Earthwardens & Dragonlords

Two of my favorite elements of Shadow World are the Earthwardens and the Dragonlords. Both groups represent incredibly mysterious but powerful influences in Shadow Worlds history. Until the Xa’ar supplement, which delved into the origins of the Earthwardens in more depth, we only knew that both groups sprung up in the early Interregnum without further explanation.

However, it was the Dragonlords that really fired up my imagination but while they are ubiquitous in Shadow Worlds history, there has never been an “origin story”. It wasn’t until the Xa’ar supplement that a solution clicked in my head and tied up quite a few loose ends. I would cite the following excerpts from various SW books:

One such group actually became trapped in the event horizon of a singularity and suffered a time dilation of many thousands of years before they were able to escape.

These K’ta’viiri built enchanted places of guardianship to help protect these weaker races, and came to them as teachers and counselors. They would become the Earthwardens, and they inhabited the Shadow World for a period sometime between 70 and 50 thousand years ago, though almost certainly not for that entire period. Apparently after a time they felt they had done all they could, and departed again for space. However many of their structures survive, some of an enchanted stone, and some—like the Coral Roads—are living legacies.

Note: This establishes that the Earthwardens are actually Ka’ta’viir that returned to Kulthea during the middle of the Interregnum period.

c. 1500: Founding of the Four Orders (Elder, Oak, Nya, Thorn), Elven animistic groups dedicated to protecting the natural order and combating demonic and other evil forces (demons remain relatively common,trapped in this plane after the Wars of Dominion; and within a few centuries the order will face the threat of the Unlife). The original founders are four remaining Earthwardens who elect to stay behind. They do not divulge their true nature to their Elven followers; nor do they fully reveal the powers of the Isle of Lost Magic. They teach the ways of nature and related professions. Each possesses a staff of the named order, and they (and their Elven successors) are called the Guardians
of those staves.

Notes: This establishes that not ALL of the Earthwardens left as mentioned in the first section above. Not only did they establish the Four Orders, there is a Druidic/Animistic legacy created.

re: Taranians. Over time they added settlements on other continents
and connected to them via a high-speed underground rail system, which they referred to as the Subshuttle. Exactly why they went to the expense and trouble of constructing a tunnel system under the ground and beneath the oceans is unclear, but it is believed that either the skies were unsafe because of a proliferation of hostile creatures and/or beings,

Note: Something was happening on the surface that motivated the Taranians (and Worim) to build underground. Were Dragons ruling the sky and the lands of Kulthea?

There were only a few hundred of them, along with
mates and offspring, but they decided to remain on
Kulthea and do their best to restore their world to its
former beauty. They would keep a low profile, remain
aloof from politics and power, but they would aid the
fragile peoples in need where they could. They built
protected roadways, and constructed magical guardians
who could be summoned to fight against the terrible
demons that now walked the earth. They kept apart
from the Jinteni and Wôrim and the Elves for the most
part, and faded into legend as those civilizations rose.
Like all the K’ta’viiri, the Earthwardens were powerful
masters of Arcane Essænce, but in particular they were
able to tap the Channeling power from the earth like
few others
. Thus they had great ability to manipulate
nature as only the most talented Animists can today.

Also, when they returned to Kulthea, they abandoned
most technology in favor of Magic—though both were
somewhat unreliable in the fi rst fi fty millennia or so
after the fall of the empire.

Notes: The Earthwardens went from Arcane magic to “Channeling from the Earth”. This should not be confused with Channeling from Orhan as it appears the Althans and Ka’ta’viir were unaware or perplexed by the Lords. “Channeling from the Earth” should be seen as a tapping of primal power from the planet: Flows, Foci etc.

Earthwardens, who spent most of their energy on rebuilding the planet’s
ecosystem. They received unexpected help in that from the Fey Folk of Orhan: Naiads, Dryads, Oceanids and others. They came to respect these spirits and work in cooperation with them, though even they never fully understood the nature of these ephemeral creatures, created by the hidden Lords of Orhan.

Notes: Again, we see a collaboration between the Earthwardens and “Fey” powers. Very Animistic/Druidic.

Around 40,000 years before the beginning of the
Second Era, most of the Earthwardens decided that
their work was done, and wanted to resume their travels.
Their ship had remained in orbit during this rebuilding,
and they hoped to embark on a great journey to another
galaxy. A handful—and their descendants—remained
on the Shadow World to continue their efforts. A few
survive on Kulthea to this day
, but most have retreated
to a simple, reclusive way of life.
Some like to refer to
themselves as ‘The Elders.’
One is the Storm Wizard;
he was always the most talented at creating magical
golems.

Notes. Quite revelatory! Here we see conclusively that “some” Earthwardens stay behind.

[ Andraax gives one of the Dragon Rings, the
Daath Leerssoi (K. “Maker of the Shadow Drakes”) to
Tev Yu’um, a Lotana Mentalist who is also a clanlord
in the T’sai steppelands of NE Mulira. This ring
allows Tev to assume the form of a blue Air Drake.

It becomes apparent to Tev over the centuries that
the ring has other powers than allowing its wearer to
assume dragon-form: he gains knowledge of the Great
Drakes—including their language—and is granted a
lifespan akin to those creatures.]

Note: The Daath Leerssoi are basically the opposite of the Dragon Helms. They allow mortals to assume the shape of Great Dragons (while the Helms allow the Dragons to assume mortal form). But this is not just a physical change but imparting of knowledge and language.

[Yu’um knows that people are growing suspicious of
his secretive ways and mysteriously long ‘lives,’ and he
fears that he is losing the ability to control himself in
Dragon-form
.

Note. Using the Dragon ring risks him being subsumed by “Dragon-form”; becoming more creature. We should assume that this risk exists for the other rings as well. Are some Dragons in SW actually mortals lost to their rings power?

A Blue Dragon is spotted several times …. [It is in fact Yaalc Muul awakened, but his mind is unstable: most of the time he does not remember that he is actually human.]

And:

In dragon form now he is more animal than man, and he rarely reverts to his human state any more except to go back into slumber.

Note: Again, there is this idea that the transformation into Dragon kind subsumes a “humans” personality and memories.

Tev Yu’um was given one of the Daath
Leerssoi (K. “Maker of the Shadow Drakes”) by Andraax.
It is a ring that allows a human to assume the form of a
dragon, with virtually all the powers and abilities of that
dragon.
He was given the Kodul ring, which transformed
him to a Blue Air Drake: a fl ying dragon, but with a
breath weapon comparable to those of the Great Drakes

Note: Here is is even more clear that the rings are akin to the Dragonhelms and the powers of a Great Drake.

Ssoiayig Saer (K. ‘Caves of the Drakes’ Birthplace’), the ancient
secret breeding caves overlooking the Silver Scales Lake.

Note: A clue to the origin of Drakes? Does this ancient place preclude the idea that Dragons were another experiment of the Lords of Essence?

[The Dragon Helms are completed, and the Six gather. What
they do not know is that Krelij, using the knowledge gleaned
from Oran Jatar, has also made six rings
. These rings, which he
names the Daath Leerssoi (K. “Makers of the Shadow Drakes”),
allow a human wearer to assume the powers of a dragon.

Note: The Rings are created at the same time as the Helms by Krelij.

So what should we make of all this?

  1. Dragons, Great Drakes and Dragonlords were “birthed” sometime during the Interregnum and probably not a remnant of the 1st Era or a product of Orhan.
  2. The Earthwardens slowly assumed new “earth and elemental powers” and worked with the Fey creatures and Elves to rebuild Kulthea.
  3. Some of the Earthwardens stayed behind on Kulthea while the rest left about the same time as the emergence of the Dragonlords.
  4. Around the time of the Dragonlords appearance, the skies of Kulthea became dangerous and non-terrestrial races (Taranians and Worim) were forced to build/hide underground?
  5. The Dragonlords are avatars of Kulthean earth powers: elemental creatures that can “ride the flows” and control great powers.
  6. There are magical helms and rings that have similar but opposite powers: one to turn Dragons into men and the other to turn men into Dragons.
  7. RM Companion I references the “Ritual of Ascension” that allows a Mage to transcend into a Drake/Dragon.

Terry never circled the square, but is it reasonable to argue that the 6 Dragonlords were Earthwardens that underwent the “Ritual of Ascension” to become permanent guardians of Kulthea? After the Ritual the “nature” of being Dragonkind overwhelms their past memories and Althan/Ka’ta’viir background and they become more “wild” and elemental; even being construed to be “evil”. Certainly, some of the Dragonlords more than others, but as Terry notes: their motivations and behaviors are unfathomable to mortals.

That’s my theory and solution. Have any SW users come up with something else?

What I’m reading.

There are many ways to get my creative juices flowing, but perhaps the most fundamental is just reading: fiction, non-fiction, fantasy, sci-fi, historical novels. I tend to read in clusters of topics and since I’m reading quite a bit of fantasy and catching up on authors and series that I left languish during COVID, I thought I’d blog about several of them.

I’m not sure if I ever read Vance “back in the day”, but I thought it worth exploring given various blog posts I read that reference Tales of the Dying Earth and Appendix N. The D&D DNA is certainly there; especially in the magic system and I found the stories enjoyable. I also enjoy the vague references to ancient, technologically advanced societies. One of the reason’s I enjoy Shadow World.

I’ve mentioned Adrian Selby’s first work, Snakewood. His setting is low magic with only a handful of Magic-Users. Instead, the world is driven by mercenaries and fighters that use “Brews”; basically a potion that enhances strength, speed and senses like a supercharged dose of steroids. I’ve already started working on a SW version of this which combines alchemy and herbs since I’m not a fan of “magic potions”.

I read Liavek and it’s sequel back in the 80’s and apparently there has been many more books in the series over the following decade. Setting anthologies were popular in the 80’s, the most well-known being Thieves World. I wanted to revisit Liavek as part of my process writing Nontataku–a city module for Shadow World. Anyway, these are light but fun reading. Will Shetterly, the editor has also written one of my old favorites: Witch Blood.

What are you reading?

Rolemaster Profession Review: Thoughts on the Warrior Mage.

Hurin wanted Rolemasterblog to tackle the Warrior Mage next, so I put aside my blog on the Mystic and spent some time reviewing and thinking about the Warrior Mage. I can’t recall any of my players choosing a Warrior Mage, but I know that the Warrior Mage is VERY popular among players and controversial as well. Hurin is doing a rebuild of WM spell lists and is a proponent in general, so I thought I would take an opposing view of the profession!

One of the first issues for me, is that the Warrior Mage doesn’t feel like a “Profession” like other RM semi-spell users. Instead it’s really a multi-class, A Fighter-MU that combines the 2 most popular PC aspects: combat and elemental attack spells. Not only does it merge the best of 2 classes, but it fully embraces the Fly, Sleep, Charm, Fireball cornerstones of the fantasy Magic-User.

What’s in a name? Most RM Professions carry an implied conceptual design with their name–a topic we visit with these blog posts. Most people have a clear concept of a character when they hear words like: Bard, Ranger or Paladin. These Profession names evoke class tropes, literary references and a skill and power framework. We don’t call a Ranger a “Animist/Fighter” or a Paladin a “Cleric/Fighter” even if those descriptions are technically accurate. Profession names carry enough referential information that we can even argue over skill cost minutia. Of course some of these Professions imply a setting or specific social construct but the Warrior Mage does none of that. What do you think of when you hear Warrior Mage? Probably that it’s a great character because there is both fighting ability and useful spells–but what’s the context? It’s merely a Chimera–a combination of two primary ABILITIES, but without any conceptual framework. While we may disagree on small details of varying Professions, we immediately get the concept of an “Astrologer”, a “Beastmaster”, a “Dervish” or a “Moonmage”. There is connotation. I just don’t get that with a Warrior Mage. To me, it feels like a work-around and a class designed by a player not a GM. A RM Magician can already allocate DPs to learn combat skills–the Warrior Mage just accelerates and amplifies that outside of the game balance. The Warrior Mage spells feel cherry picked for power and utility–in some ways they feel BETTER than the Base lists of the pure Magician spell caster!

Spell lists picked and designed by a player. There are several versions of a Warrior Mage, but let’s stick to the original in RMCOII. In this version, the Warrior Mage receives 3 Base lists and a suggestion for a 4th: Minds Touch, Elemental Ways and Highriding. The 4th suggestion is Body Renewal, a Monk base list. If a player could individual choose spells and put them into their own lists, I’m not sure you could do better than these. I’m not making a argument for the inherent power of the spell lists–I realize that there is an argument that they are “overpowered”. I just don’t like the incredible bias of these lists.

Minds Touch. Basically combine Spirit Ways with Telekinesis and you get the 4 incredible spell abilities: Charm, Sleep, Telekinesis and Telepathy. All great for in-game use!

Elemental Ways. Why bother with a handful of Elemental Spell lists organized by the Element, when you can just bundle the ALL the best spells of a Magician into a single Base list! Fireball, IceBall, Fire Bolts, Ice Bolts, Water Bolts, Shock Bolt at 2nd level and Lightning Bolt by 12th.

Highriding. My favorite! Flying, Longdoor, a Tensers Floating Disc and even Teleport. Wow!!!

The final suggested list is Body Renewal–a Self Healing list that rounds out the Warrior Mage as virtually a self-sufficient offensive machine. While the WM base lists don’t have spells from 16-20 why bother? Most games seem to run at player levels less than 15th, allowing the WM to put together a basket of great spells by 10th.

Profession as a Trope. So I want to return to the Warrior Mage as a template beyond a Fighter-Magic User or semi spell user/Essence. I’m not opposed to a simple Essence semi-user, but that doesn’t really fit into the RM system does it? Is there a better set of spell lists that aren’t: a teenager’s masturbatory idea of a PC; imbue the Profession with a concept or connotation like other Professions?

I’m going to think about this further. Since I can already build a Magician that spends Development points on a combat skills (yes, at a high cost), I want to see a Warrior Mage concept that is unique or inspires roleplaying ideas. Of course, I always think of Professions in relation to Shadow World–in that setting there are some ideas that could make great templates for a WM: Cloudlords, Xiosans or the Guarla of the Raven Queen. Any of those might work as an organization of Semi-Essence professions, albiet with specific organizational spell lists rather than the RMC II Base. I’m interested in seeing what Hurin comes up with! What are your thoughts?

Spell Law Deconstruction: Building Spell Lists to 50th lvl.

Image result for spell law

Now that I’m posting up some more spell lists–Mentalism primarily, I’m tracking comments and feedback on the forums and here at RMBlog. The number one issue I see is the desire for spell list reductionism, maybe build 10 spells per “list” and allow for creative scalability similar to or identical to HARP.

That is a compelling thought, but after writing a ton of spell lists I wanted to put my own thoughts in order.

  1. Distillation. Rebuilding classic RM spell lists typically requires some trimming. Many spells within a list are redundant: not just the spells that progress as I, II, III etc, but different named spells that do similar things. Distilling the essence of a list can really reduce the total number of spells which makes a scalable spell system very appealing!
  2. Spell scope. I’m not a fan of kitchen sink style spell lists, but do see a fundamental difference between the realms. Essence should be very tightly focused around a key aspect, Channeling should allow for much more variability based on the particular god and I see Mentalism lists following a shared mental mechanism. Using these basic rules provides different ways to build lists in different realms.
  3. Compatibility. A major motivation to maintain the 1-50th spell lists is basic compatibility with RM and Shadow World.
  4. Built in scalability. Many of my lists are built around 3-6 spells, that progress from I-V and maybe include a mass effect. If each spell repeats every 5 levels that takes up a chunk of the list, but also gives a repetitive appearance that seem suitable for scaling. However, the spell versions don’t just scale progressively, but change in target size, AoE, Range and other aspects that provide “more bang for the buck”. General scaling assumes increased power point cost/expansion of range, area, damage etc. So from an efficiency standpoint, higher versions of the spells in BASiL provide a better impact/PP than just linear scaling. “Spell II” isn’t just 2x better than “Spell I”, it can be 3x better or have expanded efficacy or powers as well.
  5. Opportunity and tactical cost. By having built in scaling, players can use higher or lower level spells based on the target, PP consumption and risk/reward calculations. Of course, that’s also one argument for Scaling spells, but the PP usage will be much different per #4 above.
  6. Level assignment. One of the more difficult aspects of designing a spell list is deciding what level to make a spell. Part of me wants to calculate an estimated “power cost”, while other times I’m thinking of utility and game balance. For instance, the big three: Charm, Fly and Invisibility can be very unbalancing to the game, but perhaps shouldn’t be based on “power needed” or some other arbitrary assessment. Some lists just can’t be distilled into 10 spells with scaling options. Some spells need to be higher level to reflect their real power and also make them unavailable to lower level players.
  7. Vertical versus horizontal acquisition. RM (and probably RMU) is build around horizontal model of spell acquisition. Generally players will know more spell lists than overall spell levels. For instance, a 5th lvl caster may have access to 5-10 lists but can only effectively cast to 5th level without risk of failure. In BASiL, it’s the opposite. I use a levelless system so players generally know a few spell lists to higher level. That gives them more powerful, niche abilities. It’s just the way I like my game to run–hard specialization versus the generalization of RAW.
  8. Keystone spells. I still like cool spells that can be found at 10th, 20th and certainly 50th level. I try to add something unique or interesting at these levels for players to look forward too, or to give the list a “bump”!

I guess sticking with RM I wanted to improve on the originally 35+ year old Spell Law and incorporate spell ideas and powers introduced since then. But if I were to start over, I would take a hard look at a HARP scalable system. Or maybe just use HARP rules?

Many of you also build your own spell lists. Do you have build guidelines, mechanistic philosophies or other design criteria that help you in the process?

Shadow World Spin Cycle: Umbar, Haven of the Corsairs

Image result for umbar haven of the corsairs

Welcome to another “Spin Cycle” blog post! If you aren’t familiar with my previous entries on re-purposing MERP products for Shadow World. You can find my take on the Court of Ardor HEREHERE and HERE. and the MERP adventure module “Thieves of Tharbad” 

Today we are going to be looking at Umbar: Haven of the Corsairs. Like The Court of Ardor, Umbar was one of the first MERP products put out by I.C.E. and like Court of Ardor fits very easily into Shadow World. Cover art is by Gail Mcintosh–I always like this art for representing my idea of Rolemaster combat: gritty, dangerous (they never have much armor on!) and this is cool because it’s on a boat that’s tilting!

So why is Umbar such a useful module and a good fit for Shadow World?

  1. Strip away the Middle Earth material and you have great adventure content. The city of Umbar with city maps, sewer maps, tavern maps, 6 city towers of various “Captains”, info on the Wizard Guild, smugglers, merchants, Thieves Guild, City Milita, healers, Armorers Guild, Dark Religion and ships and sailors. Plus there layouts for 6 small castle/keeps that are great drop in plans for any adventure. This is classic RPG material. The Middle Earth info is just window dressing.
  2. Where does this fit into Shadow World? Plasidar. There isn’t much material on Plasidar in the Jaiman source book but a few data points:

Piracy along the Melurian Straits is on the rise…..the lords of Plasidar, and the Xooba raiders all increase activities.

Generally considered a ‘wild land’ filled with thieves
and pirates
, Plasidar most likely is not quite as bad as it is
made out to be.

The Duke of Plasidar….is an Elven merchant-lord who
commands an impressive fleet.

Gûl is the capital city of Plasidar and certainly Umbar is a good stand in for the port city. Umbar has the 6 “Captains of the Havens” while Plasidar has it’s Sea Captain “Lords”. Umbar has Corsairs, Black Numenoreans and Haradrim raiders, (plus smugglers and merchants) while Plasidar has thieves, pirates, raiders and merchants. All in all, a pretty good fit! Given that the new updated Jaiman source book is complete and unlikely to be revised again, using Umbar fills in a fairly large chunk of southern Jaimain that’s close to other important areas: Lethys, Nomikos, and across the sea from Emer and Eidolon.

Since this isn’t meant to be a straight up product review, I’m going to skip down to page 11 where the content starts becoming usable for Shadow World.

Lords of Umbar

3.1. There are 6 Captains the rule the city, each has their own fleet, tower in the city and castle with liege lord outside the city. The names themselves are “Tolkien” style, but dropping the accents, and putting in apostrophes convert to “Shadow World” style. Each lord gets a paragraph with a good description to flesh them out as NPC’s. The Lords are in the 20-25th lvl range, so they make great higher level bosses. There are also stats and info on each lords Chief Captain; these NPC’s are 10-13th lvl.

4.0. City of Umbar. Like most ICE products, Umbar has great color maps with building color coded as well for Alchemists, Lay Healers, Mentalists, Magicians, Herbalists and other professions. Umbar is pre-MERP so all the RM classes are used in these early products. Another bonus for Shadow World use.

Sewer Map

There are layouts and information on two taverns, The Drunken Goose and The Red Sunset. These are perfect hang-outs, meeting places and starting points for a group of adventurers.

Middle Class Establishment…
….dive bar.

5.1. Describes the 6 city towers of each lord. There are floorplans and layout keys and are perfect for a thieving expedition.

8.0 Organizations. Several pages are dedicated to city organizations that the players could interact with or even belong to: The Wizards Guild, Smugglers, Merchants and Merchant Houses, Thieves Guild, City Guard, Healers and Healing Orders, Ships and Sailors, Armorers Guild and a Dark Cult. There are stats for key NPC’s of each, some building or lair layouts and certainly enough information to easily build adventures.

10. Castles of Umbar.

Umbar contains the layouts and keys for 6 keeps, each controlled by one of the lords. Nearby are farmlands and villages that support each keep and the city.

Finally there are the usual and useful summary charts for NPC’s, master military chart, herbs, key people, magic items and some supplementary adventure info.

Umbar is a fantastic “mid-size” campaign module that easily fills in the blanks of Plasidar. The format is easily understood by SW and ICE players, the art work is cool and the stats are straight Rolemaster. The additional info on ships is a great bonus for ocean adventuring, pirates and smuggling scenarios.

While Umbar is OOP, there are multiple online sources for usable PDFs. Check it out and enjoy!