits of Orhan are believed to trace their origins from one of three sources: they are lesser beings who entered this space-time with the Lords and have always served them, children of a Lord and Nymph mating, or they are offspring of a Lord mating with a human or Elven female. The last, while not unheard of on Kulthea, are rarely powerful enough to reside on Orhan with the Lords. More than sheer Essænce control, the Spirit must be enough like a Lord to endure the stretch of time as a nearly omnipotent being and maintain his ‘humanity’ as it were. A few children have fallen from grace to violent insanity over the millennia and had to be destroyed by the Lords at great emotional
and physical cost. These occurrences are a special tragedy for the Lords of Orhan.

Terry then goes on to describe 7 of these demi-gods (4 Demi-gods of Charon as well), but states that: “There are in fact dozens of these beings“. For me, this raises two frustrations I have had with SW over the years. First, that seemingly setting critical elements are introduced much later in the book series (see my blog post on Jewel Slime); second that despite the importance of these new elements they aren’t really incorporated into later material. I couldn’t find 1 reference to the Orhan demi-gods in the Master Atlas timeline, Emer I, Emer II & Emer III. They are not present in any of the “history” of Kulthea. These are beings that are 60th to 80th level!

Nymphs.

The next section in the SW Atlas covers “Nymphs”: fairy folk that are tied to elemental or geographic features: Trees, Grottos, Oceans, Caves and Hills, etc. Very much like “Thematic Demons”, they are defined thusly:

The Essænce given form and personality, the
Nymphs are of a similar nature to the Lords of
Orhan, but are tied to the earth rather than Orhan.

While I haven’t used Nymphs much or perhaps at all in my campaign, they touch upon an underlying metaphysics that are constantly hinted at, but never really formalized in rules: the Essaence is fundamentally transformative and can imbue consciousness, powers and personality into the physical world. Perhaps that is why many have gravitated towards the Essaence/Anti-Essaence paradigm. The Unlife/Anti-Essaence represents some malevolent will that usurps thought and personality; so too should the Essaence have intent and will as well?

Local Gods.

Per the Atlas:

In many cases an apparent “local” god is actually a different incarnation of a Lord of Orhan or Dark God. There are also, however, many superhuman beings who can legitimately be considered gods. Most, while in most respects non-corporeal, are linked to a specific location and their power diminishes tremendously with distance from that place.

Local Gods introduce a second principal to the setting; one of “Ascension”. How does one powerful being make the transition from formidable to Godly? What is this process? Laia, a Demi-god was:

Daughter of Cay, Laia is one of the few children of the Lords of Orhan who has been elevated to “godhood.”

It appears that the Lords of Orhan can bestow Godhood upon a chosen few? As we discussed in the previous blog, can a powerful being ascend if they have gathered enough power and worshippers? How do these Gods attain the ability to “Channel” to their followers? How does a being become a local God? Through permeation of the Essaence over time? Do sentient beings make a local god? Do they first define a concept that “Becomes” via their collective will?

I blogged on this subject 5 years ago, but it never really drew comments or further discussion.

The Shadow World setting is basically a Greek-Roman polytheistic pantheon that has a number of other spiritual layers bolted on: Hero/Demi-gods, Alien Agothu, god-like Lords of Essence, locally potent natural Spirit creatures and Local Gods. Perhaps this is part of the criticism that Shadow World is a “kitchen sink”?

In my efforts putting together the Shadow World Channeling Supplement, I wanted to review other system settings and see what material might be helpful. I was curious about the Empire of the Petal Throne gods (also interdimensional beings rather than traditional “gods”), and reviewed the Religion supplements for Runequest (Cults of Prax) and Harn Religions. While much of me wants to respects the totality of Terry’s creation, another part wants to pare some of the material down. I’m not sure how I feel about Dryads, Neiads, and other Fairy Folk in my SW setting, and I don’t where to fit in Demi-gods to an already crowded religious table-top.

Do Demi-gods, Nymphs and Local Gods fit into your Shadow World campaign? Should the path to Godhood become a part of the Rolemaster game system or the SW setting? Do we have enough Godly beings? Too many? Not enough?

Shadow World & The Dark Gods of Charon.

What are dark gods? - Quora

Davon’s comment on my last post made me think a bit more about the “Charonic” pantheon in Shadow World. In that blog post, there were really 2 items that felt like they needed a more in depth explanation that Terry never really provided: The Dark Gods and the Dragonlords. In this post, I wanted to delve a bit more into the Dark Gods and perhaps narrow down to some plausible choices that fit the SW narrative and history. But first I would encourage readers to check out a file I put up last year, the Shadow World Channeling Supplement. This expanded upon the various religions and “Priesthoods” of the various Orhan and Charon gods and included new Base lists for each of the Gods.

Let’s first list a few theories about the origins of the Dark Gods:

  1. They are former Lords of Orhan who turned from the benign ways of their brethren.
  2. They are escapees from some inter-dimensional prison.
  3. They are the result of experiments by the Althans to create non-corporeal life.
  4. Davon in his comment, cited some references to the Dark Gods relationship to “Demons of the Pale”, which could be related to #2 above.
  5. The Dark Gods are Avatars created by the Lords of Orhan.

The first theory is probably the easiest to matriculate into SW canon. While the Dark Gods don’t appear until early in the Second Era, the Lords of Orhan are not discussed individually in any material way in the First Era or the Interregnum. There is no issues with the specific Dark Gods not being mentioned as part of the “Orhan contingent”; none of the Gods in general are touched upon. One could also argue that “Gods” didn’t really gain power until they had enough active worshippers–a common idea in fantasy literature and gaming. Therefore the Gods really didn’t coalesce their power until they had sentient beings repopulating Kulthea in the early Interregnum. The Gods of Charon, by virtue of their smaller worshipper base and perhaps the mitigating effects of their exile to Charon just have less power overall compared to their brethren.

The second theory feels a bit to vague and hand wavy for me. Aren’t the Lord of Orhan refugees from another dimension already? Were they escapees from some inter-dimensional prison themselves? Do the Charon Gods need the implication of escapees or convicts to justify their morality (or lack thereof)? This solution just raises more questions that need to be solved. Plus, Kulthea is already filled with powerful beings: Lords of Orhan, Demons from Beyond the Pale, Agothu, Thalan, spirits, local Gods, minor Gods and Avatars, surviving Lords of Essence, Andraax…. For me, adding yet another god-powerful batch of refugees seems unneeded at this point.

The third theory just doesn’t work for me. As powerful as the Lords of Essence seemed to be, and certainly Kaedena as Empress of the Galaxy was), the idea that they could create god-like beings is too much.

The fourth theory, that Davon mentions is the Dark Gods relationship to Demons, the Pales or even “Beyond”. That’s certainly workable, but I would make a few points. Demons are “alien” and those from “Beyond the Pale” are beyond mortal understanding. The Dark Gods are fairly simple in their motivations and many of them couldn’t even really be called “Evil”. In fact they tend towards “anthropomorphic” appearance and behaviors. Many of the Dark Gods have Temples in the major cities throughout Kulthea. A few, like Scalu, are certainly strange or terrifying, but certainly not alien beyond mortal understanding. Most of the Dark Gods are similar to the Lords of Orhan, but perhaps less Greco-Roman inspired.

The final theory is touched upon in the Master Atlas. The full relevant section as follows (bold emphasis mine):

This close pass by the comet disrupts the function of the
Eyes of Utha, causing an unbalance in the Flows. Also, the moon
Charón passes through Sa’kain’s tail. Soon after this event the
Dark Gods—cruel counterparts of the Lords of Orhan—begin
to appear. Unlike the Lords, these entities revel in manipulating the peoples of Kulthea for their amusement… and their amusement includes human sacrifice, perverse rituals, and bloody warfare.
To counter these new deities, the Lords of Orhan create
manifestations—Avatars—of themselves and appear in these
forms on the Shadow World. They present themselves as gods,
and they allow their powers to be channeled for generally benevolent purposes. They also allow their demigod spirits to travel to Kulthea and intervene directly in world affairs.
The origin of the Dark Gods remains unclear, shrouded in
the superstition and myth of a time long ago. Some Loremasters suspect they are actually former Lords of Orhan who turned from the benign ways of their brethr
en. Others hold that they are escapees from some inter-dimensional prison, or even the
result of experiments by the Althans to create non-corporeal
life.

So clearly, the Lords of Orhan created Avatars of themselves in RESPONSE to the Dark Gods. This also touches upon the beginnings of the Lords of Orhan’s manifestations on Kulthea through their Avatars; perhaps this was the beginning for organized religions? This passage still leaves the origins of the Dark Gods unclear. They are an opposing force of the Lords of Orhan, they too have “Demi-gods” that manifest on Kulthea and they have a broad base of followers. And they are NOT of the Unlife.

In the end, what is the answer? Whatever is best for you and your campaign of course! However, given the opportunity, should the origins of the Dark Gods be changed or clarified?

Critical Events in Shadow World

The 10 Most Important Moments in History - Owlcation

After working on the Nomikos Library Project and some other tinkering with the Master Timeline, I thought I would identify some key world events that are integral to the the setting but might need further clarification in the event of new SW material.

  1. When did the Althans discover the Essaence? -15,000 FE. Althans are able to identify and utilize the Essaence. Why is this important? The Althans combine technology and Essaence and leverage latent abilities via genetic manipulation so their use might even be “pre-Arcane” with no formalized spell lists. Essaence use was not found throughout the Althan population, and Essaence has only been found exclusively on Kuthea, Orhan and Charon. (It’s not clear if Essaence extends to the other solar system planets).
  2. When did the Lords of Orhan arrive? -80,000 FE. Why is this important? The Lords predate the Althan civilization on Kulthea by 50,000 years and it’s implied that the “rift” that gave them access also allowed Essaence to permeate the planet and it’s surroundings. What’s not clear is what, if any, role did the Lords have with the development of the Althans? Were they also god figures to early Althan society?
  3. When did “fantastic creatures” first appear? Between -10,000 and -6,000 FE. Per the Atlas 4th Ed.:

Many peoples and creatures from other planets and Pales are brought
to Kulthea for scientific experimentation. Masters of genetics, the Lords of Essænce alter plants, animals, and races to suit their whim

Why is this important? This provides one source of “magical” or fantasy creatures that are found on Kulthea in the present timeline. However, are they descendants from the ancient Lords of Essence experiments? Weren’t these creatures, and almost all life wiped out at the end of the First Era? The Lords of Orhan rescued representative flora and fauna and brought them to Orhan; did they then reintroduce them to the planet during the reseeding that occurred in the Interregnum?

4. When did the Dark Gods of Charon first appear? 450 Second Era. Why is the important? Are the Dark Gods contemporaries of the Orhan pantheon or something new? Per the Atlas:

The origin of the Dark Gods remains unclear, shrouded in the superstition and myth of a time long ago. Some Loremasters suspect they are actually former Lords of Orhan who turned from the benign ways of their brethren. Others hold
that they are escapees from some inter-dimensional prison, or even the result of experiments by the Althans to create non-corporeal life.

That’s a wide range of theories and I feel it needs to be a bit more precise at this point. As the counter-pantheon to Orhan, the Dark Gods play a important part of the setting. And it should be clarified that they are not of the Unlife.

5. When did the Unlife appear? 2000-3000 Second Era. Why is this important? The appearance of the Unlife is relatively late in the timeline and only 6,000 years in the past. It’s easy to assume that the Unlife was the opposing force throughout Kulthea’s history, but it’s not.

6. When did Demons first make an appearance? -10,000 FE. The Ka’taviir/Althans opened gates to other planes “The Pales” during their experimentation with the mysterious Essaence. The Empress Kaedena had a Demon bodygaurd (Morloch) and Demons were let loose during the Interregnum.

7. When did the Dragonlords show up and from where? For beings of such power, and who have such a prominent role in the setting, the lack of origins for the Dragonlords is a problem. Per the Atlas:

The origins of the Dragonlords are shrouded in the temporal mists which divided the First and Second Eras. It is not known if dragons shared Kulthea
with the Althans, or if they came into being during the Interregnum

If you have read some of my other material, you know that I proposed a solution, but this really needs to be pinned down.

8. When did the Elves and other races appear? c.-100,000 – -90,000. Interregnum. Per the Atlas:

The Lords of Orhan send
their servants, the Fey Folk (Nymphs and
Sylphs, Naiads, Dryads, and Oceanids) to
Kulthea to begin nurturing fragile life back from
the edge of oblivion. Next, the lords return the
sentient peoples to Kulthea: Elves, Mortal Men,
and certain exotic races: Hírazi, Centaurs, Fauns
and Mermen

What’s not clear is if any of these races or sentient creatures were part of the Lords of Essence experiments that were brought to Orhan at the end of the First Era, or whether they are creations of the Lords of Orhan. Are they evolved from Altha stock? Can they interbreed?

Anyway, just a few points in history that I think are important in the setting. Are there other’s that you think need clarification or modification?

Shadow World & Rolemaster Companion I.

Rolemaster Companion I is considered one of the best Companions of the series (although I think RMC II is the fan favorite). Not only did it include a few character classes that many feel should have been included in the original Professions (Paladin among one), it also introduced Arcane magic.

However, not only is RMCI a great addition of optional rules for Rolemaster, it also includes the kernels of many important elements of Shadow World. Published around 1986, RMCI was soon followed by the revised “Loremaster” setting, the Shadow World Master Atlas boxed set. It’s not hard to imagine that some of the material in RMCI was either inspired by earlier modules like the Iron Wind or alternatively, that RMCI material was inserted into the soon to be published Shadow World books. At that time, Shadow World was to become the world setting for Rolemaster so it makes sense that there was solidarity between the rule books and the setting, or as much as was possible. While Terry didn’t appear to have much input in the content of RMCI, I would have liked the opportunity to ask him about the pollination of elements and ideas from earlier works.

There has been a lot of writing concerning “Appendix N” in the OSR community and cultural historians. For those that wanted to understand the root of D&D, Appendix N is considered required reading, more so with the passing of Gary himself. Now, with Terry’s passing, we are left with a new “Shadow World Appendix” trail of material from ICE’s first product, “The Iron Wind“, to early MERP modules like Court of Ardor, Creatures and Treasures and RMCI. While the Iron Wind was mostly a Pete Fenlon creation, Terry expanded the sandbox with the Cloudlords of Tanara and established some setting tropes that would be developed further in Shadow World. Now, with the possibility of new Shadow World material by third party authors (again), I think it’s important to understand the evolution of the setting to establish writing guidelines for any new material.

So let’s examine some elements in the Rolemaster Companion and see if it’s possible that included material directed or influenced the forthcoming Shadow World setting.

Credits and Designer Notes. Primary design credits were given to R.Mark Colborn. I’m not familiar with any of Mark’s other work, but RMCI seems to be an amalgamation of rules from a variety of contributors. Terry is listed as “Editorial Flunky” and given Production credit as well. More fascinating to me is the Designer Notes in 1.1. Here, Mark, offers that the supplement began with the Spell Coordination list to explain some of the material in the Court of Ardor! He continues on a later paragraph:

“The other reason for this supplement is simply because there are things I wanted in Rolemaster which we do not have yet from the good and busy folk at I.C.E., and this game is too good to switch to another. I wanted to be able to make every item of Ardor, and C&T.” (emphasis mine).

Why does Mark’s comments strike me? Obviously, Terry was the author of Court of Ardor, but in 1986, Middle Earth was firmly entrenched in the MERP rule set. Furthermore, CoA was considered a quirky, odd book that was outside of ME orthodoxy. But, as we all know, CoA could be considered very “Shadow World” or even a primer for the Shadow World brand and style. So is the Spell Coordination list the only Shadow World “pre-cursor”, or does the RMCI hold other SW DNA worth reviewing? Let’s continue.

2.1 Arcane Magic. While I’m not sure that RMU has embraced Arcane Magic in the primary ruleset, Shadow World ultimately did in the Master Atlas. Besides generally cool spell lists, the Arcane lists were peculiar and a bit setting specific with “Earth Nodes”. We’ll get to that in a bit. On page 4 is a boxed text vignette, a book excerpt by the Loremaster Yh’tomit regarding “Studies Beyond the Common White Lore”. There is much to parse from this section, but a few tidbits that struck me when I first read the Companion:

“…the study of the origins of the Arcane Tomes is the mention of the Draconic Wizards, or Dragon Mages”

“Whence the Arcania?…..Under his instruction I have mastered them all, ascended because of them…”

“…I saw the ragged edge of a great wing. I knew then that my master Leilamag was indeed greater than I had dreamed”

“…are these people who have gained the ability to become, I mean, to be dragons? And to move back and forth between the form and Essence?”

“Is it greater calling themselves Dragon Lords and riding the beases backs, or to be able to ascend into true might–to take not just the form but also the Essence as well–to be both Dragon and Dgraon Lord?”

Consider that this was pre-Shadow World, but we were aware of a Dragon Lord in the earlier product The Iron Wind: Oran Jatar. This brief passage ties together a number of elements: the primal Arcane Magic, the existence of Dragon Lords, and the idea that a Mage can “ascend” to a higher form and choose between human and draconic form. Rather than a Dragon Lord appearing whole cloth, this hints at a “Ritual” that could be allowed in game for such an ascension!

2.2 Earthnodes and Earthblood. To me, the inclusion of Earthnodes is very specific setting, but one that Rolemaster embraces. Of course The Iron Wind introduced The Flows of Essence, but Foci themselves aren’t found until the SW series. RMCI also offers that Earthnodes often will have “phenomena”: rare herbs, valuable ores, lairs, shrines or magical or supernatural manifestations”.

Terry followed this practice; most major Foci have some unique structure, object or creature at their epicenter. More notable is the tie between Earthwardens, structures and Foci in Shadow World.

2.4 Magical Languages. RMCI introduces the idea of various magical languages and their utility to various types, or specific spell lists. This is a great concept, and the section includes Iruaric for Arcane spells and Alchemist lists. Shadow World also adopted magical languages and tied them to spell lists. I believe this is a concept that could be strengthened even further in new SW books. I’ve blogged some of my own ideas before.

3.1 Arcane Spell Lists. While these lists could use some revision, that are cool, great lists. Certainly “Earthblood Ways” faintly echoes the later Loremaster and Navigator “Flow” lists. For me, these Arcane lists are perfect as the powers of the “Earthwardens” in Shadow World. I’ve re-worked these lists in my BASiL project, but it’s not necessary to do so–these lists are great in a SW campaign for use by Earthwardens, Dragon Lords and even the Storm Wizard.

7.6 Mage Drakes and Essence Drakes. In this section we have 2 types of Dragon/Mage hybrids. The Mage Drake requires the caster to be level 20, know the Arcane lists to that level and undergo a “Ritual of Ascension”. The second type is the Arcane Drake–a Mage Drake that has attained 50th level. Interestingly, these Dragon Lords can be either good or evil and not inherently a creature of the Unlife as depicted in the Iron Wind.

There are a few other kernels of SW throughout the book, but for me, the RMCI is a good resource for SW specific rules and concepts. We know that Terry was often unconcerned about the gap between the SW setting and the rules support from Rolemaster. As Mark says in his designer notes, the Companion was meant to “rulify” some aspects of the Court of Ardor. In turn, I’ve been interested in modifying Rolemaster to better suit Shadow World. Whether through the BASiL lists, addendum material or SWaRM (Shadow World alternate RoleMaster). If or when ICE allows new Shadow World material, understanding the evolution of the setting might in turn help create better products.

Master Spell List Reference

Recently I received an email from someone looking a spell list (and a few particular spells)–it took some time given that some of these lists were done years ago, I’ve updated some of them since, and I haven’t run any sessions during COVID so some things are a bit hazy! So to help in the future, here is the full list and links to all of the spell lists I’ve posted up so far. These are on the Rolemaster Forums and do require that you have an account to access these lists. Almost all are in PDF form.

Cantrips: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3157

Shadow World

Cult of Hraask: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=19644.0;attach=4307

Arnak List Thargondaak: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4109

Arnak List: Dansart: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4108

Arnak List Athimurl: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4106

Arnak List: Gaath: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4105

Arnak List: Yarthraak: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4104

Arnak List: Lyak: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4103

Nynaku Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3804

Klysus Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3803

Moralis Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3802

Scalu Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3799

Zatar Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3795

Andaras Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3787

Kesh Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3782

Inis Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3781

Orgiana Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3780

Iloura Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3770

Iorak Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3768

Kieron Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3765

Jaysek Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3764

Oriana Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3763

Teris Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3762

Phaon Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3760

Eissa Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3759

Shaal Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3757

Cay Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3755

Valris Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3754

Kuor Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3752

Void Knight Base List: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=3187

“Misc Lists”

Needlework Mastery. https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17557.0;attach=3798

Undead Hunter https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17568.0;attach=4058

Santa’s Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17707.0;attach=3828

Haunting Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17568.0;attach=3801

Essence

Weapon Runes: http://www.rolemasterblog.com/wp-content/uploads/2017/11/Weapon-Runes.pdf

Protection Runes: http://www.rolemasterblog.com/wp-content/uploads/2017/11/Protection-Runes.pdf

Acid Law: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=4114

Force Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3797

Physics Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3796

Sand Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3793

Sand Attacks: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3792

Sand Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3788

Master of Dark: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3342

Summon Dark: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3343

Call Cold: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3338

Cold Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3339

Ice Attacks: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3340

Ice Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3341

Fire Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3334

Fire Travel: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3335

Fire Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3336

Fire Attacks: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3337

Summon Light: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3330

Light Veils: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3331

Light Manipulation: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3332

Light Attacks: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3333

Sound Control: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3328

Sound Waves: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3329

Earth Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3324

Earth Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3325

Earth Attacks: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3326

Earth Reigns: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3327

Call Water: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3320

Command Water: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3321

Water Commune: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3322

Water Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3323

Defensive Winds: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3316

Controlling Winds: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3317

Attacking Winds: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3318

Moving Winds: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3319

Demonic Summons: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3313

Demonic Protections: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3314

Demonic Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3315

Gate Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3310

Phase Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3311

Time Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3312

Detections: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3307

Physical Analysis: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3308

Power Analysis: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3309

Spell Disruption: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3304

Spell Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3305

Spell Reigns: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3306

Elemental Shields: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3301

Spell Shields: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3302

Weapon Shields: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3303

Living Enhancements: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3298

Living Change: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3299

Living Augmentation: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3300

Lesser Cold: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3294

Lesser Earth: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3295

Lesser Fire: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3296

Lesser Light: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3297

Lesser Wind: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3292

Lesser Water: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3293

Lesser Magic Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3285

Perceptions: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3286

Physical Enhancement: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3287

Minor Spell Shields: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3288

Minor Elemental Shields: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3280

Essence Hand: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3281

Lesser Delving: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3282

Lesser Detections: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3283

Augmentation: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3289

Automaton: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3290

Teleport: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16681.0;attach=3291

Mentalism

Willful Compulsions: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4324

Willful Influences: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4325

Self Projection: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4323

Sensory Riding: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4321

Sense Projection: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4322

Matter Manipulation: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4319

Mental Kinetics: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4318

Mental Hand: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4313

Subtle Touch: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=4311

Self Change: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3921

Self Control: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3922

Self Healing: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3923

Self Weapon: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3924

Self Enhancement: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3925

Absorption: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3746

Mind Lore: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=17405.0;attach=3747

Channeling

Dark Powers: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3395

Dark Protections: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3396

Dark Warrior: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3397

Dark Channels: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3392

Dark Master: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3393

Dark Wounding: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3394

Holy Arms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3389

Holy Auras: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3390

Holy Battle: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3391

Summon Followers: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3383

Channeling: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3384

Blessings: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3385

Flesh Law: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3378

Organ Law: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3379

Muscle Law: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3380

Bone Law: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3381

Healing Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3382

Create Undead: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3375

Undead Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3376

Undead Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3377

Natures Guises: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3372

Natures Lore: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3373

Natures Defenses: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3374

Flora Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3369

Herb Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3370

Flora Commune: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3371

Animal Summons: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3365

Animal Forms: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3366

Animal Control: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3367

Animal Bonds: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3368

Visions: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3361

Weather Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3362

Unholy Transference: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3363

Unholy Transformation: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3364

Creations: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3356

Life Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3357

Lore: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3358

Purifications: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3359

Repulsions: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3360

Spirit Mastery: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3353

Spell Defense: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3354

Natures Movements: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3355

Barriers: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3345

Communicating Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3346

Communing Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3347

Detections: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3348

Lights Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3349

Locating Ways: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3350

Minor Curses: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3351

Minor Healings: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=16688.0;attach=3352

Magical Item Lists

Simple Imbedding: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4062

Talisman: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;topic=15879.0;attach=4063

Other Blogs You Should Check out.

Sorry for the unfinished post, but I got sidetracked! Anyway, I thought I would put up a few other RPG blogs that I check into regularly. I wish there were more sites dedicated to Rolemaster and/or Shadow World, but it’s pretty lean! That doesn’t mean there isn’t great content out there. My preference are blogs with unique opinions, reviews or thoughts rather than aggregator sites. There are some great posts on defunct sites that are also worth looking for, but for this post I’m keeping my list to sites that are regularly updated. Here are a few that I read:

Akratic Wizardry has shifted focus over the years–in the past there was some coverage of Rolemaster/MERP and currently has veered over to other game systems. Nonetheless, there is some good writing and interesting topics worth checking out.

https://akraticwizardry.blogspot.com/

Grognardia. I’ve mentioned this site many times in my own blogs. James has an appealing writing style and an eye for topics that is pure nostalgia. For many of us, roleplaying games is a continually effort to recreate the wonder and joy of our first experiences with gaming in our formative years. Reading Grognardia brings some of that back!

https://grognardia.blogspot.com/

Gnome Stew. I typically check in once or twice a month, but I appreciate the macro-view of gaming issues, gameplay and theory.

https://gnomestew.com/

Swords & Dorkery. I’ve always enjoyed Mike’s blog, and he is still at it!

https://mikemonaco.wordpress.com/

Roleplay Rescue’s. A grab bag of blog topics, but there is discussion of wargaming and Panzer! As an old school Squad Leader gamer, I always like to read about turn based table top wargaming.

https://roleplayrescue.com/

What blogs do you read or I should check out, let me know. Also, if you have any interest in contributing to the Rolemasterblog let us know. A handful of bloggers writing once/month would help us keep our content up!

Languages in Shadow World

Polyglot - Department of Modern Languages - Dietrich College of Humanities  and Social Sciences - Carnegie Mellon University

One mechanic that is often brushed aside in RPG’s relates to language barriers. Early D&D provided most players with a number of languages, a common racial tongue and an alignment language. It was not uncommon for PC’s to have access to a dozen or more language channels within the group.

Ostensibly, in the Shadow World setting, there should be much more material addressing languages and communication. SW is a setting that covers 100,000 years and is made up of smaller landmasses divided by mountain barriers and impassable Essaence flows. Even assuming the same root language, locals will differ by dialect and common etymology. Erlin, which is often the default “common language” should still vary by region, continent or culture.

My experience is that players will sink very little, if any, DPs into languages. I suspect they lean on the GM to solve any language barriers to facilitate gameplay. Language is just a hand wave problem! I get it, as a GM, I don’t want to impede the story and needed exposition due to the “realities” of language so I find myself solving that problem for the PC’s rather than creating a roadblock.

So what are some options:

  1. Languages are more easily learned at an early age, so the GM could spread around some useful languages as part of adolescent development. Even a few “root” language can bridge a basic communication gap among a variety of SW cultures.
  2. Account for it when planning a session. If the group is encountering a new culture, travelling in general, or might have a relevant meeting with an NPC or similar info source, come up with a mechanism for communication. Perhaps the NPC has a spells, device or another language that will work.
  3. Spell Law. There are a number of communication spells in Rolemaster. They may not be the most exciting lists or have broad utility (depending on the game style), but information can be a key element of gaming success. The players should know that not everything will be spoon fed to them, and it’s incumbent on players to not only equip themselves with the right gear, and arm themselves with the right weapons, but to have appropriate non-combat related skills and spells.
  4. NPCs. I discussed hirelings in a previous blog. If languages are an important element in our game, than the players should prepare by hiring/using a translator when interacting with others.
  5. Magic Items. This feels a bit of a cheat, but the group could find/buy a magical “translator” (or Althan tech that seems magical).

Anyway, I’m curious how much emphasis GM’s place on language barriers in Shadow World. What are your thoughts?

Retconning Shadow World Pt.2

At the risk of repetition, many of the generic elements of Shadow World were simply the inclusion of general Rolemaster material in earlier books to support the RM rules. If you were to parse out Terrys “canon” work, it’s clear that his material is more specific to his world setting than fidelity to RM.

In my first “Retconning Post“, there seemed to be some collective agreement about eliminating “Lugroki” (Orcs) and some mixed comments on my other suggestions. I also realize that this retconning topic is similar to my recent “Canon or Can It” posts, but in these blogs, I’m focused on questioning baked in canonic items rather than elements of Shadow World that were only mentioned sporadically–like Jewel Wells. Many of these items are revisiting past posts, but with the future of Shadow World unclear it’s worth discussing how Shadow World could be tightened or improved if ever given the opportunity.

  1. Giants. So my first item are “Giants”. I blogged about this a few years back so you can click the link to read more in depth thoughts. Where are Giants in Shadow World and do they belong there? Terry only mentions Giants 40 times in the Master Atlas and ALL the references are either in the “Lands” section involving other areas not fleshed out by him (not Emer or Jaiman) or the “Creatures” section. There are no mentions of Giants in the timeline or other supporting material, no Giant NPC’s other than the Titans (which are something altogether different), 1 mention in Haestra (used as an adjective re: Titans), 2 mentions of Cloud Giants (only that they are rumored to exist in the Mountains), none in Emer III . Like many other creatures, Giants were originally included to marry the Rolemaster material with the default SW setting. Certainly Giants are a classic creature in D&D and human mythology, but do they belong in Kulthea? My belief is that Terry’s writing should direct these questions–and he didn’t use Giants.
  2. Elves. I also blogged about Elves in the past, and I still feel like they need some adjustment and posted up some thoughts on the Forums HERE. Elves were a favorite of Terry’s and he definitely ported over some Elvish standards from his love and work on Middle Earth. Could Elves be modified to clarify some issues? Dyar certainly raise a host of issues around the “Evil Race” theory and the modal language around “Dark Elves”, “High Elves” and “Common Elves” seems simplistic now. What, if anything would you change about Elves?
  3. Unicorns. “Black Unicorns” ridden by the Heralds of the Night are cool…but not sure about the standard one. Thoughts?
  4. Undead. Here is my past post on Undead. For me there are two issues with Undead in Shadow World. First, how does it fit into the metaphysical underpinnings of the world regarding souls, resurrection, the afterlife and the deities (who aren’t really gods). Second, I think using traditional Undead creatures: mummies, vampires, ghouls etc pull the player out of setting immersion into standard fantasy RPG tropes. Personally, I like the undead “Class” system combined with either physical or non-physical manifestations. I’ve also married the concept of Undead to the Unlife–it’s more likely that intelligent undead are a manifestation of the Unlife than a trapped soul or angry spirit.
  5. Physical Travel. One of the original conceits of the Loremaster/Shadow World setting was the physical isolation of various lands due to geological barriers and Essence flows. I think this concept needs to be emphasized more in any future Shadow World products. What reason for the Navigators if travel was dangerous but nonetheless accessible to most anyone?
  6. Dragons. The Shadow World includes 160 mentions of Dragons–they are an integral part of the setting. But based on Terry’s writing, there are relatively few “real” Dragons: just the 6 Dragonlords and handful of named, older/great Dragons. I like that. Dragons are rare, powerful and perhaps not even “evil”. In fact, the Master Atlas names a handful of other Dragons: Kaedan (undead Gas Dragon), Ssamis T’zang (light dragon) and Motar Voorg (red-gold dragon). The remainder of “Dragons” are lesser types–drakes, wyverns etc that are tied to dark forces. I think it’s all great but perhaps needs to be clarified a bit more.
  7. Navigators & Loremasters. Both of these “professions” have unique sets of spell lists that sort of upend the normal Rolemaster professional limitations. One could argue that these lists are the 4 extra base allowed by pure spellcasters, but it’s not clear that Navigators or Loremasters are recruited at a young age and trained from childhood. In fact, Terry mentions that Loremasters and Navigators start with some other profession; sort of a dual-class situation:

Two groups which are key to the scheme of Kulthea are the
Navigators and the Loremasters. Both of these associations—
through rigorous training and aptitude—have access to lists which

are Arcane in nature. No one without the full regimen of training
could possibly learn these lists. Those within the circles of these
groups may choose these as their Base Lists (in fact, to be learned at
all, they must be chosen as Base Lists). As noted in Spell Law, .,
Pure Spell Users may choose up to four other lists to be their “Base”
lists. In the case of Loremasters and Navigators, they may also
forfeit as many as three of their Professional “Base” Lists (those lists
becoming like “Closed” lists) and select more of the following
Arcane lists for their Base. Thus, while they theoretically retain one
of the other Rolemaster professions, they are also a hybrid with
either Loremaster or Navigator lists. Note that a Loremaster or
Navigator is actually some other profession initially, then chooses
the additional discipline afterwards.

Since Lorematers and Navigators are invariably NPC’s it’s easy to hand-wave this mechanic, but rule carve-outs complicate the marriage of rules to setting.

These are just a few examples of SW content that could be “retconned”: changed, modified, clarified or eliminated. What are your thoughts?

A few quick thoughts on “Level-less” Rolemaster.

Levels Health - Home | Facebook

We’ve discussed “Level-less” Rolemaster before here on the RMBlog, but Vladimir’s recent post on the ICE Forums had me thinking and I wanted to put some quick thoughts down.

While RM was a bolt-on to D&D, character levels were never an integral part of Rolemaster. Levels didn’t impart any names or titles, there were no special abilities granted at “X” level, and no other real benefit of levels except to measure the “when” of imparting more development points except for 2 areas: spellcasting and saving throws.

  1. Spellcasting. Early RM only allowed a caster to cast spells up to their level. This restriction was removed in later alternate rules and now with newer editions “overcasting” is not only allowed it’s basically baked into the system via special skills (grace or spell mastery?). My understanding of RMU is that character level and spell level are now disconnected. The other aspect of spellcasting and character level is casting time. I believe this has been discarded as well. Either way, it’s fairly easy to separate character level, spellcasting level and casting time.
  2. Saving Throws. This is a bit trickier since it’s DEEPLY ingrained into RPG psyche that more powerful, higher level characters are better able to avoid, fight off, repel spell effects, poisons, diseases and other similar type of attacks. However, when you have a system like Rolemaster that is completely skill based, level based RRs seem like a artifact from a past era. I blogged about it HERE and HERE.

I’ve eliminated any RM mechanics based purely on the character level. Level is just a measure of experience/development points, but meaningless otehrwise. My question to you all–what MECHANISTIC function do you think levels serve?

Happy New Year! 2021 Year in Review.

Happy New Year from the Rolemasterblog. 2021…what a year…I’m going to call this past year a loss and move on to the next, but wanted to put some thoughts in order and reflect on a few items.

R.I.P. Terry Amthor. 1958-2021. For the Rolemaster and Shadow World community, there is no greater loss than Terry’s passing. While Shadow World is his most comprehensive work product, Terry was an icon in the early days of roleplaying: one of the founders of I.C.E., author to seminal MERP products, author of the Mentalism realm to note a few. While the future of Shadow World seems dim, many of our lives were brightened by his creativity.

RMU. Another year gone by and RMU is still in process. While I use my own rules (SWARM: Shadow World Alternate Rolemaster), I see RMU as a critical milestone for the company. I’m not sure if there is another ruleset left “in the tank” for ICE given everyone’s age and their resources. I imagine someday in the future–the IP might be bought out and given new life as a legacy product.

Priest-King of Shade. PK was submitted in 2013 in first draft form. Since then, during the editing passes, I have made roughly 200 changes for spelling, punctuation and grammar and added roughly 4 pages of finishing material. That’s not a lot of editorial work–the product is basically complete. However, I always felt it was a long shot given Terry’s reluctance for third party work, and the other priorities in the queue at I.C.E. However, my goal has always been, and still is, to get at least 1 Shadow World product officially published! I still have hope!

Rolemasterblog. This was not a great year for the team here. It looks like we only posted about 60 times TOTAL–a little over 1/week and I had 40-45 of those. Our past output of 1 blog/day seems unreal!

RMBlog Adventues and DrivethruRPG. Our RMBlog adventures production sort of whimpered out…BUT…for 2021 we sold a total of 1280 units via DrivethuRPG. That’s something!!!!! The top selling hook was The Inn of Dusk with 60 sold, followed up by Grosks Tavern with 51 sold. Thanks everyone!

My Shadow World Stuff. This was not my most productive year getting new material up on the Forums or RMBlog. In January I put up the last Chapter 5 of my “Legends of Shadow World” 50th lvl adventure module, and the Shadow World “Channeling Handbook”. That was it….

There were some good conversations over on the Forums, including this one about the nature of “Evil”.

Best wishes for a great 2022!