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?

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?

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?

Named Things in Shadow World: Dragons and Books.

First, to address the picture above. I thought it was amusing to include a reference to Shadow World, Dragons and the fact that it is a book although with no connection to Terry’s world.

Anyway, this is the second installment of “Named Things” where I’m noting certain elements of Shadow World that are worth indexing. Today, due to their brevity I’m grouping 2 categories in this post: Dragons and Books.

Dragons.

For those familiar with my take on the origins of the Dragonlords, I was attempting to put together a greater Dragon genealogy that went from the Dragonlords to their offspring. My assumption is that lesser Snakes, Serpents, Drakes and Wyverns were byproducts of Ka’ta’viir experiments in the late 1st Era, while intelligent, powerful Dragons were offspring from those Earthwardens that underwent the Ritual of Ascension.

So after a search through the various canon SW books I came up with a list of all the named Dragons (exclusive of the 6 Dragonlords):

Ssamis T’zang, The Light Dragon

Kaedan, Undead Gas Dragon

Vaalg Stoyy, Fire Drake

Motar Voorg, Red-Gold Dragon

Ssoei Womiis, Gas Drake

Ssoei Womuul, Gas Drakes

That’s it. I thought for sure that there was about twice as many tucked into the expanse Timelines, but in reality, there are only 6 named Dragons presented by Terry. Given the scarcity, I revised my plan and made the named Dragons above part of the few original Earthwardens that underwent the Ritual during the Interregnum.

Books.

I’m a sucker for cool, ancient tomes of magic and power. They can be great plot devices for adventures, provide knowledge and spells to the group, or exposition to a campaign. Certainly Shadow Worlds immense timeline begs for the need to transmit ancient knowledge or history to the players, and lost tomes can be a great way to do so. So what books can be found in Canon?

Book of Gates

Book of Theky’Taari

Syka’av Klytaru (The Book of Lord Klysus)

Omiar Akalataru (The Codex of Lord Akalatan).

Book of the Ring

Book of Air
Book of Earth
Book of Ice
Book of Light
Book of Water

Again, far less than what I would have guessed! Did I miss any named Dragons or Tomes?

What’s the News with Shadow World?

The news is: there is now news! Unfortunately, I’ve been busy with real life and haven’t had time to finish up the myriad of projects I’ve been working on lately. I’m probably averaging 1 page/week versus 1 page/day which doesn’t feel like much progress.

Anyway, I keep track of things on the RMForums and Discord just to get a sense of new player activity, trends and any possible news. I do get a fair amount of questions about the status of Shadow World

Per the recent Directors Briefing, Nicholas wrote:

I will be turning my attention back to Shadow World and indeed everything else once we have RMU Core Law and RMU Spell Law safely published.

Besides that, I don’t have any insider knowledge or updates on Shadow World, and Matt hasn’t had any meaningful contact with ICE in years, although he remains the SW forum moderator and primary RMU author. I wish I could answer more definitively! Let’s assume RMU Core & Spell publish in mid 2023. There will be a push to get the other RMU support material finished, errata and various fixes to the published material and probably a host of other issues particular to game publishing. My best guess is 2024?

In the meantime I’ll try to pump out material when I can, with the goal to upload material that is about 80% done and would allow them all to be possible publishable SW material. Matt (Vroomfogle) is unlikely to have time to contribute but is a great resource for mapping given his background https://www.linkedin.com/in/geoskeptic/

Thanks to everyone that reached out and your supportive words!! And, if you are new to Rolemaster, Shadow World or this blog here are links to my file resources:

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?