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.

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 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!

Encyclopedia Kulthea

It’s been 5-6 years since I blogged about a new encompassing Shadow World “Master Atlas”. Since Terry’s passing it’s unlikely that we might see it, but most of the material is there, ready to be collated and reorganized, and new material fills in gaps without altering Canon.

I thought it was worth revisiting now that RMU is being rolled out. I don’t think it would difficult to move RM stats and rules to a support supplement and make the setting rule agnostic.

Cultural and organizational spell lists in Shadow World.

Egyptian Book of the Dead

When introduced in 1980, Spell Law’s breadth and scope of spell lists was a revelation in TTRPG! Hundreds of lists, thousands of spells and spells up to 50th level. I was 13 years old when I first got my hands on Spell Law, and reading through the Alchemist, Astrologer, Monk and Mentalist lists fired my imagination.

Over the years the novelty of the original spell lists have worn off, and newer lists in the various Companions became more exotic, powerful and interesting. More importantly for me, the monolith nature of the base spells for the professions became an anchor on the system. Every Magician encountered had the same spell lists, every Cleric used the same few offensive spells despite their Diety’s aspect and my players could anticipate most of their opponents spell castings or, at the least, identify the exact spell cast based on it’s effects.

One of the appeals of Terry’s Shadow World material in the inclusion of specific organizational spell lists: Navigators, Loremasters, Steel Rain etc. I expanded on this effort with my own lists for the various Kulthean pantheons, spell lists for the Messengers of the Iron Wind among a few others.

It’s my belief that knowledge of any type, is transmitted through cultural or organization channels: communities, schools, cults, guilds and similar organized entities. In our own world, an education to become a lawyer and the knowledge and skills it imparts will be different between a student at Harvard Law and a law student at the Law School of Sao Paulo. It could be argued that the quality of the legal education may not be equal between the two schools and therefore it’s reasonable to believe that different cultures or groups may have similar but unequal spell lists of similar powers. A Fire Law list learned from the Fire Cult of “Volcano Island” may be different than the Fire Law list from a Cult of Nature worship somewhere else. Perhaps there are different spells, or similar spells but obtained at different levels–the belief that “balance” must be achieved is limiting. Fireball could be learned at a lower level by a Cleric of the Fire God than Fireball on a list of a general “Elemental Mage”.

I think this philosophy could extend to specialized skills and lores: they are only available through specific cultures and groups. Of course this doesn’t work in general with Rolemaster, but it can be incorporated into a setting like Shadow World quite easily. Obviously, Terry has already done this to some degree. I’ve been reading Cults of Prax which provides cult specific spells and runes for various sects and cults and it definitely provides another dimension to spells and lists in a specific setting. In my SW campaign I use my BASiL lists AND the original Spell Law lists to have the largest pool and variety of spell lists.

Does anyone restrict access to lists and skills in their campaign?

Adding Intrinsic Abilities to Spellcasters in Rolemaster.

It’s not uncommon that while I’m reading a fantasy novel, I’ll try to quantify how the magical rules might work in that setting. The original RM/MERP did a poor job of modeling Tolkien’s magic system (which was less codified than narrative driven), while it’s understood that Vance’s “Dying Earth” series was an inspiration for Gygaxian D&D magic.

There are some novels that strike me as being very “Spell Law” or “Rolemaster”‘; in these cases I will do a bit of research on the author to see if there is any tie ins. Other fictional settings lend the question of whether Spell Law could be modified to fit the magic system.

But rather than debate which work of fiction is best suited for Rolemaster, or what setting might be the best bit, I wanted to look at a few common “intrinsic” powers that are common in fantasy stories.

Magical Awareness. Magic users in many works of fiction have a sensitivity or awareness of magical fluctuations, momentous magical events or the nearby presence of great powers. Powerful castings can send reverberations through the “ether”, ascendant and immortal presences can create ripples through the cosmos or the types of magic casting can be detected by a like minded caster. Spell Law has several types of detection and analysis spells that provide similar functions, but they require active casting. Mentalists have a Presence spell that requires no PPs, and allows them awareness of nearby entities. Perhaps Essence and Channelers could also have some inherent awareness of their realm casting?

“RAW” Power Casting. In addition to casting spells with specific effects, often casters are able to channel raw magical energy waves, streams or emanations for devastating effect. Rolemaster had a “Power Projection” skill but if I recall it was pretty limp. Perhaps allowing casters a elemental Essaence attack that converts PPs to direct damage could be interesting.

Immunity. For spellcasters that have a “focus” or “aspect” to their magic (ie Firemage) they are often provided a natural defense or immunity from that aspect that increases with their power. Perhaps a caster receives a +1/rank vs fire for every spell rank of Fire Law?

These types of acquired abelites are more similar to AD&D than the skill focus of Rolemaster, but I do find it intriguing. Are there other abilities that could manifest for spellcasters that don’t require skill acquisition?

RMU has had a successful launch! Will Shadow World benefit?

As of today, 1-24, RMU is back to the #2 position at DrivethruRPG and is at Platinum level seller. That’s great news, and while there is much debate on the stickiness of buyers, the adoption of the rules in gaming etc., there is no doubt that RMU has swung the spotlight on Rolemaster and ICE to some degree. That’s a good thing!

Given that my focus is on adventure material, specifically Shadow World, I wonder if SW will benefit from the RMU “halo effect”. Will Shadow World get a bump as new RM users look at ancillary ICE products? I’d be curious to know if SW products are also getting a sales bump.

Shadow World Evil Realms: Wrangôr

Despite it’s reputation as a “kitchen sink” setting, mostly due to the inconsistent tone set by third party authors, I’ve always thought Shadow World had a unique feel driven by Terry’s artistic sensibility. I’ve written about the Many Flavors of Shadow World before and I’ve always appreciated the blends of genres: fantasy, sci-fi, anime and even goth and horror. Despite my own lack of interest in standard fantasy tropes, I acknowledge that there is still huge interest in the “Dark Lord/Dark Master” trope in roleplaying and pop culture.

Luckily, Terry has included this trope in many parts of Shadow World! Putting aside Lorgalis and other “Dark Lord” NPC’s in his fleshed out works of Emer and Jaiman, the Master Atlas outlines some other parts of Kulthea that might be readily adaptable for a traditional “Against the Darkmaster” style campaign.

Where might one look? Wrangôr

Per the Master Atlas:

Wrangôr: This is a realm of Lugrôki (Orcs), and Lugrôk-hybrids,
the result of centuries of captured slaves being
interbred with the Lugrôk population. This has
created a race smaller than the true “High
Lugrôki” but able to function during the day as
well as at night. They are no less ugly, however.
This program has been under the Dark Master,
a shadowy dictator who, with his War Troll
guard, resides in a citadel outside the port city
of Vashtak. The “Dark Master” of this realm is a Dyar Elf, a
powerful Mystic who rules through terror and
brute force—concepts which the Lugrôki understand all too well.

This is the only substantive reference to Wrangôr in any of the books, typical of the short summaries found in the Master Atlas. Wrangor is located on the eastern part of Thuul, the continent west of Emer that is begging to be fleshed out! It’s proximity to Emer’s southern reaches makes it accessible to adventures based out of EMER book III.

In short, if you enjoy the straightfoward nature of an evil Kingdom and a mysterious Dark Master, Shadow World has that too!

Has anyone run adventures in Thuul?

RMU: Settings, Adventures and Modules.

I thought I would put a quick post in an effort to stir some discussion on support products for RMU. We’ve blogged and talked quite a bit about Shadow World and there has been some discussions on a RMU.

Following the RMU threads on discord, RPGNet and others there seems to be some interest in game support material. No one expects that to happen quickly, Spell and Creature Law still need to to be published, errata corrected and POD’s rolled out etc.

It’s been stated that rule books generate more $ than supplements and modules. I think that’s hard to quantify given that virtually every game system can rely on older settings for support, and old modules can be converted or pillaged for material. So perhaps RMU can rest on the laurels of RM SW, Cyradon and MERP modules.

There does seem to be some interest in new material, and I can’t help but think that gaming material written specifically for RMU rules, races (species?), professions and creatures would be beneficial to system adoption. Of the varied comments:

  1. Generic setting adventures. This could quickly fill the gap and it sounds like there are a number of people that could submit material.
  2. A new setting. A new setting could really embrace the specifics of RMU, would not rely on Terry’s unique setting and could draw talented writers to participate.
  3. Revision. It would seem that revising older RM material to RMU stats might be the easiest solution?

It appears that interest in RMU is peaking, with new members at the RMForums and perhaps new readers here at the RMBlog. This is an excellent chance to engage to RM players and invite them to participate in the community!

What are your thoughts?