Shadow World Earthwardens and their Works.

Most of the major works of the Earthwardens are dated throughout the Interregnum 50,000 to 70,000 in the past. The planet was still in turmoil from the Galactic Civil Wars so it’s expected that some of their work has been lost to the still changing planetary surface.

Xa’ar has some new material on the Earthwardens, but I thought I would explore the most significant endeavors built by the Earthwardens.

Coral Roads:

  • Ancient submarine “highways”
  • Above ground entries to the network are cleverly hidden in rocky coastlines or lonely atolls. follow island chains and undersea ridges, always in shallow water.
  • Inside, the roads are arched corridors made up of coral and shell; some areas are translucent to allow filtered sunlight to illuminate the tunnels by day.
  • Access via Earthwarden artifacts.

I hope that many GM’s have introduced the Coral Roads in their SW games/campaigns. Not only is it a great SW “element”, but it does allow the players to travel safely from one area to another and enforces the broader concept that Kulthea has many secrets.

Inspiration for a Coral Road

ENIGMATIC ANCIENT STRUCTURES:

The Earthwardens left many mysterious structures around Kulthea. Some have been repurposed or cities and towns have sprung up around them without the people even knowing the age or provenance of these buildings. Almost all are built with interlocking stones of Cavarite.

Essaence Towers. Often built at the nexus of an Essaence Foci, the towers can be seen as power conductors or antennae: they can focus and control nearby Flows. The use of these towers is beyond most today, but a few hold this secret knowledge…

Essaence Spheres. It’s believed that the Earthwardens built undergrounds complexes to store and protect powerful artifacts and knowledge.

Block Tombs. It’s not clear what their original purpose was, scholars believe they were actual tombs for Earthwardens (they don’t date back to the 1st era) or they could be an artifact of some unknown Interregnum civilization. Either way, the surviving ones have been co-opted by the the Z’taar Priests to be used as their Chapter Houses.

SEA TUNNELS:

It is believed that dozens of tunnels were created to facilitate travel, but only a few survived and some remain hidden or their entrances blocked by tectonic activity. The Tunnels are a marvel of ancient power–their flows reversing direction on a regular schedule and allowing for ship transit in both directions. The Tunnels resist damage and blockages. Three of them are:

Imarij Sea Tunnel in Agyra. The southern entrance is found at the base of Nontataku and is a major hub of commerce for Agyra.

Grotto Path in Emer. A critical path for trade, the Tunnel is now a dangerous transit due to the presence of Krylites.

Naichon Tunnel. East/West tunnel between Bokorean Kingdon and Ur Jujuy in Falias. Hidden and rarely used.

Guardians:

One of the final legacies of the Earthwardens was the creation of guardians placed throughout the hemisphere.  Five of these Golems were built, powerful enchanted warriors who could be utilized by those with access to ancient knowledge.

GuardianTypeLocation
Zarin DeyroainKregora GolemEarthwarden ruins in Red Dawn Pass, Falias
Arestiis LanedriLaen GolemIsle of the Turning in Mythenis
Elezyii Ankyra,.Diamond GolemEarthwarden ruins in NE Kelestia
Renia AthosTitanium GolemEarthwarden temple under Nontataku in Agyra
Yanie SteraiadEog GolemEarthwarden temple in Vog Mur

MEGALITHS, STANDING STONES AND CIRCLES:

These structures are found throughout Kulthea, mostly in wilderness areas. They are mysterious and avoided by locals, although they are meant as safe havens against dark forces; especially Demons. These structures can be single monoliths, dolmens are stone spirals but typically have similar powers. The stones will often glow whenever a Demon or servant of the Unlife is near…

These are just a few examples of the legacy of the Earthwardens but the possibilities are endless!

A look at Kulthea’s “other” continents: Folenn and Falias.

I’ve been meaning to follow up on a comment Terry had made in my interview with him a few years back:

BH: Are there any other continents besides Emer and Jaiman that you’ve written notes/materials that you’d like to tackle?

TKA: A couple (Folenn and Falias) are kind of taken-care of. I would like to go southwest to Thuul…

So I thought I would start blogging about some of the other continents that haven’t been developed well, or at all, excluding the basic summary material in the Master Atlas. We can all agree that Jaiman and Emer are pretty well fleshed out with years of play material. While it would be nice to have Emer IV and Wurilis and Urulan to round out Jaiman, the existing material stands on it’s own.

First, Folenn. I’m assuming that Terry saw Folenn as partitioned off as the “Bladelands” even though there hasn’t been any further development of that material AND I’m not sure the Bladelands even fit into SW. I have to admit some ignorance on the topic of “Metal Express” or really anything about the Bladelands. Per the Master Atlas the word “Bladelands” is only mentioned 1 time and Folenn is described thusly:

17•FOLENN
An isolated, shadowy land on the edge of the
earth, Folenn has had little contact with the rest
of the hemisphere. It is shielded by the encircling
Gale of Hues (a name for the Essænce Flow surrounding
the continent), and is near the Great Barrier
dividing East from West
.

So it seems as though Folenn has been set aside for the Bladelands and that is that. Terry basically washed his hands of it and saw it as a done deal.

I was a bit more curious about his comment including Falia. Did I miss a source book that provided a lot of material on Falia? One of the non-canon modules perhaps? Falia is the home of the Vashaan Domain (a nation of angry elves, but I don’t see Falia as especially developed. Certainly no more so than the rest of the continents. Why would Terry mention Falias specifically as being “kind of taken-care of”? Does that imply that he has some additional work, notes or the start of a book that might be in his papers? That is intriguing.

What do you think? I’ll be looking at some of the other continents in upcoming blog posts and offering my own thoughts on future development.

So Many Names in Shadow World!

One of the oft heard complains about Shadow World are all the different names of groups, organizations and nations. It can be a bit overwhelming and even confusing at time!

While I was working on a recent blog, I encountered a bit of that “naming dissonance”: The Empire of a Thousand Dawns, The Empire of the Black Sun, The Black Dawn and finally The Silver Dawn! Yikes.

I’ve already written about the Empire of a Thousand Dawns, but I’ll summarize all four below:

  1. Empire of a Thousand Dawns. An ancient, militant, kingdom of Elvish races in Palia founded at the start of the 2nd Era.
  2. Empire of the Black Sun: A nation of city-states ruled by a powerful lord circa 5000-5500 Third Era. Ochu people.
  3. The Black Dawn. A religious “doomsday” cult originating in southern Silaar and moving into Haestra, Emer and Thuul.
  4. The Silver Dawn. An organization of the Unlife similar to the Priests Arnak or Steel Rain located in Agyra & Mulira. Quite a nasty bunch to be honest!

Luckily I can refer to this blog whenever I get confused. What groups or names do you get mixed up?

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.

Named Things in Shadow World: Known Demons.

Is this Susymog or Aztaur?

As part of my cataloging all things Shadow World in our Master Atlas and indexing for the “Nomikos Library” project, I thought I would start a new blog topic: “Naming Things in Shadow World”. Today I thought I would start with named Demons that are mentioned in various SW books and are considered newsworthy in the timeline or elsewhere. Like the Dragonlords, powerful Demons play a major part in the SW history and are still major forces to be reckoned with!

Mur Fostisyr

While the book that started it all, The Iron Wind, is really a proto-SW product, most of the content continued into Terry’s later canonical material. Unfortunately, unlike Cloudlords, The Iron Wind never received an update due to authorship and IP issues around Peter Fenlon’s authorship. Nonetheless, I believe that The Iron Wind sets the tone for a darker, more menacing tone for Shadow World. In this product we learn about two powerful Demons: Susymog and Aztaur.

Susymog. An Ordainer Demon, he is lord of Var Ukaak and master of Priests of Arnak. He is also 50th lvl and secretly the Syrkakang. Elor was right to avoid this confrontation!

Aztaur. Master of Taurkytaal (K. “Dark Ice-stone”). Aztaur is known as the “Lord Demon of Cold” and “Beyond the Pale” (which had slightly different meaning than later SW book). At 30th level he is quite powerful.

Other Named Demons

Khortus. It’s unclear what type of Demon he is, but he was drawn into Kulthea by a sorcerer but was able to escape his spell bonds and “decides to remain in the Shadow World“. {see by notes on Summoning}. Anyway, Khortus is really up to no good, and now leads the Vulth Horde.

Muarga. An Earth-Demon who is the King of Murlogi battling the Lankani and embroiled in various high-level plot points in Shadow World.

Mæzebrasân. A female Demon that entered Kultha via a portal, she is now disguised as the Mayor of a small village in Sarnak…

Kharuugh. More of a historical figure, Kharuugh the Ordainer battled King Hanreth (wearing the Wyvern Crown) during the Wars of Dominion, his whereabouts remain unknown…

Quard and Urno. Demon servants of the Dyar Mage Shanarak. They are entrusted with guarding the Ark of the Worlds! (they must be powerful)

Orlhach. An Ordainer Demon that resides in a volcano in Kailoq, he is worshipped by the inhabitants as a fire god.

Gorlhach. At first I thought this was a mispelling of Orlhach, but no. (maybe a brother?). This named Demon lives under the Mountains of Gold and controls an army of Lugroki. He may also be known as the “Ordainer of Argaath”, but it’s a bit unclear.

Wargur. The Demon lieutenant of Schrek. Was banished to Rael after being defeated by Sigrius.

Raathmaauriig. An Ice Demon, he is the half-demon son of Aztaur. Has his claws in all sorts of things up in Saralis.

Vargus. A Demon Lord that resides in the Hall of the Cloudlords.

Gha’ath’uk (also known as Gha’ath’uz). A Demon of the Void, a Guguth, from Folenn. He has a Compass surgically mounted to his skull!!

Mauk, Geth and Wrang. While they sound like “sidekicks” they are all powerful Sixth Pale Demons that reside in Aalk Athimurl.

Morloch. I saved the best for last. Perhaps the mightiest, he is named Lord Ordainer and was once known as Shuraax the Fire Claw and bodyguard of Kadaena. Morloch is featured quite a bit in the story of Shadow World and I use him extensively in Priest-King of Shade. There is even a cult in his name!

{UPDATED 8/17}

Wurliis. Not sure how I missed this, thanks Alan! One of the 12 Adherents, Wurliis is a Demon of the Fifth Pale.

Wurliis is a master of arcane mechanisms. His favorite weapon is a terrifying device which fires four heavy crossbow bolts in a volley. Wurliis is somewhat smaller than most of his Demonic type

Turasoq. Another Adherent and a Procreator Demon.

If you like to use Demons as big baddies, some of these may work well. Have you used any of these in your game? Did I miss any?

Gunpowder in Shadow World

It’s no secret that Shadow Worlds history encompasses a vast range of civilizations with “technological levels” ranging from Stone Age tribes to advanced post-physical societies. Terry often stressed that magic and high technology could often be indistinguishable and most of his SW books contain high tech items. In between those two extremes are a spectrum of technological advancements that are found scattered throughout Kulthea: the lightning guns used by the Krylites, the airships and barges designed by the Elves of Namar-tol and even bicycles that are appearing around Eidolon.

But one tech period is rarely found on Shadow World: civilizations and tech based on chemical reactions and the use of fossil fuels. More specifically, gunpowder and the advent of explosives and guns.

The fusion of guns and magic have become a popular theme in fiction, but Shadow World has some built in roadblocks that seem to prevent widespread use. In the Master Atlas we find this:

Gunpowder: The secret of this potentially devastating
tool is far from being unlocked, by even
the most advanced cultures on the Shadow World.
The power of magic has stagnated any desire for a
chemical explosive, and the mysteriously fluctuating
effects of the Essænce can have a transmuting
effect on chemical reactions
.

I expanded on this a bit more in my own SW campaign:

The “Viir” seems to fundamentally change both ionic and covalent bonding for molecular and macromolecular structures.  In practice this energy field is distorting chemical interactions and material structures most acutely—

In short, the Essaence is disruptive to chemical reactions and/or Magic itself precludes the need for such technology. Why invent a grenade when many people can cast a Fireball or Firebolt?

Personally I like the mix of tech and possible settings that can be found in SW, and introducing guns and related tech can add a new element to gameplay. So how can explosives be introduced to Kulthea:

  1. Outsiders. Kulthea has been explored by off-planet visitors. Some have arrived in spacefaring vehicles while others via “portals”. If they have explosives or munitions they might be reliable–for some period of time. Either you could argue that their chemical properties are stable due to their production off-world, or that it takes time for the Essaence fields to corrupt their potential.
  2. Demons. The Fifth Pale is a nightmarish place of industrial technology gone mad. Smokestacks and gigantic refinery-like superstructures fill this world, which is constantly enveloped in a luminous steam. The rhythmic wheezing of bellows mixes with the clatter of gears and the roar of engines. Foul pools of chemicals, theiroil-slicked surfaces aflame, illuminate open-scaffold elevators, steel mesh platforms, and large, baroque machines of incomprehensible function. It’s seem common sensical that Demons from this realm could have guns, explosives and munitions.
  3. Tinkerers & Alchemy. Expanded alchemy rules and perhaps a tech based profession (not using spells) can provide an avenue for guns, explosives and other violent delights. Of course, Kulthea based chemistry should not be reliable, but really, isn’t that half the fun?

4. Those damn Elves! Of course the Elves in Namar-tol are experimenting with chemical based combustion, explosives and projectiles. Here we have it, the beginning of it all:

5•45: Emer: The Lankan Empire sends a small
fleet across the Circular Sea from their port of
Kûru-kal, with the goal of seizing the northwestern
Loari isle of Surt Naduum. The first warboat
barely reaches shore before airborne Loari
battleships appear and drop exploding canisters—“
bombs”—on Lankan ships. This marks
the first known use of chemical explosives since
the Interregnum.
The Lankan ships are destroyed
and the few Lankani who reach shore
are captured. Námar-Tol sends a warning to the
Lankani that any further aggression will be met
by overwhelming force.

I’d be interested in your take on guns, gunpowder and explosives in your own SW game!

Shadow World: Dawn of the Xiosians.

I had a few messages regarding my most recent post on Earthwardens & Dragonlords, so I thought I would revisit another of my SW topics: the Xiosians. I’m reposting this from a Feb 2018 entry with some changes.

One of the more dense and information rich sections of the Shadow World Master Atlas is the timeline. By the 3rd Edition of the Master Atlas, the timeline has reached 25 pages and would be much longer if it incorporated all the local and regional timeline material found in other SW books. In any event, the timeline is a rich resource for a GM, not only offering unlimited adventure hooks but providing endless opportunities to explore Kulthea in different times. Sprinkled throughout the time though are many unanswered questions, cool hints and vague references that Terry has yet to explain or explore in detail. One of my favorite:  the Xiosians.

Xio (I. Shield) Cadre

def. A monastic warrior cult formed in the First Era by the Ka’Ta’Viir ruling families to use as loyal household guards and special forces.  The Xio combat techniques became the foundation for most other martial forms that followed.

(P. Xiosians  a.k.a. Xo, Xso, Xsosians)

The Xiosians were first mentioned in the original Master Atlas: Warrior-Priests that were servants of the Masters of Emer and rode flying magical chariots. In Emer I we got a few more pieces of the puzzle with several mentions:

Warrior-mages on huge steeds begin purging the wilds in central Emer, driving out the ubiquitous Gark and Lugrôki hordes. These knights are harbingers of the coming of the Masters.

They rule through an order of warrior-mages (the Xiosians)

It is believed that the Changramai are disenchanted Xiosians who left
the service of the Titans
(In fact, some are

I thought this sounded like another group of mysterious warriors that fly on magical steeds and purge the wilderness: The Cloudlords of Tanara.

I wanted to tie together a number of loose ends: the origins of the Changramai martial culture, ancient militant orders with ties to the Althans/Ka’ta’viir, mysterious warrior cults and the genetic origins of special warriors like the Cal-chah and Guarlu. I had an idea that tied them all back to the 1st Era.

The Althans and the Ka’ta’viir are primarily an advanced intergalactic imperial society. But there is also a strong oligarchy element of immensely wealthy merchant families. It’s not a leap to assume that both leaders and powerful “Houses” would have their own security force to provide defense, corporate espionage and personal protection. This is not an original idea. The Romans had their “Praetorian Guards“, the Emperor had his Royal Guard, and in Dune every Major House had it’s own army, formally independent from the Emperor‘s own military forces. (the Dune setting fit’s well with the Althan/Spacemaster/Kulthea dynamic).

History:

Few organizations in the Shadow World’s early history have had a greater impact on the development of Kulthean martial culture.  The Xio Cadre were the personal bodyguards of the Ka’Ta’Viir during the First Era.  Originally Althans, the Xiosans pursued aggressive eugenics programs and genetic and physical modifications to create the most adept warriors in the Althan Empire.  Too few in number to be an effective military force, the Xiosans became an extension of ruling Ka’Ta’Viir political power.  While serving primarily as bodyguards, Xiosan Cadres later became a symbol of personal wealth, extravagance and power among the ruling families.

Initially one central organization, the Xio Cadre grew into several dozen Cadre “Temples” each under the patronage of a particular Ka’Ta’Viir family.  Over time the temples reinforced patron loyalties and developed distinctive styles of dress and appearance.  While Xio warriors were adept in modern combat systems, the Ka’Ta’Viir would have their Xiosan guards attend public ceremonies in distinctive cultural garb: shining armor, swords and flying mounts that played upon Althan classical mythology and heroic memes. Xiosans warriors performed in elaborate athletic and martial performances during Ka’Ta’Viir social events and were used to mediate family or business disputes in proxy combats.  A few individual Xios became celebrities in their own right, either through martial or athletic prowess.

The Legacy of the Xiosans:

Scattered remnants of the Xio Cadre survived the First Era: either with their Ka’Ta’Viir patrons in cryogenic hibernation, or were off planet during the worst of the conflicts.  During the Interregnum, refugee Xiosans merged with indigenous cultures or established new settlements, slowly diluting their singular genetic traits. Still, interbreeding passed along many beneficial aspects of the Xio physical traits: the Zedrahin, Zor, Udahir and Shay all possess some of the size, physical characteristics and strength of the Xio warriors.  It is believed that pure Xiosans still survive in the Eastern hemisphere with their Ka’Ta’Viir Lords, but out of a dozen Cadre Temples in the West only a handful of facilities and warriors survived:

  1. Vale of the Merisia.  The abandoned Sunlords Temple in Tanara still held armor, weapons and the offspring of their Steardan mounts when it was discovered and occupied by a Rhakaan expeditionary force during the Second Era.  Using the equipment they found, the Zorians assumed the role of the mythical “Cloudlords”, emulating their Xiosan predecessors.
  2. Changramai Monastery. The Changramai monastic order was a rebirth of the Xio discipline.  The monastery was built upon the bones of a ruined Cadre temple.  The Halls are intact, but the knowledge to access the security door has been lost.  (The key is interred with Master Changramai). 
  3. Votania. Sun Cadre.  The Masters of Emer built their palaces alongside an abandoned Xiosan Cadre Temple.   The Masters repopulated the temple with their own servants. Adopting the flying chariots and weapons of the Sun Cadre.
  4. Western Thuul.  The Temple was reoccupied in early second era by a splinter group of Xiosans.  They attempted to build a new settlement on Barzu-chaa (South Eastern Thuul) but the City-State was destroyed after conflict with surrounding cultures.  The surviving Xiosans fled: some moved permanently to the Cadre Temple located in the Sullen Mountains while others fled east to the Gufu Rainforest where they are believed to be an offspring of a lost giant race.  While still large of stature, most of the surviving Xiosans are a product of mixed heritage and have lost many of their defining physical attributes.
  5. Mur Fostisur.  The Mountain Enclave of the Udahir was originally a Xio Temple. Now the Udahir and their flying mounts occupy the vast hold.

Scholars whisper of a darker chapter in the Xiosan history. It is rumored that some Xiosans were ultimately bent to the will of the Unlife and became its most feared warriors: Heralds of Night.  More chilling stories are spoken among the Loremasters: that Kadeana performed experiments on her own Imperial Cadre.  Six and sixty Xio warriors she used for her most terrifying creation: Shards.

{Note: Terry actually establishes that Kadaena created the Shards via “Elor’s Text. MA 4th Ed. p.192. It’s logical to me that she would use her “super soldier” Imperial guards in that horrifying experiment!}

The Ka’Ta’Viir were not naïve to the physical threat of the Xiosans.  Their proximity to the inner sanctums of the Ka’Ta’Viir and the Lords’ own paranoia made them cautious. Part of the genetic modifications included behavioral conditioning: Xiosans cannot attack a Ka’Ta”Viir and indeed had to submit to their will.  Additionally the Xiosans were made more susceptible to the Essence (which only the Ka’Ta’Viir controlled at that time) and they themselves were not able to tap the powers of Essence.

Xio Cadre Summary

CADRE:  Imperial (Xio-And)

PATRON:  House Kaedeana

LOCATION:  ???? 

FOCUS:  Modern Minimalist/Technology.

PHYSICAL TYPE:  Tall, muscular, black hair, dark eyes.

MOUNTS:  Lesser Black Dragons

ARMOR:  Dark red poly-steel armor and seamless visor less black helms.

WEAPONS:  Laser Pistols, Energy Swords

NOTES: Less ostentatious than the Cadres of the lesser ruling caste, the Imperial Cadre were the personal guard of the Empress Kadeana.  Their training center was a closely guarded secret and the Cadre rarely participated in ceremonial displays.  Despite Kaedenas defeat by Doenku and the Soulsword, the Imperial Cadre had already made a pact with their mistress.  In a lengthy process, the Imperial Cadre volunteers became immortal servants in a new incarnation: that of the Shards.  The Cadre Commander, Shar-Bu is now lord of the I-Lat.

CADRE:  SunLords (Xio-Kygar)

PATRON:  House Tessananta

LOCATION:  Vale of Merisia, Tanara Jaiman

FOCUS:  Althan Classic Mythology

PHYSICAL TYPE:  Tall, muscular, blond, blue-eyed.

MOUNTS:  Steardan.

ARMOR:  Golden Plate & Greaves

WEAPONS:  Hand Axes, Sunswords

NOTES: This abandoned facility still held armor, weapons and wild Steardan when it was discovered and occupied by a Rhakaan expeditionary force during the Second Era.  Using the equipment they found, the Zorians assumed the role of the mystical “Cloudlords”, emulating their Xiosan predecessors

CADRE:  Lightning (Xio-Pizik)

PATRON:  House Terra

LOCATION:  Changramai Monastarey, Choak Mnts, Emer

FOCUS:  Martial Arts, Athleticism, Adrenal Focus

PHYSICAL TYPE:  Varied.

MOUNTS:  Anti Grav Bracers

ARMOR:  Black cloaks, Black Masks w/yellow bolts.

WEAPONS:  Changa,

NOTES: The Lightning Cadre were perhaps the most dedicated to the physical arts.  Athletic ability, acrobatics and unarmed combat were the focus.  The cadre put on elaborate displays of martial prowess combined with amazing ariel feats using their anti-grav arm and leg bracers.  They could seemingly “fly” through the air.

CADRE:  Claw (Xio-Raax)

PATRON:  House Centarus (still exists as a powerful trade and banking conglomerate…)

LOCATION:  Mur Fostisyr

FOCUS:  Berserker Troops.

PHYSICAL TYPE: Large, dark-haired, and heavily muscled. Claw Cadre was feared for their combat prowess and mercurial nature.

MOUNTS:  Fire and Ice Dragons.

ARMOR:  Spiked Plate and Force Armor.

WEAPONS:  Over-sized battleswords. In modern combat they wielded heavy laser cannons and disentagrators.

NOTES: The Temple was discovered and settled by the Udahir but had been looted long before. 

CADRE:  Steel (Xio-Tok)

PATRON:  House Letrati

LOCATION:  Votania, Emer

FOCUS:  Deception, misdirection, subterfuge

PHYSICAL TYPE:  Tall, dark hair, grey eyes, light skin

MOUNTS:  Anti-Grav Chariots

ARMOR:  Grey Armor, Chamelion Cloaks

WEAPONS:  Wide leaf bladed short swords

NOTES: The Masters of Emer built their palaces alongside a Xiosan Cadre Temple. It’s not known whether any original Xio pledged service to the Masters or the Temple was repopulated by others.

CADRE:  Onyx (Xio-Uxya)

PATRON:  House Thorenian

LOCATION:  Sullen Mountains, SW Argyla

FOCUS:  Tribal, Physical Form, Animalistic

PHYSICAL TYPE:  Dark skin, silver eyes, silver/white hair

MOUNTS:  Kith

ARMOR:  Silver metallic armor, Jewelry

WEAPONS:  Black Laen Longsword & Shortsword

NOTES: The Temple was reoccupied in early second era by a splinter group of Xiosans.  They attempted to build a new settlement on Barzu-chaa (South Eastern Thuul) but the City-State was destroyed.  While still large of stature, most of the surviving Xiosans are a product of mixed heritage and have lost most of their defining physical attributes.

PC’s as Xiosans

Obviously, playing a pure Xio warrior or even a partially full blooded Xio could be unbalancing. But I incorporated 2 significant drawbacks for Xio: behavioral inhibitors against Ka’ta’viir and the inability to use Essence and an increased susceptibility to Essence effects. Of course, a player with only a small amount of Xio ancestry would have less inhibitors but conversely would have less genetic benefits as well.

CONCLUSIONS:

I like tying “current” Shadow World elements to the ancient past. Terry used the word “Legacy” a lot and much of the Shadow World story is tied to the Althans and Ka’ta’viir from the 1st Era. The Xiosians’ legacy can be found in the martial skills of the Changramai and the physical stature of many of the races found on Kulthea.

Squishing Levels

A topic came up on the ICE Discord server recently that I feel deserves some discussion: The leveling curve in Rolemaster.

As a frame of reference, the initial commentary was that a 2nd level HARP character was equal to a 9th level character in the RM framework. Without having a real knowledge of HARP, this got me thinking about other systems and the relative curve of power as characters level. Consider that D&D has historically had a system based on levels 1-18, or more recently levels 1-20. By comparison, RM has a highly bloated (at least at first glance) system of leveling from 1-50.

Before we delve further, let’s look at the advantages of such a spread out system of leveling. Bear in mind that these are generalizations:

🔸 Levels 1-10 seem to be where the most progress is made, with characters mastering their core skills. Consider that during these levels, the character is maximizing the 5/3/2/1 rank progression, and by roughly 10th level is starting to see diminishing returns on these skills.

🔸 Levels 11-20 are where we see some real diversification of skills. At this point a fighter may have some decent bonuses in skills like fighting styles and periphery combat talents (disarm, protect, etc). Spellcasters have some talents in extraneous skills like Spell Mastery, applicable lores, maybe some rituals. Semis at this point now have a chance to spread out some development since they are typically DP-starved at lower levels. Characters in general have more DP available to sink into skills like lores, trades, leadership, and the things that make them unique.

🔸 Levels 20+ is a bit of an enigma. Rank progression at this point slows to a halt in all core skills, so this really becomes the point in the game where class lines begins to blur the most. Looking at old MERP supplements, Aragorn is depicted as Level 27 at the outset of the War of the Ring, and 36 at the end. So rangers can pick up some magical expertise and leadership skills to become party leaders, mages like Gandalf develop some skill at arms, other classes distinctions are blurred since most people inclined to learn magic have picked up many of the same spell lists, and so on and so on. At the same time, this is where classes gain some of their biggest power boosts and distinctions as spells 20th level and above are typically game-changing. While a Bard may be able to cast some elemental attacks at this high a level, the mage reigns supreme with Triad Bolts and the like.

More nutrition, in a smaller package?

This notion that level 20+ is where characters can break out of their class-limitations is not a bad thing. At this level of play, characters are supposed to be special and transcend some of these limitations. However, I wonder if this is actually conducive in the long run to a good gaming system. With RMU on the horizon (somewhere… we hope…) the idea of selling this system is limited by a few of the disadvantages:

🔻So many other systems have a faster, smoother inherent progression. While GMs can certainly increase XP awards to compensate, the fact that HARP seems to scale better, and that D&D has more delineated thresholds makes these systems seem to have more tangible rewards.

🔻A slow climb seems to be the accepted fate in Rolemaster in general. A number of articles have been written here, on the forums, and in Discord about the perils of low-level gaming in RM and the grind to survivability. Consider that the RAW in RMU suggest starting characters at 3rd level or above simply so they have enough skills to make gaming fun. I don’t think this is a design flaw, so much as a design choice that I don’t necessarily agree with, but it’s an issue that many have been vocal about in discussions.

🔻High-level gaming seems like the crawl is even more profound. When a character is only learning new spells every 5th level, that has a profound effect on player investment, as does reduced rank progression.

I know that a lot of what I’ve said here has multiple perspectives, and I’m not trying to be overly critical of a system that I see as a truly enjoyable one, but perhaps there’s some ways to make RM a bit more… fluid? I have two starting suggestions:

🔹Squish levels 20 through 50 so that there isn’t a 30-level gap in power development. By retooling some of the 20+ level spells and making them available at lower levels (even if the new level “cap” was 30th) that might create a smoother progression overall. Drop some of the repetition on lower level spells and move the higher level ones down so they are available from around level 15 onward.

🔹Retool magic at the starting levels so that it functions more like cantrips. One contributor on Discord suggested making all spells from 1st-5th level cantrips that can be cast at will (with normal restrictions, just no PPs). Even if you took only 2-3 spells per list and made them cantrips, and then scaled all of the other spells down accordingly, this would make early levels more palatable, especially for magic users. I see it as giving Semis a boost since they struggle to find a role early on in the game.

Any thoughts from the elders on these concepts? The goal is not to make RM more like D&D or even HARP, but to create a system that sees a more linear progression rather than an asymptotic one. Admittedly, these are just quick thoughts about some very large, complex concepts and I’m not suggesting a full-scale redesign, but this seems like a project that might be on the horizon.

Getting Back To It.

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

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

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

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

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

Should players have an entourage? Using followers in your Rolemaster game.

One of the features of early AD&D was the use of various types of “followers” that the PCs could obtain. Most are defined by the level of loyalty they have to the PC character; ranging from a mere hired helper to a devoted sidekick. These NPCs are often interchangeably termed as followers, hirelings, retainers and henchmen, and their use can have significant impact on gameplay. As a primer, I would suggest reading this post from the OSR perspective.

It is notable to me that early Rolemaster rules (Character Law or Campaign Law) didn’t address PC followers of any type: even the cost of hirelings is absent the early charts in Character Law and Campaign Law (did any of the Companions delve into this?)

Looking back on the 1st ED. DMG, you can find a number of pages that cover these types of NPCs:

Page 16. “Followers for Upper Level Player Characters”.

This section alludes to a powerful characters obtaining followers of one sort or another. The mechanism isn’t addressed, except for the reference to “reaching a certain level” or “building a stronghold”. So while there is no real rules around the “how”, there are certainly a lot of charts about the “what”! For instance, Clerics can obtain up to 200 men-at-arms, ranging from light infantry to heavy cavalry. Fighters will obtain a military commander/leader between 5th and 7th lvl and a company of soldiers. Rangers have one of the more interesting follower charts, and can get humans, demi-human classes, animals, mounts and special creatures including were-beasts, giants or even a copper Dragon! Thieves and Assassins will attract a dozen or so followers upon reaching “Guildmaster” status and of course the Paladin will receive a special warhorse. And that’s just the start to the topic of “followers” in the DMG!

Page 26. “Hirelings”.

This section delineates between normal Hirelings and Expert Hirelings. All are various NPCs that provide labor, low-skilled services or specialty or niche abilities but are differentiated from henchmen by being “employees”. There is extensive material on various hirelings: soldiers, mercenaries, sages, engineers and beyond; the section starts on page 26 and runs onto 3/4 of the way through page 34.

Page 34. “Henchmen”

Retainers, like Hirelings, are also employed and paid, but they function along a system of loyalty based on many modifiers. It’s also inferred that henchmen act as a secondary PC, and can be used in place of the main character.

Page 103. “Hiring NPCs to cast spells or use devices”.

Finally, later in the Guide is a section on cost of hiring specialists to cast specific spells . This should have been included under the “Hirelings” section; but as it’s been noted by many others, the original DMG is an organization wreck.

Returning to Rolemaster, there are certainly times when the group will need to hire specialists, spell-users to cast spells or pay for magical healing, but there is not real attention paid to building a posse or retinue of hirelings or loyal henchmen and retainers. Is this an important angle overlooked by Rolemaster? Do you use followers in your campaign? I’ve written about a similar situation on this blog regarding familiars–I think they are pain in the ass and a constant source of abuse by the players. But perhaps there are other reasons:

  1. RM character development allows a broader skill set among the party compared to the structured approach of D&D. There is less need to add specialists to fill ability gaps.
  2. Complexity. If every PC had a retainer, you would effectively double the party size and add a considerable work load onto the GM. Even if you allowed the player to develop the retainers personality, the GM would still need to control or direct the NPC to some degree.
  3. D&D’s foundation in wargaming was the impetus for followers and henchmen. Rolemaster doesn’t have that pedigree and thus ignored it. Alternatively, RM was influenced by LoTR and that setting had less of a medieval approach to social organization?

I’m not a lazy GM, but since I already run a human-centric (or at least an anthropomorphic) game, I’m already managing a number of NPCs. I don’t need too, or want too, keep any eye on the use of a handful of retainers or henchmen. (I can handle hirelings). But I am intrigued by the concept being built into the game system. Certainly Shadow World’s emphasis on organizations implies the need for guild like systems: mentors, trainees, followers, squires etc. It’s seems natural to have higher level characters access human resources of the organization in some form or another–whether it be a trainee or a devoted believer.

Certainly this issue might be setting specific, but it might be cool to add some follower tables for use in Rolemaster. What are your thoughts?