Shadow World Review: “All the Pretty Horses”

This blog is a bit of a spin off of my “Can It” or “Canon” series, where I delve into various aspects of Shadow World. Since it doesn’t quite fit into the “Canon” series, I’ll call it “Shadow World Review”.

Today’s topic concerns our favorite 4-legged beast: the horse, and to a lesser extent cows and cattle. Horses are sort of a given in almost every fantasy campaign, a terran creature needed to fit into existing tropes: the mounted knight etc. Cows/cattle are also a requisite, even if in the background to supply the hide for all of the leather goods also common in fantasy rpgs!

However, if you were to read the SW books, horses are not that prominent and cattle are barely mentioned. In the SWMA, horses are only mentioned 35 times and cattle twice. Of the 35 horse mentions, many are context references to steardan, pegasus or a comparison of intelligence. Only a few societies are “horse based” and reading through most of Terry’s vignettes, horses seem to be exceedingly rare. (Of course the blight that hits and decimates the horses in Emer in the Third Era also helped kill off the “horse trope”.)

Based on my use of the earlier SW books: Iron Wind, Jaiman, Tanara and my own campaigns, I’m not sure the players ever had horses! They feel more of after thought…a few thoughts:

  1. Early “Loremaster Series” books emphasized the demising nature of the Essence Flows. Travel was DIFFICULT and unpredictable–thus the need for Navigators. Most lands and countries were physically isolated from one another, making horses seem a bit impractical.
  2. Cool mounts. Terry already embraced the idea of setting unique mounts. Why bother will horses when you can add flavor to the SW setting.
  3. Land. Besides Emer, which has some open land and plains, SW is frequently small land masses, with diverse elevations, climates that aren’t that horse friendly.

Similarly, the appearance of “cows & cattle” are infrequent throughout Terry’s books. Leather is a common material in the RM system and SW books, but we don’t see that much focus on it’s source. Of course, leather is just hide, and SW creatures provide a lot of opportunity to source “leather”. Jengada recently blogged about this overall topic HERE, and I posted up some SW specific armors in a file via HERE.

Anyway the point of this blog was more a quasi thought experiment. Despite being tagged as a “kitchen sink” setting, SW has many unique elements. I don’t know where horses and cows fit into your use of SW, but I had to comment on it!

“CAN IT” OR “CANON”: Jewel Wells

SPARKLY JEWEL SLIME

JEWEL SLIME

Various types of crystals are featured throughout the Shadow World books: Lords of Essaence crystals, the mindstones of the Warlocks of Itanis, Zirix crystals, Sun Crystals–the list goes on. I’ve tried to consolidate them HERE., but depending on which SW book you read there seems to be some variations that defy a “unified theory” around crystals and their associated powers.

So, it was with a bit of surprise when I read about “Jewel Wells” and “Jewel Slim” when Xa’ar was released. This was something new and my reaction wasn’t exactly positive. Now, it may be that Jewel Wells were introduced in the Bladeland settings and Terry merely ported the concept over to the broader setting in Xa’ar. If anyone is familiar with the BL setting, please weigh in.

Jewel Wells are mentioned 28 times in the supplement and the description starts on page 28:

These magical sites were virtually unknown in recent
history outside of Folenn and the East before Ondoval
took the Northern Eye and disrupted the Flows. The
last time any were seen on Jaiman was during the Wars
of Dominion over six thousand years ago.
All Jewel Wells are Essænce Foci (see the Shadow
World Master Atlas 3rd or 4th edition); some are even
a Greater Focus (they can fluctuate), and can cause
Dimensional Rifts and other magical effects, as described
in the Atlas. Jewel Wells appear spontaneously and can
remain for a day, a month, or a hundred years before
vanishing just as quickly, leaving no evidence of their
presence except remnants of crystallized Jewel Slime.
They are among the most strange manifestations of the
Essænce, like some kind of magical, interdimensional
lava eruptions. The Jewel Slime that intermittently spews from Jewel Wells is a concentrated physical focus of Essænce, but Alchemists disagree about its true
nature. Different wells produce Jewel Slime of different
hues and viscosity, and the color can even change in
the same well. This may be a clue to the attributes of
the slime, but few have the ability to fully understand
this volatile material. Some Loremasters believe that the
Earthwardens actually summoned the first Jewel Wells
as a potential source of power to use against the dark

forces. (While there is little evidence to support this,
it is in fact true: the Earthwardens summoned/created
the first Jewel Wells, but these manifestations proved
difficult to control, even by those as powerful as the
Earthwardens.)

What I take away from this are the following:

  1. Jewel Wells were created by the Earthwardens
  2. They were originally seen in Folenn (Bladelands)
  3. The manifested elsewhere until the Northern Eye was removed.
  4. The produce Jewel Slime.

Xa’ar presents the first real material on the Earthwardens, who had only been mentioned in passing in previous SW books, so introducing a new element like Jewel Wells, related to the Earthwardens and the loss of the Eye seems viable. For me however, after running years of SW campaigns, Jewel Wells felt like they came out of left field! Did I want to incorporate them into my campaign? So far I haven’t.

The product of the Wells is Jewel Slime, also a new element. It is described as cold viscous material that casts a prismatic light. It can harden into jagged crystals and has magical properties. Once hardened only a powerful Alchemist can re-shape it.

There is something whimsical about Wells and Slime. For me the flavor of this is more anime or Miyazaki–elements that Terry freely admitted inspired Shadow World. Does it feel ubiquitous and appropriate for SW. Certainly if you are of the position that anything Terry wrote in SW books should be considered “canon”. But Jewel Wells are rarely mentioned again in subsequent books. No mention of Jewel Wells in Haestra, nothing in Emer II and a single mention in Emer III:

GM Note: It should be noted that the mined piezocrysytals of the Jinteni are not the same as the Earthwarden magical crystals created from jewel slime as described in the Xa-ar sourcebook; these are of a completely difeferent nature.

It’s not until Tales of the Green Gryphon Inn that we get another mention of Jewel Slime:

Earthwardencrystals look like quartz crystals, are crystallized læn
(solidified Jewel Well slime), come in various colors, and
are of the same nature as K’ta’viir crystal technology.

This was VERY interesting and feels like a bit of ret-con or clarification by Terry. Here he implies that laen is actually solidified jewel slime and are the same as Ka’ta’viir crystal technology. This is kind of big given laens prominence in Shadow World!

Generally, it feels like Jewel Wells/Slime was a prominent new feature in Xa’ar but relegated to the back shelf afterwards. I haven’t used Jewel Wells or Slime in my campaigns, what about you?

Shadow World. Looking Ahead.

What do you see?

If you’ve read this blog or the Rolemaster Forums regularly, it’s no secret that my focus is primarily on Shadow World and Rolemaster. It’s been a long time since I’ve played other games, and I’ve always felt that I would get more “bang for my buck” writing material, mastering game material and rules for a single system. So, like many of you, I’m pondering what I.C.E. and specifically Shadow World looks like in the future.

The last decade has seen many founders, artists and writers of early and Golden Age RPG’s pass away. Many have only recently been acknowledged or appreciated for their impact on the industry, as TTRPGs has matured, expanded and become a cultural touchpoint. Certainly the deaths of Gygax, Arneson and now Terry, has caused a profound sense of loss; not only for the loss of their creative output, but for the impact they had on our childhoods.

Few game settings have had such a delineation in “Canon” and “Non-Canon” content that Terry’s Shadow World. Many game settings are created by multiple writers and artists, over years, and often with changing styles. Shadow World was somewhat unique for the quantify and quality of output generated by Terry over 35+ years. For purists, the early SW modules were of varying quality, tone and usability, and only Terry’s material was considered Canon not only because of his founder status, but due to the quality of his writing. Terry was very protective of the world he created, and barring a “collaboration” for the Shadow World Players Guide, there hasn’t been any SW material published by anyone other than Terry for decades.

Where does that leave Shadow World now? There are two drivers for the future of Shadow World: Terry’s estate and I.C.E. itself. A few thoughts:

  1. Will or can SW continue with new material and new contributors?
  2. Should SW continue after Terry’s death, or should his work stand unaltered for posterity? (There is certainly enough current material for any gaming campaign).
  3. Could ICE just reprint SW material for RMU, d20 or other open systems rather than pursue new content?
  4. What new material is possible? What would users and fans want to see? Detailed regional books that expand “Canon” or adventures or smaller works that fill in gaps without tipping the applecart?
  5. Could SW be sold/licensed to a larger gaming company that has the inhouse resources to scale up the material?
  6. If new material is created, how is it’s quality and appropriateness arbitrated? Can new material come close to or match Terry’s style and intent?
  7. Is ICE already “all-in” with SW as it’s quasi-official setting? How can it pivot to a new setting given it’s publishing pace?

I’m sure the management of I.C.E. are already contemplating these issues, but I’m also curious what the fans and users of SW and Rolemaster think, want or find acceptable for the future of Shadow World.

“Can It” or “Canon”: Krals.

53,309 Cannon Stock Photos, Pictures & Royalty-Free Images - iStock

Welcome to my new blog topic: “Can It” or “Canon” where we explore some elements of Shadow World that might not quite fit Terry’s vision and be dumped, or alternatively should be fully embraced as official SW material. Today we are going to discuss Krals, humanoids that were first introduced in Vog Mur and then appeared once again in Quellbourne, the first official module of the Shadow World series.

First, let’s gather the various descriptions of Krals from various sources and see if we can come to some consensus:

Krals Per wiki:

Krals are described as semi-human or ape–like creatures. Both, the Krals and their close kin the Garks are considered two distinct subraces of the Karku, a race believed to be related to both Men and Trolls. The Krals resemble the Garks but they are taller and more intelligent.There were two different subraces of Krals, Sea-Krals and Ice-Krals.

So I found this wiki entry interesting. I know that Quellbourne featured “Ice-Krals” and Vog Mur had “Sea-Krals” but for the life of me I have never heard of “Karku”??? A quick search of the Master Atlas finds no reference to Karku. However, based on this wiki source we know that Krals are ape-like, related to Garks and have the 2 sub-races: Ice & Sea.

Sea Krals Per Vog Mur:

Krals are an ancient nocturnal race of cloudy origin. They may be distantly related to Men, but show no pity or charity toward Mankind. A typical Kral is vaguely humanoid, and stands 4 to 5 ½ feet tall and has lengthy arms. Their arm is marked by an additional bone which connects the wrist to their four fingered hand, making the hand appear unusually long. Each of their fingers stretches 5-6 inches and is capped by a claw like nail. They have opposing digits, and are dexterous enough to be accomplished craftsmen and bowmen. Kral skin is normally dark grey or bluish in palor, and has a leathery character. Their hair is uniformly thick and white, and grows primarily on their head, neck, and shoulders. This gives them the appearance of having a mane of sorts. Random protrusions of hair can be seen in other body areas, however. Perhaps strangely, female Krals have considerably more body hair, for they have a long expanse which grows down the bony spine of their backs. The females rarely exceed 4 ½ feet in height, but are formidable foes, for they are generally much quicker. Since they are exceedingly long-lived, they rarely bear children. Krals wear leather armor and carry scimitar-like swords. These creatures all sleep communally and carry or wear their few possessions. Home is a mobile mat of hair.

Besides their physical description, the Sea Krals were a military force and seemed organized, intelligent and militaristic.

Ice Krals From Quellbourne:

Appearance: Shorter than men and vaguely ape-like. Ice Kral
stand 5’6″ tall, with broad shoulders and long arms. They have
long dexterous fingers capped by long nails. Their skin is a
grayish-blue and their heads sprout thick white hair, which spreads
across their shoulders and down their backs. They have piercing
green eyes, deep-set under beetled brows.

Again, the Krals are seen as violent, with a society built around the “Law of Battle” and the “Law of Duels”. The Krals are pirates and raiders, but live in a fortified town and seem to be societal to some degree.

Sea Krals from Creatures & Treasures:

Sea-krals are ape-like creatures with dark grey or blue skin and a pelt of thick, white hair growing on the head, neck, and shoulders. Females possess an additional thicket that grows down the bony spine of their backs. Both genders have long arms and an extra bone connecting the wrist to the hand. Long, dextrous fingers capped by a claw-like nail aid them in becoming accomplished craftsmen and bowman. They stand 4’6″ tall. Sea-krals fear the hungry waves, but derive too much pleasure from their violent way of life to abandon the ocean. They build longships in which to ply the seas, raiding and plundering other vessels as pirates. Their boats serve as their only home in spite of the fact that most can not swim. Their average life span is 55 years. They sleep during the day and are active during the night. Leather armor and curved swords are their usual battle garb.

Initial conclusions. Based on the publishing timeline, I would assume that the Sea Kral from Vog Mur was the first appearance of the Kral. After Vog Mur, the Kral were included in Creatures & Treasures and then picked up by the third party author for Quelbourne. Given the Quelbourne was the first of the official SW series, there wasn’t a lot of established SW content to draw from–I don’t believe that the Sea Kral were included in the original Shadow World boxed atlas set. Can anyone verify that?

My second thought is that the Kral are very similar to Garks–although Garks seem less intelligent and have a prehensile tail. Here is the Gark description below and keep in mind that Garks are featured in many of Terry’s books.

Garks from Master Atlas:

Garks: Mottled grey fur covers covers all of the ape-like Gark, except
the palms and soles of his feet. Long arms hang to his knees, and
a powerful, prehensile tail grows from the base of his spine. Most
Garks possess only limited intelligence, and they use crude weapons such as clubs, hatchets, and spears. They wear simple, decorative clothing and organize themselves by family groups. Each group shares a large nest suspended high above the ground in the trees or a cliff-face. Occasionally, males band together to raid the homes of nearby Mannish peoples. Garks are omnivorous, but some groups relish the taste of raw human flesh.Garks have been trained by some dark sorcerers and lords to act as a crude military force, and though they are powerful fighters, they are not as easily disciplined as the more disciplined Lugrôki. Three basic types of Gark are known to exist: Snow Garks, Jungle Garks, and Cliff Garks, each inhabiting the type of environment they are named for.

“Can It” or “Canon”?

Kras are an interesting race, perhaps more unique and interesting than the renamed “Orcs” and “Goblins” that are featured in SW: but Terry didn’t use Krals. Anywhere. Garks seem like a proximate type and could certainly be expanded into other terrain types (I used them in Priest-King) in place of Krals. Additionally, Garks can have other off-shoots that are more organized, more intelligent or more societal.

In the end, Krals were never embraced by Terry. My opinion: Can them! What do you think?

Retrospective: Shadow World Blog Posts. Advanced Tech in SW.

Obviously I am thinking a lot about Shadow World with Terry’s passing: his past works, projects he was working on, and what the future might have been. Of course, Shadow World will continue in the imaginations of fans, players and GM’s for years to come, and we can only imagine what Terry had in store with Emer IV, Wurilis and other projects he hinted at. In that spirit, I wanted to revisit my own ideas and blog posts from the last 5 years here on the Rolemasterblog.

Weekend Musings 9-12-2021

Greeting to the Rolemasterblog, it’s participants and readers! As you can see, our blogging activity has really dropped off over the last few months. It felt like we had some energy and spring in our step earlier this year, but speaking for myself, the return of the COVID really has had a demoralizing effect on my time management and creativity. I hope everyone that reads this is doing well and have not suffered any personal tragedies from this pandemic.

So while I have a number of blog posts started, I thought I would return to a weekend centric overview blog of some thoughts, notable news and other items that have come up.

  1. If you don’t read Grognardia and have an interest in the “Old School” movement, you should check it out. James recently posted a review of “The Iron Wind” that is worth reading. Certainly I have a very different view point of the IW based on my back ground, but outside views are very relevant!
  2. Roleplaying plots. Like many of you, my game ideas are often drawn from a variety of media sources. Recently, Amazon made available one of my favorite genre movies: “Brotherhood of the Wolf“. If you haven’t seen it, I recommend it and would also suggest the original french version with subtitles. Visually striking, the movie is a period piece, historical fiction, martial arts film, costume drama, mystery with a touch of horror. But what makes the movie great, is how easily adapted it could be to a great role-playing adventure. Mysterious monster killing women and children? It’s got that. Secret societies and cults. Yes. Adventures called in to save the day. Of course. Throw in royal and political intrigue, a Paladin with his trusted companion native Scout, a spy/assassin and lots of action and…well, just check it out!
Chainmail!

3. The image above is a 800 year old chain shirt found recently and in excellent condition! More on the story can be found HERE.

4. The authors of the Dragonlance series are creating a new world setting using the D&D “open source System Reference Document”. (Is this like OGL? Someone chime in on this as I’m not up-to-date on the vagaries of IP use or D&D in general.) However, two things strike me. First, it’s interesting to see open source opportunities for gaming system in general, and still frustrating that we haven’t found a working solution for RM besides “d100”. Second, the setting consists of “dragons and flying airships”. Look, I’m not suggesting that Shadow World isn’t derivative or there hasn’t been flying ships or dragons elsewhere, but if you had to describe Shadow World one way would be to “dragons and flying ships”. So while the SW setting has been described using phrases like: “derivative”, “kitchen sink” or “standard fantasy tropes”, apparently those tropes must still be interesting to someone. I touched up this subject back in 2016 HERE.

5. Mathieu is teasing some of his art for RMU HERE.

My final thought is that this has been an exceptionally slow period for ICE, the Rolemaster Forums, this blog and other RM and Shadow World material and updates. Thinks seem to go with cycles, so hopefully we’ll see an uptick this fall and over the winter.

Getting Back To It.

Now that most everyone I know is vaccinated and the world is going back to normal I am able to restart my Shadow World campaign. This is less of a continuous adventure and more of a ongoing testing campaign, but my players expect, and I think welcome, random rule changes that occur almost every session (“Inter-office Rule Memos). In the past, that has meant having all of their spell lists replaced with new ones, losing skills that I deleted from my core rules, abrupt level changes and other pivots that they have learned to expect and provide feedback.

I have them running through Chapter 4 & 5 of Legends of Shadow World a few more times and then they are heading to the city of Nontataku to test out my new module. They have been to the city before, but just passed through on their way to Shade. It’s been a long time since they have done real urban adventuring and I’m looking forward to the change in environment and to stretch my DMing skills with more in-game social interactions and political intrigue. The Alliance is in town and making a play for the city!

A few years ago, I decided to focus more on blogging about content rather than rules, but I have 3 fairly major changes that I’m implementing and have been adopted in my SWARM rules. I’m going to see how it goes, and will probably blog more about them as things develop.

  1. Stats as Skills. I started working on this back in 2017, and had the players make stat checks on a few regular items: feats of strength, recall and correlation and poison/disease RRs. Over the subsequent couple of years, I’ve expanded the use of stats in the game and happy with the result. I’ve been reading some Grognardia blogs about the use of stats in D&D that coincides with some RM conversations about eliminating stats and just use bonuses. I am in the camp of increasing the use and utility of stats rather than eliminating them.
  2. Stat “Nerf”. There was some comments about the utility of low stats over on the D&D blogs: for example, a low intelligence may make the player immune to charm spells or ignore Illusions. I played around with some ideas for these types of benefits for all of the RM stats, but I admit I wasn’t completely satisfied with the results. However this led me to the conclusion that my player’s average stats in general are too high. Most have every stat above 75! So I’m trying something new: players are given 600 points to assign to the 10 stats. They still roll for Potential stats, but that’s starts them slightly above average and makes them think long and hard about stat levels. Given the increase use of the stat score for action checks and the added utility of historic “dump” skills like memory, the players really think about things. Even with a 30 or 40 stat score, they aren’t getting negative modifiers, but it does change the stat as skill roll outcomes.
  3. Magical Languages. For those that have followed the perpetually evolving Project BASiL know that I allow casters access to all of the spell “realms”. However, within some of the realms are different classes of spells: for example, Essence has Minor, Lesser and Greater “Paths”. This somewhat mimics the base list structure of RM and creates cost obstacles so players can’t learn the highest powered lists of each Realm without concerted DP allocation. To accentuate that further, I created qualifying skills, pre-requisites, that needed to be developed in tandem with the higher Paths. In the end I found this cumbersome and didn’t like to add skills that only had one purpose and no real in-game functionality. To simplify I decided to expand the magical language list and assign them to various spell lists. This had the added benefit of working well! In general, Essence lists now have a required magical language needed to cast the spells. Some lists can be cast with different languages, and some languages can add bonuses or other benefits to casting. Like rare spell lists, the casters are motivated to track down and learn other magical languages!

I’m looking forward to finalizing my Shadow World ruleset, but a part of me feels like the endless tinkering with the rule toolbox is a feature and not a distraction.