GM’ing Navigators in your Shadow World campaign: Stick to the Code. pt 2

Recently there has been an uptick in discussions about Shadow World’s Navigators on both the forums and the discord server. I thought I would write a follow up to my previous blog that I wrote back in 2016, found HERE.

Navigator Cost. Given the importance of Navigators and the original concept of the Essence Flows, it makes sense that Navigator services should be affordable by the PC’s. Otherwise, what’s the point? Some people have pointed out that the published costs of Navigators (MA ed. 2) are prohibitive and when you calculate the cost for merchants and the weight of trade goods doesn’t hold up under a rational economic system. But first, let’s review the original source, The Iron Wind (not the 1st ed. parchment), where the outlines of the Navigators Guilds were germinated:

To calculate the cost of a Guild-directed trip, use as a standard unit of
either one person or 501bsof cargo. Charge I gp . per mile per unit overland ;
1 gp . per 10 miles per unit by sea. An additional flat rate of 100 gp . per unit
per Jump -as deemed necessary by the Navigator – is charged, with a surcharge
of 10 gp . per unit per mile of Jump travel over 50 miles. (Nearly all
Jumps used at the Navigator’s discretion to bypass barriers and perilous
areas are less than 50 miles.)

I’m pretty sure that this price structure carried over to the Master Atlas, but do these costs even make sense given the prices for other goods and services? I would note that there is very little evidence that Terry actually GM’d in any significant way; he was a writer and creator, but may not have play tested his materials to any degree. Maybe the Navigator prices need to be adjusted?

Or perhaps we need to address what the Navigators do and don’t do.

It wouldn’t surprise me if most SW players perception of Navigators was that of high level magic users that can teleport at will, have extensive spell powers and provide passage AND safety to the group that hires them. Of course there are high level Navigators with formidable powers but the Guilds are very clear on what services they provide. In no particular order and drawn from a variety of SW books:

–They provide swift, relatively safe transport to anyone who has the money to afford their prices

–They will not transport what military personnel or items, either
for the purpose of attack, espionage or sabotage

–They provide is the ability to guide people safely through the Essænce flows, and to locally influence Kulthea’s often violent weather.

–They guide ships and caravans along the safest route; they are able to teleport groups—or cargoes and even ships— across vast distances by using nearby Essænce Flows

–Direct ‘Jumps,’ , especially long ones or those involving large numbers of people, are tricky and correspondingly prohibitively expensive

–Conventional transportation—such as riding animals or sea vessels—is almost never supplied by the Guild, and in fact must be provided to the Navigator by the client. The Navigator, however, will advise the ignorant client on what mode of transport is most appropriate.

–Navigators are notoriously unsympathetic to people with no money in tight situations.

–The Navigator will not fight unless he or she is personally threatened.

–The Navigators will not communicate their knowledge to clients: transport is their trade, not information. 

–The Navigator will inform a potential client if he asks to be delivered to a dangerous location. 

–The official stance of the Navigators is complete neutrality.

The take away is that Navigators are primarily guides an less often are providing “Jump/Teleporation” services which are much, much more costly. But that raises a whole other issue: what powers do they really have and do they match the services they should be able to provide? There are 3 Navigator Ranks: Apprentice, Journeyman and Master that are roughly 5th lvl, 10th lvl and 20th+ level respectively. For the moment, let’s put aside any undefined abilities that the Navigator compasses may provide and just review the profession Base Lists for the Navigators, specifically: Mass Transport, Self Transport, Flow Mastery and Path Mastery.

Apprentice. (Around 5th lvl). These Navigators handle simple tasks like responding to summons via the Obelisk network and negotiate services and pricing. They may even handle simple guide services in safe areas, but they still need to teleport to the client.

Self Transport. At or around 5th lvl an Apprentice Navigator can “Jump” up to 10miles per level and Long Door up to a 1000′. So at this point, until they reach 8th lvl they can’t Teleport to a Obelisk or return to Nexus which would be the minimum requirement to handle initial requests.

Transporting Targets. Apprentices can basically do short “leaving” or “long door” with up to 3-5 targets over distances of a few hundred feet.

Weather Control. An Apprentice can control winds, perhaps calm water and predict weather.

Guidance. With Path Mastery an Apprentice has some decent skills of navigation, location and sensing hazards.

Essaence Control. Barring the ability to locate flows and foci, Apprentices are able to tap into Flows and completely replenish their PPs.

Conclusion. At just 5th level and assuming no ability to overcast, an Apprentice can’t really perform the basic duties ascribed to them. But as basic wildnerness guides they have some utility, but perhaps not more than a Druid or Ranger.

Journeyman. (Around 10th lvl). A Journeyman is allowed to lead low-risk
expeditions that won’t require Jumps or high-level magical weather or Flow control. Can they do this?

Self Transport. By 10th level a Navigator can easily teleport to any Obelisk, return to Nexus and Teleport themselves up to 100m/lvl using Flows.

Transporting Targets. Journeyman can Teleport 2-3 targets 10 miles/lvl.

Weather Control. Advanced spells to calm water, control winds and call clouds.

Guidance. Journeyman gain useful spells for guidance, sensing hazards, scout ahead and create magical bridges.

Essaence Control. Slightly more advanced abilities than a Apprentice including parting a minor flow and the ability to draw power in excess of normal limitations.

Conclusion. Journeyman can probably handle most of the typical Navigators duties. At 10th level they’ll have skills and abilities based on their normal Profession (I have issue with this) so they will be competent.

Master. (Around 20th lvl). Master’s should be considered “full-fledged” Navigators with all of the abilities attested to. Let’s see:

1Self Transport. By 20th lvl a Navigator can basically transport themselves pretty much anywhere.

Transporting Targets. Have the ability to Teleport up to 20 targets 10 miles/lvl.

Weather Control. Excluding complete mastery of weather, Master’s can modify skies up to 1 mile/lvl for 1 hr/lvl.

Guidance. Slightly more advanced than a Journeyman with longer range of senses.

Essaence Control. Masters have the ability to “ride the flows” and by 25th lvl can part Major Flows.

Conclusion. Masters are basically the “full package” but don’t have the ability to move large groups and objects (like Skyships) via Teleport until 50th lvl, and even that is limited by size and range. So the reputed powers of Jumping ships to avoid danger is only held by a few of the most powerful Navigators.

Additional thoughts and comments:

  1. The Navigator spell lists are a mess. Some of it seems like lack of editing but there are quite a few useless spells and some useful abilities are missing. I have it on my list for BASiL treatment.
  2. Exact powers of Compasses are never enumerated, but to address some gaps in Navigators abilities, it would easy to assume that compasses provide the ability to cast above your level–I think 10 levels over would be adequate. Apprentices are given “lesser Compasses” (of more recent fabrication). Perhaps these only allow to cast 5 levels above.
  3. Why would Navigators spend days or weeks guiding parties when they could just Jump them quickly and be on their way? Well as written, the Nav spell lists just don’t provide that ability. Other reasons could be the risk involved, factors due to the loss of the Northern Eye, difficulty in Jumping through various Flows, Storms and Foci for longer jumps.
  4. Why would high level Navigators even stoop themselves to such a mundane task? First, powerful Navigators would only be tasked with the most risky assignments. Second, they are probably working for powerful or wealthy entities which could provide valuable intel or insight. Third, it isn’t inexpensive and they need to keep the lights on!
  5. How many Navigators could there possibly be? If you want Navigators to be an element in the game, they can’t just be a legend or rumor–they need to be seen and attainable. But imagine all of the trade, all of the Obelisks and the apparent need for Navigators to, at least, help bypass Essaence Barriers. Would there need to be thousands of Navigators? Tens of thousands?
  6. How many Compasses could there be? The first batch was found in the City of the Dead, consisting of “a dozen magical wristbands”, and then more were found of various designs. All are thought to be of Ka’ta’viir construction. Are there hundred or thousands? Certainly not tens of thousands. We know that the Ka’ta’viir were a small population subset of the Althans, perhaps a few dozen families. Can they be copied? They are supposedly intelligent…by whom or what? (that could lead to an interesting adventure if compasses were corrupted or changed..)
  7. Where did the Navigator Base lists come from? The Loremasters helped the early Nav’s to figure out the compasses, but spell lists access is controlled. Nav and Loremaster base lists are considered “Arcane”, which date back to proto realms times. Maybe the intelligent compasses themselves have the spell lists and grant their use via attunement.

As NPC’s this is mostly a thought exercise. Terry is known for bending, or ignoring, the Rolemaster ruleset to fit his world building. Certainly we can handwave away any inconsistencies. However, I think there is work that could be done to tighten up the Navigators, and I’m all for hidden knowledge escaping–why shouldn’t a player character discover these erudite lists or find a compass themselves in some unplundered tomb?

What do you think??

  1. ↩︎

Discussion: Evil and the Anti-Essaence in Shadow World.

Back in 2021 I started listing out certain topics and content in Canon Shadow World that I thought should be re-examined and possible modified in any future work. One item I find particularly problematic is the introduction of the “Anti-Essaence”.

There are many threads to untangle in this subject and there are many threads on the RMForums and the Discord channels that touch upon it. Certainly everyone’s approach will be driven by their own campaign, ethos and background, but one of the first things I found appealing about Shadow World was it’s moral relativism. The inclusion of the “Anti-Essaence” feels very much like an attempt to square some circles created by the Unlife in general.

Many fantasy games have clear dualities, with opposing forces of absolute good and evil and graduations in between (alignment system of AD&D). The need for absolute evil is clear justification of any player actions within the game system, and simplified the narrative and direction of player action.

So before we get to the Anti-Essaence let’s review Terry’s thoughts on evil per the Master Atlas 4th Ed.

“Good” and “Evil” fall at the two extreme ends of a spectrum;
most thinking beings exist somewhere in the middle
ground.
….
True Evil, the evil that is fostered by the Unlife, is the drive to destroy—
and to feed on that destruction.

Without attempting to make a judgment on what is “evil” and
what is not, the concept of pure, true, universal evil in the context
of Shadow World applies only to the Unlife and its willing
servants
….

So obviously this leads to a number of problems discussed ad nauseum:

  1. Are there inherently evil races?

2. Are Demons of the Unlife?

3. What’s the deal with the Dragonlords?

4. How do you tap into the power of the Unlife?

5. How does Unlife corruption work?

6. Are there 2 sets of power points?

7. Are Spell Law Evil Spells of the Unlife?

7. If “Evil Spell Lists” are channeled from the Unlife, how does an Essence Magic User actually be a Channeler?

There seems to be clear demising wall established by Terry, if they aren’t of the Unlife, they aren’t “True Evil”–whatever that might mean for you. But then we bring in the Anti-Essaence.

The Anti-Essaence concept seems more of “rule for rules” to try and patch up or systemized a muddy system. But the problem is that the Essaence isn’t actually the opposite of the Anti-Essaence: the Essaence is just power, neutral in nature. It’s application can be either beneficial or hurtful; but is it really “True Evil”? Are Sorceror spells any less or more evil than the Evil Magician spell list solid destruction? What isn’t evil about a fireball painfully incinerating an opposing force? Is subjugating a person against their will with a Charm spell, good and just?

Let’s examine this through the lense of the Dark Gods. Is Andaras absolutely evil and a user of the Unlife? (I know a few cat owners who would think so!!). Many of the Dark Gods have easily found, public temples in all the major cities. Does it make sense that a incomprehensible entity of undying malevolence, that seeks the destruction of all life would manage and maintain the administration of a such a temple? Would that God even be tolerated in a city? It’s clear that Terry doesn’t treat the Dark Gods as “Gods of the Unlife”. (In my SW, the Dark Gods are outcasts from Orhan which makes far more sense)

How did the Anti-Essaence get inserted into Shadow World? The source of power of the Unlife needed to fit into the Realm and magical system. There needed to be a game mechanism to model “power corruption” and thus the concept of the “Anti-Essaence” was included into the Master Atlas.

I don’t believe it was necessary and I see no issues with Essence or Mentalism users being corrupted and essentially becoming “Channelers” of the Unlife. Don’t you already allow the logically inconsistent “hybrid” spellusers in Rolemaster?

In short, “Anti-Essance” isn’t necessary, it doesn’t clarify any confusion and it complicates an intangible framework of morality. The Unlife is a nihilistic force destruction. It’s easy to oppose, but it doesn’t need to fit into our good/evil framework.

Artificial Beings in Shadow World

The section on “Artificial Beings” in the Master Atlas is a bit of mixed bag, but also contains some undeniably cool material. There are 7 different types of creatures classified as “Artificial” but I don’t think the category holds up well after a cursory inspection. There seems to be some fungibility between the words “artificial” and “construct” to the point of conflation.

So what are “Artificial Beings”?? In the first few paragraphs of the first entry, “Kaeden” we have this:

Like all constructs, Kæden cannot reproduce.

Further reading implies that many of the artificial beings were created in the First Era, mostly by Kaedena. Out of the seven though, only Kaeden, Gogor, Shards and Neng really meet the general definition of an “Artificial” being and then it confusingly states that:

Neng are able to reproduce, though may not interbreed with other races. In this way they qualify as a ‘race’,

I’ve written about N’eng here, and I think there is a strong argument that they should be moved to the Race section with the explanation that they were originally created, but have since developed through reproduction. They are certainly unlike immortal Shards, Kaeden that can “hibernate” or Gogor that were stored in jars for millennia. If you think about it, it implies that many of the races present on Kulthea were either created by the Althans or perhaps by the Lords of Orhan. Doesn’t that essentially make all races “artificial beings”?

The other three “artificial” creatures are: Sentinels, Golems and Elementals. Sentinels are “guarding statues”, immovable “golems” and I would argue that both should be categorized as true “Constructs”. The last, Elementals, are a curious entry in this category. Certainly they are summoned, and perhaps occur naturally via Essaence effects, but I’m not sure they belong here. A revamp of the Master Atlas could clump these in a “Elemental Creature” category (zephyr hounds, elemental demons etc) or perhaps under an expanded category of “Summoned Creatures”.

All in all this is a awkward category but I still love it. Kaeden, Shards and Gogor are unique, Shadow World specific monsters, that deserve more attention. I think there is room for even more unique creatures to define this setting and there is certainly room to reorganize the creatures presented in the Master Atlas. It’s clear that Terry generally avoided the standard fantasy creatures and leaned heavily into humanoids, Demons and servants of the Unlife. There seems to be few “Monsters of the Week” in Terry’s adventures, and in that spirit, any future works should reflect that ethos.

Certainly Shards are notable, but has anyone used Kaeden or Gogor in their SW adventure? Has anyone come up with a new creature that fits well into Shadow World and want to share?

Shadow World Trivia Test Part 1.

Are you a scholar, steeped in the lore of Shadow World? Do you know the SW timeline better than the history of ancient Europe? Let’s find out.

I had many people reach out regarding my previous post, so I thought I’d put together a more comprehensive test.

To access the file you’ll need to go to the Iron Crown Forums and create an account (if you don’t already have one).

https://ironcrown.co.uk/ICEforums/index.php?topic=15879.msg243681#msg243681

Good Luck!

Shadow World Questions.

Today I thought I would throw out some broad questions relating to Shadow World content and the timeline. It’s understandable that after 30 years and a dozen books you can find some discrepancies in Terry’s work, but sometimes there is more of a “Mandela Effect” where broadly held assumptions don’t match the text. Case in point, “Demons” are often depicted as being creatures of the Unlife, but is that accurate?

We no longer have the option of “Ask Andraax”, but most answers can be found with a quick search of the Master Atlas. I’ve explored some of these questions in depth before and I’ve provided my own solutions but I’m seeing increased activity and new participants in SW threads (probably due to RMU) so it might be a fun exercise for readers that haven’t had much exposure to Shadow World!

Can you answer these without referring to the books?

Are Demons of the Unlife? and When were Demons introduced to Kulthea?

When did the Unlife appear?

When did Elves appear and where did they come from?

When did the Essaence split into the three realms?

When did the Lords of Orhan appear?

When did the Dark Gods appear on Charon?

Where did the Dragonlords come from?

What do you think? What’s the right answer or what would be a better answer if Canon isn’t definitive? What other questions do you have about Shadow World?

Have fun and while you ponder these I’m working on my comprehensive Shadow World Trivia Test that I will publish next week!

Shadow World: Master Atlas 3rd Ed. and Master Atlas 4th Ed.

It’s quite often that I see an online comment from a new Shadow World player about what books to buy. More specifically what Master Atlas might be appropriate putting aside the availability of each edition.

When I’m working on new material and always keep both the 3rd Ed. and 4th Ed. opened up as reference. For the most part, they are identical, barring the inclusion of “Character Creation” and “Bay of Izar” material in the 4th Edition. Generally I prefer the layout, typeset and organization in the 3rd Ed.

One small detail that strikes me the most is the interior title of the book. In the 3rd Ed. we see this:

THE
MASTER
SHADOW WORLD
ATLAS
AND
ENCYCLOPEDIA
KULTHEA
THIRD EDITION

I believe this is the first time we see the term “Encylopedia” to describe the volume. I wonder if Terry wanted to differentiate between “Atlas” material that covers maps and places and the broader information that’s best described as “Encyclopedia”. By the 4th Edition, however, it’s back to this inner title:

ShadowWorld:
Master Atlas 4th Edition

I’ve always been a proponent of expanding the Atlas substantially, and 3rd Ed. seemed like a start to that. Assuming people have access to multiple editions, what is your preference, 3rd or 4th Ed. and why??

Shadow World Creature Review: The Agothu.

A Overseer

One of the least utilized of Shadow World creatures are those that dwell “Beyond the Pale”. Known as the Agothu, they seem to have appeared in the “Atlas Addendum” found in the Emer box set. I’m going to write more about the addendum in a separate blog, but in my mind, it’s where much of the essence of Shadow World was set down after a number of generic third party SW modules.

The Agothu, or “Older Ones” are very reminiscent of the Cthulhu mythos: indescribable extra-dimensional beings of terrifying appearance and power. They are brought full-fold into the setting by at least the Master Atlas 3rd Ed. (anyone have 2nd edition to check?) with some changes and expansion from the original Addendum material. Generally, these creatures come in two types: Agothu and Agothu Servants (also known as Destroyers) although it’s not given that an Agothu is more powerful or higher level then a servant. In fact, several of the Destroyers are formidable…

Terry expanded the creatures by adding a Agothu (Breathless) and increasing the Destroyers from 5 to 7. Interestingly, one of the Destroyers, the “Nof-Kef” was eliminated in later books. If I recall, the Nof-kef was specific to the third party module “The Orgillion Horror” and it appears that Terry struck that creature out of Canon quite early? My own impression is that the Agothu were added in the Atlas Addendum to incorporate the material in Orgillion, but Terry then embraced it and made the Agothu his own.

Unfortunately, he never really incorporated the Agothu into his later material. There is a mention in the Grand Campaign, but aside from that, the Agothu are only used in reference to Shrek.

A Tresh

That’s unfortunate because the Older Ones are yet another cool element that makes Shadow World a unique setting and not another Orc/Skeleton/Dragon fantasy world. Agothu are between 5th and 30th level so they can be incorporated into any campaign. Agothu are also an example of Terry’s creativity and feature some of his most descriptive writing.

For example:.

are vaguely humanoid, but their
oversized heads are little more than skulls. Their bodies are covered
by a skin like grey parchment, dry and peeling
. Their large,
claw-like hands are skeletal. Their eyes show moisture, however,
oozing a bloody liquid as they move in their sockets.

Or this:

They are covered by tough,
toenail-like protrusions, which form a scaly skin. Life Eaters have
beaks instead of mouths, surrounded by an array of eight squidlike
tentacles, tipped with hollow spines. They have four eyes in
the front and four in the rear of their elliptical skull. Four ears
crown their heads, each protected by a bony tusk. Their four arms
end in four-fingered talons.

Imagine your players encountering this fella:

are vaguely anthropoid, with a certain ‘melted’ look.
Closer inspection reveals a tripedal rather than bipedal structure,
with skin pulsing with external veins and arteries. Their
feet are mere stumps, and their three long arms each end in three
strong tentacles, each equipped with a row of powerful suction
cups with sharp serrated rims. The head is no more than a
neckless ovoid punctured by three nostrils and three unblinking
eyes,

This is really the stuff of nightmares and in line with the grim dark feel of the Emer: The Great Continent. At this risk of being redundant I’ll say that it’s this Shadow World specific content that brings the setting to life.

Tell us about any of your Agothu encounters!

Unique Weapons In Shadow World: Crossbows.

One of my favorite Shadow World blog topics is examining the unique elements that makes SW my choice of setting and showcases Terry’s creativity. I firmly believe that if Shadow World were to continue it should be a “2.0” version that embraces key elements, eliminates some generic tropes and also allows for SW to be used in other game settings–and adapted for RMU. That’s sounds like a tall order, but I don’t believe it requires a significant amount of new material, just a strong editorial pass.

Shadow World already has cool, cultural weapons, but they aren’t emphasized. In this blog I wanted to talk about the various cool dart guns and crossbows that are sprinkled throughout Terry’s work. Given the various tech levels in Kulthea and access to unique and superior materials, it’s possible to standardize some of these weapons to add to the atmosphere and uniqueness to the setting. So, instead of using a generic “light crossbow” the player or NPC may use a “Dyari Handbow” or a “Janak Springbow”.

So let’s look at a few crossbow weapons found in Shadow World.

GoldenEye Eye of Nygoret.

A beautiful light crossbow, of mahogany with a
golden alloy bow (+15) and a special spring mechanism
that allows it to be re-cocked quickly and fired every
round without penalty

Kedrick Bularis.

Double Crossbow: A compact weapon that nevertheless has the full range and power of a full-sized heavy crossbow, it also has two stacked bows and twin triggers. Thus, two shots can be fired before reloading. There is a
‘safety’ switch, and a device also holds the loaded quarrels in place, so the bow may be carried primed and loaded.

Sulfean Kuldir.

Dart Gun: A curious, baroque affair, it looks like a contorted pistol of some
kind. It is fashioned of a variety of fine metals and woods, and fires tiny
metal darts with the same effectiveness as a Light Crossbow at 1/2 hits. It
holds clips of 12 darts, and can be fired 2x a rnd

Wurliis.

Heavy crossbow with four ‘bows.’ Can fire one shot at a time, two shots at the same target (each at –5) or all four shots at one target (all at –10) before having to be reloaded and cocked

Kalta:

Featured in the Rolemaster Fantasy Weapons supplement. Loari Dart Pistol. Fire 2x/rnd (missile & melee). Can be poisoned. 10 dart clip. (Also used by the Prince Guard in Eidolon)

Per the descriptions, none of these devices appear to operate due to magical properties; instead they are just technologically advanced. I’ve started assigning different types of crossbows to certain cultures rather than the generic weapons found in Arms Law. This is just a small part of Shadow World, but one that should be expanded on.

Has anyone come up with their own unique, cool weapons?

Shadow World as a cross platform setting. What would it take?

I’ve written dozens of blog posts about my thoughts on the future of Shadow World and now with Terry’s passing, it’s unclear if there is even a future for the setting. Of course, there are many RM users that have no interest in Shadow World and there are other settings that might not fit quite neatly into the world. But that’s true for any setting; I have no interest in the Forgotten Realms or Tekumel (although that setting is intriguing for it’s “alienness”!

But now we are at a crossroads. RMU is being rolled out without any supporting setting or adventures; Terry won’t be writing anymore material; and yet, TTRPG’s are more popular than ever AND building a new world setting for any game system has a high barrier to entry for anyone.

Look at the cover art for EMER. Wow. Look at the material Terry has written over 30 years. Again

How might Shadow World survive or even prosper now?

  1. An aggressive re-statting for RMU.
  2. A d20 version.
  3. A flexible game license for writers to place their adventures in the Shadow World setting.
  4. An editorial schedule of micro-adventures, modules and regional books over a 5 year horizon.

While some resources would need to be deployed (art, page layout and editing) much of this framework is already in place. I wrote about this HERE in early 2021….

I’m not a big believer in “production by committee”, but we already have a core group of productive resources that could be deployed. Rolemasterblog has proven consistent material for over 8 years, over 70 adventure hooks and multiple publications. I’ve written extensively about Shadow World and have posted up quite a bit of SW material here and on the RMForums. My brother Matt (Vroomfogle) is the Shadow World moderator at the RMForums, was the architect and project manager for the SW Players Guide, was the early primary author for RMU Core, ran the Nomikos library, and was a participant in many RM products in the 2000s.

There is a roadmap of ideas, products, role-out and support–what do you think?