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?

Race or Monster: Saurkur?

Welcome to my recurring blog series: “Race or Monster”. In these posts I try to uncover whether a particular humanoid or creature is best left as a “monster” or used as a race suitable for a player character. Of course, the individual GM is the final arbiter in their campaign, so I also want to examine whether a particular creature is even Shadow World “canon”. (see my most recent Race or Monster discussing the Droloi). Today I wanted to dive into the Saurkur.

So, unlike the Droloi which appeared much later in the Rolemaster supplement “Races & Cultures”, the Saurkur first appeared in “Island of the Oracles“, the 11th SW product printed in 1990. Like many non-canon modules, one gets the impression that IotOs was material that was retrofitted into the SW series. I had a copy at one point, but remember little about the book. I did think that the archipelago setting was very Shadow World, given the geography of many small land masses and island chains separated by the Flow of Essence.

From Terry’s comments on the development of Shadow World, there was certainly an internal tension between Terry’s creative vision and others at ICE that wanted SW to be a more generic setting that would appeal to a larger customer base. The inclusion of standard fantasy tropes was common in many of the SW non-canon books. But should the Saurkur be considered canon? Here is the few mentions (excluding the racial charts where they are classified as an “Alien Race”

General Info: 5’8″-7′ tall, 250-350 lbs, no professional limitations

Description: tall, thin, bipedal lizards.
dark green to brown in color, hands
have four digits, posses an uncanny strength
for their build, and move very quickly, have long, thin tails


Mentions:

MASTER ATLAS III
The Saurkur are a race of warm-blooded reptilian people that make up the bulk of the population of the Abarquan Islands (about 700 miles
south of Kelestia). Loremasters believe them to be
the descendants of a space-faring race
that came
to Kulthea on a colony ship which crash landed
on the islands.

EMER I

The K’ta’viiri begin experimenting……Masters of genetics, the Lords of Essænce alter plants, animals,and races to suit their whim. These unusual races
include the Krylites, the Saurkur, and the Kuluku

Master Atlas:

.Abarquan Islands: [Tropical/Humid] Saurkur
(Mixed economies/Oligarchy/TL:4).
Home of the Lizard-men described in the ICE
SW module Islands of the Oracle.

That’s not much to go on, so unless you have Islands of the Oracle you may not have ever used or encountered the Saurkur in SW. As humanoid creatures, they may either be descendants of a seafaring race or a Ka’ta’viir experiment, but they are at least Tech lvl 4, have a organized culture and no professional limitations. There doesn’t seem to be any issues around breathing air, keeping their skin wet or any limitation on adventuring. In fact, they have unusual strength (+20 str bonus!!) and speed (although no Qu bonus) that should make solid warriors/tanks. They appear to be “Medium” size so they don’t have issues that might arise by playing a Troll or similar larger race. Of course there would be cultural issues assimilating into a human or Elvish community, but Shadow World does have alien-like canon races (Hirazi).

What are your thoughts? Are Saurkur Shadow World “Canon”? Have you had a PC play one?

Shadow World “Droloi”: Race or Monster?

Welcome to the 4th Rolemaster Blog entry of “Race or Monster” where I raise the question of certain races in Shadow World and their suitability for being PCs. You can find the other posts here: Hirazi, Krylite and Neng.

To be honest, I generally forget about Droloi even though they are listed in the various charts and lists found in the back of the Master Atlas with all the other “Mortal Races”. The Master Atlas only has 6 mentions in the index, with no entries in the timeline or text. Here is the entry from the MA4ed.

DROLOI
4´6˝-5´8˝ tall, no professional limitations; night vision
allows perfect sight in equivalent to a normal clear night,
100′ even in pitch dark. Skin is natural AT3, and tough
nails on hands allow attacks as Medium Claw. Resistant
to natural cold above freezing. Lifespan: 100 years.

While not evil by nature, most would say that
the Droloi are the result of some dark breeding experiment
between Demons and Humans. It is true
that they are alien in appearance, but not as strange
as the Krylites or Saurkaur. With their pale, leathery
skin, large clawed hands and feet
, and—most
of all—their four large protruding eyes, they are
certainly not pleasant for most to look upon.

One obstacle to many of the SW races is the lack of artwork. I think that’s a major flaw with SW books in general given Terry’s background as art director for many ICE products. But we do know he was also frustrated at times and limited by budget considerations. So without a good rendering of a Droloi, I think it’s hard for GMs and players to adopt a new race concept.

Races & Cultures embraces the Droloi more with some additional verbiage:

Build: Droloi are human in shape, but have long, clawed
hands and disproportionately large feet. They weigh
100 pounds on average.
Coloring: Droloi have pale, leathery skin and dark eyes.
They have no body or head hair.
Endurance: Normal.
Height: Droloi range in height from 4’6″-5’8″.
Life Span: Droloi have an average life expectancy of 100
years.

Strengths and Weaknesses: Their night vision
allows Droloi to function exceptionally well in
caves and underground environments, and they
do not have any corresponding weaknesses
when operating in daylight.

Droloi work best as Fighters, as their strongest
attributes (indeed, their only strong attributes),
Strength and Constitution, correspond with those
most important to that profession. They do not
make the best Thieves, as they are relatively weak in
Agility and Quickness. Also, their penalties to
Presence and Appearance ensure that they are not
as effective in social situations as most races.

CHARACTER CONCEPTS
Droloi are not terribly popular, even among other
Subterranean races (and Subterranean races in general are
not terribly popular with surface dwellers). In the volatile
political ecology of the Ash Lairs, therefore, Droloi must
devote themselves to the protection of their race, no matter
what their profession. It is rare that a Droloi would
consent to leave home, but it is possible that he would do
so on an errand to help his community, or if offered a
suitable reward to serve as a guide.

So what to make of all this? It’s a start of a racial concept but feels incomplete. It’s implied that they are found in the Ash Lairs, but there is nary a mention of them in any Shadow World book barring the mentions above in the MA. They could be a better foil for the Krylites and more alien then the Lugroki, Murlogo or Troglodytes. But would they make an interesting Player Character? Maybe a Droloi would be an interesting PC for my long gestating “Monster Squad” adventure!

I think the Droloi are another failed opportunity in Shadow World. Rather than focus on Orcs, Trolls, Goblins and Giants I think the setting needs to focus on unique creatures and monsters that add to the concept and not just rely on trusted and true D&D style photos.

So what are you thoughts? Are Droloi really “monsters” or could they be a PC?

{Amended 8/18}. A reader alerted me to the fact that Droloi might have been adopted from one of the non-canon SW modules OR was ported over from Races & Cultures as part of the merge of RMSS and SW. Anyone have insight on this? Either way it doesn’t seem to be a Terry creation at all.