Shadow World: Gods & Priest Arnak

Zharyth over on the RM Discord server asked a good question:

Can someone help me understand the Priest Yarthraak? They pretend to be good priests but of what faith? Do the messengers pretend to be good?

There are a number of evil Priests (of the Unlife) in the Shadow World books that present themselves as benevolent priests and/or have actually infiltrated established religions. (avoiding spoilers here!). In fact Terry uses this situation quite a bit as the Unlife is meant to be a shadowy, mysterious existential threat. We’ve had endless discussions about the Unlife but Zharyth’s questions raises 2 distinct issues:

  1. How do the Priests of Unlife hide their “evil nature”; especially within a hostile religious organization?
  2. If they are representing themselves as a “good” Priesthood, who is their God, or who do they represent their God to followers?

“Veiling”. Clearly the Priest of Arnak or the Unlife should have spells that hide or block their evil nature. Terry never made that list but I have! (Dark Veils). I also vaguely recall that the Priest’s rings provided some type of protection against scrying, but I can’t seem to find that!

“Channeling, from whom?” In Priest-King of Shade I have a similar situation with the Cult of Morloch. Morloch is a powerful Demon that plays a role in Kulthea’s history and a following has grown up around him over thousands of years. Morloch is not a God, so who, or what, are his followers “Channeling” their power? In this case, the Cult is actually drawing power from Moralis, but this isn’t readily known by most of the Cult but instead one of the Higher Mysteries of the Cult.

In the specific case of the Priests of Yarthraak, what might be a working solution? As Zharyth notes, Terry never provided any details on what the pretend religion was. I would note that Shadow World has a lot of demi-gods, fey spirit and local gods; many quite powerful and able to provide some channeling power. It wouldn’t be unusual to the populace for an unknown or emergent God to suddenly appear–many people could be converted by a more concerned clergy than the often aloof Priests of Orhan? Clearly religions and Gods are not monolithic and the average Kulthean won’t be steeped in religious lore. Would they reject an unknown God represented by a friendly helpful Priesthood?

One solution is that the Priests of Yarthraak are just lying about their God. Perhaps they say they are Priests of Shaal (given their aquatic aspect) but ultimately their followers are seduced and are tapping into the Unlife.

Another option. The Priests just have a “False God” and their church is just a harmless cover for their more secretive activities. Their followers aren’t channelers themselves, so there is no need to explain where they are obtaining channeling powers.

While I don’t provide a specific response to the “Priest of Yarthraak issue”, I do discuss various aspects of Gods & Channeling in my Shadow World: Channeling Guide. (pages 4-8)

Thoughts on BASiL

As I continue to work on finalized Mentalism spells I’ve had some conversations that raised some questions or thoughts I usually like to work out via a blog post!

  1. Why the hell did you start this? I started posting my Spell Law revisions starting 11 years ago, but the project really started back in 2010 or 2011 when Matt started tackling the RMU project. I already had a bunch of spell lists and some distinct thoughts on the strengths and minuses of Spell Law; by 2010 Rolemaster was already 30+ years old! So as a personal challenge to myself, and to mix thing up for my players, who had SL memorized and collated, I sat down and dug into RM2 Spell Law. However, my goal was not just to fill in blank spell slots, or to adjust spell levels for balance. I wanted to write Spell Law for Shadow World.
  2. What’s left to do? Luckily I’m 95% done. There are some spell lists that are half finished, but because they were never used in game I never had a reason to. Sitting down and finishing them up is just time and focus, one of which is generally in short supply! However, I’ve expanded the “realms” to include 7, beyond the basic 3 in Spell Law but the core “3” have the most spell lists. I think there are 8-10 more mentalist lists and then 35 or so to finish things up.
  3. Why finish this now that RMU is out? Again, I never saw this as my own version of RMU Spell Law. My goal was to bridge the gap between the SW setting and the Rolemaster ruleset; something I’ve written about repeatedly. As a point, if you were to build a setting based on RMU’s implications, it would look nothing like Shadow World.
  4. There seems to be some spells/spell list redundancy? Is see this as a feature and not a flaw. I don’t see or use BASiL as a standalone spell resource. The RM lists, the companions list and other alternative lists are all possible resources for my Shadow World campaign. There doesn’t need to be a single “Fire Law” list; there can be many, each derived from a unique or different source or culture. I also don’t think spell lists need to be “balanced”. Different cultures, groups or organizations my actually have better (more efficient) spells than another group. Think of it a legal education. A degree from Harvard Law and Oral Roberts U. will provide you a pathway to a J.D. but they aren’t necessarily equal. Spell Lists are knowledge and systems. Better teachers, better transmission systems and better processes can result in better results (spells). In my campaign the Navigators have Flow spells, but so do the Alliance. The Navigator spells are “better” but the Alliance still has Jump abilities.
  5. It doesn’t fit RM, it doesn’t fit RMU, what’s the point? My spell law rules do use some ideas that weren’t eventually adopted by RMU and have some functions that weren’t really in RM. (size rules and fatigue both come to mind). Again, I’m writing this for my SW campaign and throw them up on the forums in case anyone else wants to use them, modify them or even grab a few ideas! It’s open source!
  6. How does it all come together? While I’m finishing up these lists I’m also finishing up my Shadow World: Book of Essaence. Note that it isn’t a book of “essence” but instead details how magic progressed in Shadow World from the 1st Era onwards, the origin of some lists and/or types of magic, “Primal” and “Arcane” magic, Elven/Orhanian magic and little bits and bobs of other things. This is probably the book I should have written first, since it would have provided a clear roadmap for all of my BASiL work. Instead this is more of an interpolation of the work product.

Anyway, despite my time constrains I’m really enjoying my creative writing process now. My work tends to come in bursts and I’m feeling like I’m in that bubble right now. Hopefully it will carry me through completion of these next 2-3 concurrent projects and then I can pause and assess my direction. It’s clear to me though that writing adventures for Shadow World will be my main effort! Lots of cool places left to explore!!

BASiL & Thoughts on “Narrative Spells”

As I’m working through the last iterations of my BASiL mentalist spells, I’ve grappled with the scope of RM spells in general. Specifically what I would consider tactical vs narrative spells. From the outset, spell law proposed individual spells of a more modest nature than the Vancian style magic of D&D. RM spells were technical with clear parameters of scope, range and AoE. Tactical spells are typically combat related or replaced a skill. Narrative spells in Rolemaster are much rarer and I would define them as having open-ended results and could direct the story line.

In D&D spells like Plane Shift, Quest, Astral Spell, Imprisonment don’t have quick game specific effects. Instead they open up possibilities and perhaps redirect the direction of the narrative. Rolemaster spells are more workmanlike: straightforward, without any needed interpretation of spell effects or application. Even higher level RM spells are just iterations of lower level spells, or perhaps just allow a caster the ability to cast 1 lower level spell/rnd. More an increase in casting efficiency than a paradigm changing spell you would assume for 50th lvl.

Rolemaster does have some narrative spells. Certainly divination spells allow for impacts on the storyline. One of my favorite: Cloud of Darkness (50th lvl). This was definitely influenced by Middle Earth/Sauron, but as a spell it’s more atmospheric than having any real tactile impact. Is it a spell worth it’s 50th lvl slot? Perhaps not, but it’s cool!

I’ve grappled with narrative spells with my Orhanian dream lists and now with Mentalism, I had to consider spells around memory. Yes, some memory spells could have an immediate in game impact, but overall these spells are driven as a plot device. I feel there is some design tension between these two types of spell and RM’s grittiness lends better to the technical aspect of most spells. This technical nature can make some spell lists feel dry and boring and also lends to the argument against HARP style spell scaling.

RMU’s new ritual magic seems a fantastic mechanism for narrative style effects, but most of the comments I’ve seen imply that people are just using rituals to emulate tactical spells and effects? Basically another work around of the realm and open/close/base restrictions.

Narrative spells can be challenging to write, since they are wider in scope but I enjoy the flexibility it delivers to the game. What spells do you feel are more narrative than tactical? Do they work in your game?

Balancing access to Realms

I’ve been following a discussion on realm limitations over on the Forums. While this was an RMU discussion, I’ve written extensively about realm access in my own rules (SWARM) and as a house rule in general for Rolemaster.

We’ve been playing without any realm limitations for years and haven’t seen any functional or mechanical issues. For instance, a PC with Mage lists can also be a High Priest and have access to Channeling lists from that religion. A Hedge Wizard or a Witch has spells lists from multiple realms as they are really dabblers of magic.

RM has allowed multiple realm access in it’s baseline: hybrid casters in the regular rules and the “Archmage” in the Companion. I don’t see much push back on those classes, and I attribute this to the basic theory that if someone writes it into the rules it becomes generally accepted and assumed to be “balanced”. Part of the problem is the idea that a PC is aspected to a specific magical realm, when a more useful perspective is that each realm is a different casting mechanic.

This circles me back to one of my pet peeves: the worship at the altar of balance. To be clear, balance is a personal construct that is usually driven by someone’s measure of over or underpowered character builds. Reality is that balance is purely driven by the GM in the way they run their game, the types of challenges and story lines they bring and their choices of mediation of rules.

The simple takeaway is that it’s really hard for a PC to develop multiple lists in multiple realms. It costs a lot. This is without some sort of balancing mechanism using higher skill costs, or talents, or some other arbitrary “balance tax”. Casters can either be narrowly focused and really good, or generalized with great utility. The specialist versus jack of all trades.

I thought about writing a more in depth and compelling argument for this, but it’s exhausting. I’m usually amazed at how much D&D DNA is still imbedded in our game system that really doesn’t make much sense!

Shadow World Master File List. 7-8-26

Please note that some of these files may be here on the Rolemasterblog, but to access these links to the RM Forums will require a Forum account–otherwise you cannot see or access.

Here we go:

  1. SW Healing Chart. This was a quick reference chart for cinematic healing, but taking into account cultural access to healing skills. I use it between adventures to quickly establish healing times & costs without a lot of more complicated calculations. It was included in my Master Atlas, but probably needs to fleshed out.
  2. RM/RMU Class Comparison. Another chart from my Master Atlas, this was a quick guide to mapping RMU professions to classic RM professions with notes specific to SW.
  3. SW Research Chart. Small chart to generate research results.
  4. Invoke Chart. I’ve blogged and written about invocation quite a bit. This chart allows PCs to call/pray for their gods intervention. This is a common mechanism in my SW campaign and brings the gods into gameplay in a less abstract way.
  5. SW Lore Table. Incomplete, but the start of summarizing skill levels/competence level and knowledge of various skills and lores.
  6. SW Metal Chart. Summary of SW metals and alloys with a unifying “breakage” number that use for material RRs and enchantments/imbedding.
  7. Master Herb Chart. Collated list of all herbs, plants, and poisons found in all RM books. May need some updates to include Terry’s more recent books.
  8. SW Crystal Summary. Crystals play a key role in SW, but Terry never really fleshed out a full system for the. This chart assumes that all “Essence Crystals” are basically the same–even if know as Zirix Crystals, or Essaence Crystals or Jewel Slime etc. It needs some work, but I use crystals as PP storage devices that can be drawn upon or recharged with channeling skill.
  9. Cantrips. Really this is part of BASiL, but in the thread.
  10. God Invocation Summary. This chart is used with the Invocation chart. Summarizes modifiers to SW’s gods responses and specific things they may do.
  11. SW Encounter Chart. This is a comprehensive chart for random encounters by region. Includes weather and Essence effects. Inspired by the encounter tables in the AD&D DM’s guide. Needs a little updating but I think a very useful tool!
  12. Void Knight Base List. Spell list for a organization I use in my SW campaign and features in “Priest-King of Shade”. It needs some touch up.
  13. Soulless. Update Pending. This is my effort to consolidate the concept of the Unlife, traditional fantasy Undead, corruption and possession. In my SW campaign, the Unlife possesses or inhabits creatures to various degrees.
  14. Hierax Guard. Organization dedicated to fighting Demon’s. Uses the Void Knight base list.
  15. Xiosians. My interpretation of the Xio Warriors mentioned in a few places and a way to integrate them into the larger SW story.
  16. History of the Earthwardens. I went through every single SW book and collated all the references to the Earthwardens. This is my conclusions.
  17. Notes on Tech & Languages. Quick excerpt from my Master Atlas.
  18. Elves. Again, this is my fleshing out of Elves: how they came to be and their place in the larger story. Plus a Shadow World explanation of the various types of Elves beyond the Tolkien archetypes.
  19. Alchemy Notes. I use alchemy skill a lot in my game. This is my simplified but flexible rules on alchemy. I plan on expanding on it at some point.
  20. SW Trade Goods. Treasure is more than gems, jewelry and gold!
  21. SW Civilization Summary. Chart from my Master Atlas with overview of the various ancient civilizations.
  22. Cult of Hraask. I wanted a “spider/insect” spell list grounded in SW.
  23. SW Cultural Skills. This is part of SWARM rules (Shadow World Alternate Role Master) and my “build a character in 10 minutes. Includes specific SW cultures rather than the broader types in RMU.
  24. SW Professions. List of vocations and skill packages for quick character generation.
  25. SW Background Table. Random background table, SW specific.
  26. SW Material Strength. Unifying method for breakage, VS RR’s and imbedding, enchanting and weapon runes.
  27. Weapon Modifier Chart. Combat modifiers and stats for specific weapons rather than general modifiers used in RM.
  28. SW Racial Chart. Conversion of bonuses to RMU. Probably will need a re-edit after RMU publication.
  29. Orhanian Base Spells Lists. God specific lists for Clerics and Followers. See “Religions & Channeling Handbook” below in #49
  30. Charon Base Lists. See “Religions & Channeling Handbook” below in #49
  31. Religious Organizations. Orhan. See “Religions & Channeling Handbook” below in #49
  32. Religious Organizations. Charon. See “Religions & Channeling Handbook” below in #49
  33. History of SW in narrative form. My Master Atlas version.
  34. SW Languages. My notes, needs some work.
  35. SW Special Armor. Cool armors.
  36. SW Archaeology. Notes on ancient SW civilizations.
  37. SW Antiquities. Price chart for REALLY ancient, “priceless” stuff!
  38. Jaiman Tradegoods. More trade items specific to Jaiman cities and cultures.
  39. Iron Wind Base Lists. LyakYarthraakGaathAthimurlDansartThargondaak.
  40. SW Notes on Currency. Summary of various coins and currencies.
  41. Shrapnel & Swarm Crit Chart. I use for explosions or insect swarms.
  42. SW Trade Goods: Drugs & Alcohol. Small file that needs more work!
  43. BASIL: Essence Lists.
  44. BASIL: Channeling Lists.
  45. BASIL: Mentalism Lists. Still working on these.
  46. For links to the spell lists above.
  47. Legends of Shadow World. Chapter 1Chapter 2Chapter 3Chapter 4Chapter 5Alternate all Priest PCs.
  48. Priest-King of Shade. Priest King Charts. Small module that takes place in SW Agyra.
  49. The Book of Pales. Summary and overview of the Pales.
  50. SW Religions and Channeling Handbook.
  51. Book of Herbs. White background version. Illustrated guide to all of the herbs found in the Shadow World books.
  52. SW Channeling Canticles. (Adventure Paths). Kuor. Phaon. Teris. Shaal. Updates Pending.
  53. Shadow World Suggested Patrons. Suggestions for patron Gods (Orhan and Charon) based on Professions.
  54. SW Transport Costs.
  55. Earthwarden Base Lists. Updates in Progress. Creations. Essaence Master, Dimension Mastery, Shapechanging & Life Mastery, Time Mastery, Mana Fires, Earthworks, Sound Mastery, Words of Power, Warding.
  56. Matt (Vroomfogle) Hanson Files. Languages of Kulthea, SW Combat Styles, Vroomfogles Magic Treasures, Compass Rules. Legacy of the Y’Kin.
  57. Misc Files & Maps. Esov Inquirer, Esov Inquirer 2, Meluria Map, Rhakhaan South Map
  58. Martin’s “Lethys” file.
  59. Jengada’s Files. Scorpion Attack, Rip/Tear Critical Strikes.
  60. Ultimate Shadow World Trivia Test.
  61. Empire of the Black Dragon. PENDING. Companion supplement to Priest-King covering the realms of Uyla Shek.
  62. SW: Book of Trade Goods
  63. SW Spell List: Breath of Power. Used in Agyra.
  64. Updated: Book of Channeling 2.0
  65. Shadow World Vocation Packages. Replaces apprenticeship step in chargen.
  66. Shadow World & Rolemaster: Combat Companion
  67. Updated and formatted Shadow World Master Encounter Table

SW 4th Era: Establishing a Time Jump

While it’s easy to think of a new era of history (real or fantasy) as a distinct and specific time or year, it’s usually in hindsight that we view the end of one epoch and the start of another as a demising event. In reality, such times are more muddled and gray, with the facts of history written by the victor.

It’s that confusion that drives me to start the 4th Era after a plausible lapse of time; I’m just not sure what that time span should be! From a human perspective, a decade or so could suffice, but Shadow World deals with longer time periods and often measures history in centuries or millennia; a understandable framing in a world of immortal Elves and beings.

I’ve broken down my time-lapse options into 3 basic frames: immediate, short-term or medium-term. I’ve eliminated a longer term option out of pragmatism; I don’t have the time or patience to build another expansive timeline!

Immediate: Under this scenario, the 4th Era begins right after the “final battle”. There are some in game benefits to this option as the flux of events would create a number of adventure opportunities. However, I feel like it wouldn’t create enough of a space to truly reset the setting and make the 4th Era distinct from previous material.

Short-term. 5 years. I’m leaning towards this option as it gives enough time for things to settle down, but not too much. There will still be parties vying for party, locations to explore and loot and enough flux to make Shadow World new, even to experienced players.

Medium-term. 20 years. I like this option for establishing a new setting baseline. Realms and leadership have been sorted, things are settled down into a “new normal” with some rebuilding already accomplished and there is a through line for establishing the new professions that RMU introduced. There are a new slate of big baddies to challenge the players but still enough conflict to drive adventure plotlines.

Per my previous post, I may end up pivoting on this once I have the 3rd Era ending locked in and some of these choices are more determinative. How much time do you think is needed to establish a new era of Shadow World?

SW 4th Era: Catastrophism

As much as I’d like to dramatically some elements of Shadow World, I need to keep in mind any commercial interest in this endeavor. That being the need to utilize this project as a support system for RMU. Shadow World needs to support the mechanics of RMU: Professions, Magic Realms, casting etc. so any changes that occur in the 4th Era have to at least support RMU or not conflict with the new ruleset.

But the concept of catastrophism is in the forefront of my mind: both physical and metaphysical ones. I may blog further about physical disasters that may befall Kulthea, but I wanted to put some thoughts together about the metaphysical side.

In my most recent post, I suggested a change to the “Essaence ionosphere”: a change in the level of Essaence that could impact spellcasting mechanics and power point regen. Keeping the RMU factor in mind, that doesn’t seem like a smart design decision. However, I’m still strongly believe that a SW reset requires some tough love and I’m drafting out and idea I’m calling the Snap. (maybe “surge”)

I’m not sure what to call it, but basically it’s a surge of raw power that was created when the Northern Eye was put back into place, the Lords of Orhan withdrew their support of the Essaence flows, and the energy pulse created by the “final battle”. Imagine a power surge that blows your speakers, or trips a circuit breaker. In this case that speaker or circuit is spell casters. Magic users that were actively recharging their PPs probably took the hardest hit, but all Essaence users were impacted. Those using multipliers even worse! This resulted in a spell failure roll (modified) with a likelihood of burnout, loss of PPs (temporary or permanent condition), stat loss, mental damage.

This is important to reset the narrative. Whether I start the 4th Era 5 years, 10 years or even 100 years after the final events of the 3rd Era, there needs to be a profound impact on SW culture, power & politics. Some of the symptoms of the Snap:

  1. Affected casters are hiding their loss or reduction of Essaence powers. Perhaps they are relying on magic items to replace their lost abilities.
  2. Some of the most powerful casters were killed or rendered useless, changing the balance of power in some societies.
  3. The deaths of powerful casters creates a gap in knowledge, and some spell lists become lost or difficult to learn.
  4. There is a increase in the use and reliance of technology to replace spell use.
  5. Magic and perhaps magic items are more rare.
  6. Dabblers, or professions that use both tech and magic become more common.
  7. Crude gunpowder weapons proliferate and the volatile nature of chemistry seems more muted.

As in my previous post, the goal here is to make Shadow World new again for long time players, align it with the RMU ruleset and create a framework for third party content.

SW 4th Era: Thoughts on revisions.

For me, it’s very clear that any new version of Shadow World should be distinct and new and just more of the same. Personally, I’d be fine continuing to write Shadow World material under Terry’s established work, but two factors require a differing approach: ICE’s reluctance to open up Shadow World to third parties and the publication of RMU. What is also clear, through various comments on this blog and elsewhere that people already have modified Shadow World to their liking and any new Shadow World books will be judged through these preconceptions and biases.

So the 4th Era should allow for some deviation; but informed by the events at the end of the 3rd Era. I’ll be writing more about what I see as the end events of that Era; I think Terry laid out a pretty clear pathway through the Grand Campaign, Northern Eye and Shadowstone narratives.

Deviations should serve 2 purposes: bridge any gaps between the Shadow World setting and the new RMU ruleset and bring a fresh, new angle to Shadow World for old and new users. With that in mind I would offer the following thoughts for comments. I’m curious how comfortable people are with bold changes to the setting.

  1. The Unlife. The Unlife has served as an existential threat to Kulthea since the Loremaster series. It’s arguable that any of Terry’s major adventure arcs were focused on addressing or solving the “Unlife Problem”, so it’s not clear what the Unlife would look like in the 4th Era. However, the Unlife was introduced into Kulthea through the same dimensional rift that brough the Essaence and the Lords of Orhan so it’s likely that the disposition of the Northern Eye and the greater battles could have impacted that insertion point. I like the idea of reducing the role of the Unlife; it’s an abstract concept and subject to much debate online. There are second and third tier baddies that could become prominent in the new Era and pose a more mundane threat to the PC’s and the world. A few options.
    • The Unlife on Kulthea is severed from the source as the dimensional rift is closed or restricted.
    • The rift opened up temporarily or permanently and a new more powerful manisfestation of the Unlife entered Kulthea.
    • Narratively, the Unlife is an alien force but de-emphasized in the 4th Era.
  2. The Dragonlords. A power unto themselves, the DL’s are both immortal, incredibly powerful but physical and tactile in a way different than the Gods of Orhan or Charon. Most have dabbled in mortal affairs for millenia and are well situated to fill any power vacuums. Some options include
    • Some or all of the Dragonlords take advantage of the era ending Chaos and consolidate power and holdings. They now rule over major parts of several continents and Dragon Kings.
    • The Dragonlords were instrumental in the end of the Era. Some were killed/destroyed, fled into hiding or escaped to the East.
    • Dragonlords ascended and joined the Orhan/Charon pantheon. They are now Gods with cult followers, churches and priests.
  3. The Loremasters. I’ve already alluded to some of my thoughts on the disposition of the Loremasters but an argument could be made for their ascendance into more power and influence. A few options:
    • The Loremaster organization is destroyed and scattered. (Order 66). After decades they are a lost and forgotten order of wizards and meddlers, mostly fiction.
    • The Loremasters take their place as open advisors to key leaders, Kings, cities and cultures. They become benevolent advisors but perhaps prone to corruption.
    • There is a change in leadership and the Loremasters are led by a secretly evil persona. Andraax is gone (again)!!
  4. The Essaence. Here I have to be careful, since we can’t make too many changes that interfere with the RMU ruleset. Personally I would love to see a big change but realistically it can’t happen. Option:
    • The throttling of the dimension rift, also inhibits and throttles the Essaence. Power cost goes up, PP recovery is slower and magic becomes more rare and harder to learn. The mechanics around realm differences become much more meaningful.
    • Volatility. Despite the placement of the Northern Eye, world wide Essaence is disrupted. Foci are impacted, flows redirected and weather patterns permanently change. Spell failure increases, but output can be amplified. Basically volatility in all aspects of spell casting.
  5. Demons. Demons have always been a integral part of the setting. We also saw Demons participate in the final battle at the end of the 1st Era as well as the Wars of Dominion. “Legends of Shadow World” (chapter 4) involves a significant invasion from the Pales into Shadow World. Running with that possibility, adding in the fluctuations of Essaence, volatility in dimensional gates and perhaps the direct involvement of some of the gods of Charon, the 4th Era could signify a more omnipresent Demon population. (think Warded Man). I’ve done some basic work with my “Book of the Pales”, but the hierarchy, culture, society and even races of Demons can be expanded dramatically. I envision a Demon invasion, one where they do establish a beachhead on Kulthea. Where would that be…
  6. Weather & Climate. Assuming some polar ice melt and changes to Essaence flows it’s likely their would be subsequent changes to climate. Shadow World already had some microclimate effects baked into the cake from the Loremaster series. Whether it’s a “sciency” based approach or something more random, changing climates could be interesting! Desserts becoming wetter and foliated or lush plains turning arid and creating population displacement.
  7. Lords of Essaence. It’s possible that the great barrier is breached, if only temporarily, and allows the entrapped Lords of Essaence back into this hemisphere. How would the few remaining Ka’ta’viir handle that? Probably not well?

Overall, my goal is to change the nature and scope of power in Shadow World. Rather than have a small group of Tier 1 foes, I see the 4th Era as a mix of more attainable villains. Ones that could conceivable be challenged by a PC group directly, or represent more attainable goals than “saving the world”. Does Kulthea become subject to the Great Powers approach? Active involvement of Lords of Essaence, Dragonlords and Demon Lords that rule over large parts of the world? None dominant, but all in conflict. Perhaps in this case, the PC’s choose the lesser of “evils” and ally with a Dragonlord or a less offensive Ka’ta’viir?