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?

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.

Summary of Miscellaneous Musings on Spell Law, BASiL and RM Magic.

53 Chaos' Magical Languages ideas | runes, book of shadows, ancient symbols

With RMu seemingly close to release, I’ve left my BASiL project on the back burner for quite some time. As I mentioned in previous posts, I’m focusing more on game content rather than rules or rule hacks. Rolemaster & Shadow World needs more game support, not more Companions or optional rules. Plus, I’ve found everyone is fairly set in their ways using their own house rules, are waiting for RMu, or I rapidly change my own house rules as I progress. In fact, my participation here on the Rolemasterblog has slowly shifted me to more “rule light” than my previous drift to rule density. I like grittiness but am pushing back on complexity.

Eladans participation here on the RMBlog and over at the Forums, has re-opened some of the broader discussions on spells, lists, base lists and spell functioning. I had some thoughts rolling around, so I thought I would excise them via a blog post! An older summary can be found HERE.

  1. Revisting Spell Law Mechanics.
  2. Essence. Mechanics. The skill bonus is the appropriate Magical Language Skill. You can read more thoughts on this HERE.
  3. Channeling. You can read some thoughts HERE, and I’ve written extensively on this blog about channeling.
  4. Mentalism. I probably tinker with Mentalism more than any other “realm”. Here are my last thoughts about this. There were some comments and concerns about the impact of concentration on gameplay. Lately, I’ve been allowing the total number of spell levels cast not to exceed the total ranks in Mental Focus. So 10 ranks of Mental Focus would allow the caster to have 10 1st level spells “running” or 2 5th lvl spells etc. It’s less complicated but still models the appeal of “partitioning” that comes from Mental Focus.
  5. Notational Magic. Eladan’s posts over on the Forums, made me revisit some of my thoughts on Notational magic. You can read my original post HERE.
  6. Investiture/Enchanting. I haven’t done a deep dive on my solutions for imbedding and creating magical items. Mostly because the spell lists are fairly simple, much of the sausage making takes place out of game time and I built a very simple system for making magic items in game time. Some thoughts can be found HERE.
  7. Rendered/Performance Magic. I haven’t written much about this at all. First I need to put a lot more time into this, it’s potentially the most complex and interesting realm and it could add a lot of new magical layers to the Spell Law system. The concept of magic as performance is not new or novel, but utilizing it in gameplay can be.

This is just a summary of a handful of relevant posts I’ve made over the last 5 years! My thoughts and views evolve, but I always enjoy other thinking “outside the box”!

Rolemaster game settings and Shadow World boxed sets.

ICE Shadow World 6100 Emer - The Great Continent | #129387579

The most recent post in Grognardia had me thinking about a number of issues around game settings, game material and the appeal of the old school box sets. The Grognardia blog was a review on a early 80’s Chaosium/Runequest box set: Borderlands. I admit that I have no experience with Runequest or this product, but the blog evoked fond memories of older game products we did use and enjoy.

First, I want to point out a quote that James is quoting in his blog (bold emphasis is mine):

Borderlands is another good example of what Chaosium did well: present a large area of Glorantha in an approachable fashion and never forgetting to make it gameable. That’s very important to me. However interesting and evocative a game’s setting may be, one must never lose sight of its purpose: to foster adventure in the game itself. Setting for setting’s sake seems to me to miss the point..”

As soon as I read this I immediately thought of Shadow World. There are lots of reviews on Shadow World products that can be found on the web, but two of the most persistent are it’s “Kitchen sink” nature and it feels so high level as to preclude useful adventuring. The first complaint I attribute to the non-canon SW modules; no matter their quality, they so varied in theme and tone that it gave SW a very generic feel. I challenge anyone to read Xa’ar or Emer material and argue that it’s a generic setting.

Beyond that though, I wonder if Shadow World is a better narrative product than a practical adventure material? As James asks:

“…a setting through adventures rather than through pages upon pages of background information, a “show, don’t tell” approach…”

Shadow World books are certainly great to read; the timeline alone is a significant piece of work product that is filled with depth and campaign ideas. But I’m reminded that many people’s favorite SW books are Quellbourne and Norek–both are foundational low level settings with generic fantasy concepts but are definitely not Terry’s writing style. So is Shadow World more inspirational than usable? Is it more cool than practical? I’m not speaking for myself; I write and use SW exclusively since I have so much time invested in the setting and not enough time to commit to other game systems or settings.

What about other settings? We used Rolemaster in some other settings:

Middle Earth. Like everyone else, we shifted from D&D to Rolemaster, but still wanted to play in Middle Earth. For us, it was mostly a campaign using The Court of Ardor, but I don’t recall ever getting to the higher level narrative. Thinking back though, I’m not sure much of the MERP books were playable in the way that James is discussing.

Midkemia Press. One of our favorites, and very reminiscent of Borderlands mentioned above and perhaps much of the early Judges Guild products were the Midkemia books. Of course a quick read of the first Midkemia novel Magician: Apprentice reveals it’s roots in a rpg game. This makes the associated game material so “useable”. We especially liked Jonril: Gateway to the Sunken Lands.

I try to be conscientious when writing SW material, and part of the process for me is adventure hooks. That’s why the Rolemasterblog 50 in 50 is such a good exercise; it forces me to continually come up with short adventure sparks that might not fill pages, but could end up using several game sessions and mutate into a significant narrative. I also want to maintain roots in those early game sessions that I played. SW may not be dungeon oriented, but my early gaming years were spent in the search of treasure!

I also wanted to comment on boxed sets. SW was launched with the original box set, but honestly, it felt a little underwhelming. Emer: the Great Continent was a vast improvement–especially the darket cult aspects and the addendum material. But, like Borderlands, box sets were a feature of early gaming.

Will there ever be a future for box sets in Shadow World or for I.C.E.? In the new world of digital media and print on demand, I doubt the economies work for such a product…but let’s use our imagination. I imagine 2 box sets, a final capstone on Terry’s work that completes the 2 main continents: Jaiman & Emer.

Box 1. Jaiman.

  1. Gazetteer Jaiman. Timeline, flora and fauna and politics and power overview.
  2. Jaiman Players Guide
  3. Jaiman I, the NW.
  4. Jaiman II, the NE.
  5. Jaiman III, the SE.
  6. Jaiman IV, the SW. .
  7. City Books. Lethys, Norek, Haalkitaine.
  8. Book of Adventures. Legacy of the Sea Drake and assorted adventures.
  9. Atlas Jaiman. maps and more maps.

Box 2. Emer.

  1. Gazetteer Emer. Timeline, flora and fauna and politics and power overview and more maps!
  2. Emer Players Guide
  3. Emer I
  4. Emer II
  5. Emer III
  6. Emer IV
  7. City Books. Eidolon + 2-3 others.
  8. Book of Adventures.
  9. Atlas Emer. maps, maps and more maps. GM maps, city maps, player maps, treasure maps. etc.

Looking that over, most of the work is already done and Terry probably has little incentive for one last re-write or re-org. But imagine a kickstarter campaign that funds this work and new artwork and lots and lots of maps. Would that be of interest to anyone? Plus it would cement both continents into final organized products with a TON of material for years of play. I can’t imagine Terry tackling another continent in a comprehensive way that took decades of work for Jaiman and Emer.

As stand alone books, there is well over $100+ in print products. As a kickstarter you could offer special maps, or similar incentives to tier pledges. What would you pay for that product? Finally, if you could group fund it and raise the capital, why not stat it for RMu. Tackle the whole thing once and for all.

In summation:

  1. What are your thoughts on the playability of SW material?
  2. Besides ME, have you used SW in other settings?
  3. Do you have a favorite box set from the Golden Age or something more recent?

Hirazi. Race or Monster?

Winged Folk | Ogre Battle Saga Wiki | Fandom

I recently wrote on my blog topic “Race or Monster” and discussed the Krylites in Shadow World. Like the blog previous to that on the Neng, I wanted to explore the suitability of non PC races for use as player characters. Given that racial stats are provided for virtually all humanoid creatures, it doesn’t seem a stretch, even if playing a “monster” creates in-game social issues.

This time around I wanted to discuss an actual Shadow World race that may be ill-suited for PCs: the Hirazi. Here is some data from the Atlas:

Hírazi:

  1. No professional limitations.
  2. Large, muscular humans, with wide shoulders to support their wing structures.
  3. Their bones are hollow, their lungs are huge, and their muscles have a
    unique structure which makes them very light.
  4. This race is rather fragile.
  5. Their fabulous wings are covered with plush white feathery hairs like those of a bird—vary in color from blue to white to gold, often a shimmering combination of the above.
  6. A Híraz may fly at up to 30 mph for short periods (1 min/con pt)
  7. They may acquire skill in gliding and travel for hours on thermals.
  8. An adult Híraz can carry up to about half his/her weight for short distances at half-speed

Having a winged humanoid is interesting, but not only could it be potentially unbalancing, but the player would be severely limited in a variety of environments. In fact, when you examine their flying ability, they have some short-comings there as well. So they don’t seem very good underground, underwater, in cities, in small confined spaces and can’t really fly fast or for very long….

I’ve never used Hirazi in my SW campaigns. Not as PCs, NPCs or even as window dressing. So what’s everyone’s opinion?

The colors of magic in Shadow World.

Chaos Magic and The Pagan Year | The Blog of Baphomet

I can’t recall when visible colors we added to the Shadow World setting, each color or “tinged colors” assigned to the various realms, hybrid realms and aspected magic (evil spell lists). I think it was one of the Master Atlas editions but I would also guess it was included in one of the Rolemaster Companions as well? (If anyone knows feel free to comment.)

For reference, some of the language in the Master Atlas:

The Colors of Magic
Most common of the three realms, Essence colors are based
on the rainbow of light. The colors are more down-to-earth, as
would be expected for a power which comes from the earth itself.

Other colors:
Blue: The purest Magic, often associated with the Iylari. Its appearance would be more common than ‘good’ Channeling except in powerful magic items created by pure Alchemists.
Green: More suspect than golden Channeling, Green Essence implies a certain selfishness or impurity of spirit. Certainly not evil, but not necessarily to be trusted as a brother, either.
Red: Those who have fallen to the Shadow cast spells with a luminous red hue. Evil Magicians such as the Dyari wield the red light of dark magic with skill and ease.

So when I first encounted this concept I was intrigued and I rather liked it. But now I am of two minds:

  1. It’s cinematic. As a GM any flavor or dressing is helpful to the narrative, especially during combat which can turn quickly into rolling dice and rote damage recitation. I think one of the enduring appeals of RM critical tables are the actual critical descriptions–they too are cinematic in nature and were more interesting than D&D roll 1d8. The visual spell manifestation also works well with Terry’s writing: both the vignettes and in his fiction.
  2. It adds flavor to the Shadow World setting. While spell law gets accolades for the sheer number of spells, they are often considered “dry” both in names and in effects. Certainly different than the Vancian spell types established by Gygax. Adding spell colors gives additional depth to spellcasting and density to the concept of the Essaence.

but…

  1. It breaks Spell Law and render some spells obsolete. There are spell lists in all 3 realms that allow a caster to detect a spell’s realm, it’s type or even specifics. Having color codes for realms, alignment and even type eliminates the need for some analysis spells.
  2. There is a bit of “alignment language” imputed into colored magic. For instance: “Those who have fallen to the Shadow cast spells with a luminous red hue. Evil Magicians such as the Dyari wield the red light of dark magic with skill and ease.” Should the GM hide the red hue of an evil caster for narrative purposes? Spell trickery or mastery may allow a caster to “hide the hue”, but isn’t this just adding complexity where it isn’t needed?
  3. Meta gaming. Providing a visual reference allows imparts important spell information to the players–even non-caster PCs who may not “know” anything about magic even if the player does.
  4. It feels a bit simplistic and “young adult”. Good magic is “white” bad magic is red with black tinges, neutral magic is green etc.

What do you think? Do you use colors of magic? Something similar?

Shadow World Spin Cycle. Angmar: Land of the Witch King.

For those that are not familiar with my Shadow World Spin Cycle series, I review older MERP modules in the context of using them in Shadow World. Why? Well, most of the early MERP products shared much of the same DNA as the “Loremaster” series: the artwork, the writers (Fenlon, Amthor, Britton) so re-purposing them is fairly easy and consistent with the flavor and style of SW.

Angmar was the first MERP book released in 1982 and authored by Heiki Kubasch. Cover art was done by Gail McIntosh, and like all of her work, not only depicted a great “action” scene, but one that could be visualized in the context of role-playing. This is basically a 48 page supplement, plus 9 pages of beautiful Fenlon maps in the back. Interestingly, page 48 includes a section on “Selected Reading”. It was common in Gygax books and Golden Age role-playing to include a reference list in the back. I’ve never thought about it, but I wonder if this list was standardized or specific to Angmar or the author. I will check into this!

Like most I.C.E. regional modules the ToC is standard and familiar to Rolemaster players: Land & Climate, Flora & Fauna, Peoples & Cultures, Politics & Power, and Places of Note and finally Supplemental information and charts.

I’m going to skip the first 10 pages that consist of overview material on Rolemaster, B&W maps that are duplicated in color, map keys and Middle Earth background on the area.

Flora and Fauna. This section focuses on creatures that are very Tolkien/Hobbit: Trolls and “troll holes”, Giants and then dives into a few specific Dragons: Scorba and a lesser Drake Corlagon the red. Scorba is a major Dragon, and like Smaug, resides in a Dwarven stronghold (Zarak Dum) on a vast pile of treasure. Finally, there is a paragraph on Bears. Honestly, this isn’t much of a useful bestiary although tackling Trolls, encountering Giants and perhaps eventually battling Corlagon would make for a Hobbit like campaign. For Shadow World, there isn’t much useful so far.

Peoples and Cultures. There are 3 mannish races: Rhudaur, Rhun and Estarave who live in the cold, harsh environment. Not evil, but generally are governed by evil leadership. Populations reside in fortified villages, and social advancement comes through the path of the warrior. To me, this is close to the Syrkakar culture in the Iron Wind the and cultures of Xa’ar. Not much to take from, but it would easy to transport this material to the Northern regions of Jaiman and use this as part of the kingdom of Sulthon? (Angmar: Land of the Dragonlord)???

Politics and Power. Putting aside the Nazgul Witch-King, the real foes in this book are the military forces. Several pages detail the army and command structure, with added information on 7 Generals. The armies also have a band of 50 War Trolls and information on several special forces: the Crossbowmen, Trackers, and the hoerk which is an elite fighting group. This is all good stuff and easily added into a Shadow World campaign as an army in Ja’miil Targ or for Lorgalis in Ulor.

Places of Note. Most of this section covers the massive fortress of Carn Dum which is basically 2 fortresses, one built on the mountain and the vast facility underneath.

This is a great fortress layout, and easily used for any Rolemaster adventure or Shadow World stronghold. Here is just one cool level (must be by Terry):

Next is the border castle of Morkai:

A fortified village of Kuska which has conveniently numbered buildings even though it lacks the descriptions.

A small outpost of Cargash:

Eldanar Castle:

These are all useful layouts and great adds for you own adventure or campaign. If you are like me, designing fortresses, castle and towers is mostly the layout and design: I can add content quickly and easily; even if it’s an unexpected turn in the adventure! So having ready layouts from older MERP modules is a time saver!

The remainder of the book has some useful but brief material: info on raids and sorties, designing an outpost or castle, a short list of herbs and drugs, the NPC table from Character Law, Master NPC and Military charts. On page 44 & 45 there is a neat summary of siege equipment:

Finally, page 46 has some brief thoughts on adventures, a small ruin layout and a troll hole map. A bit weak for adventures, but the layouts are still worth the price of this book!

Overall, Angmar is a great resource to re-purpose for Shadow World or really any Rolemaster adventure. Again, for Shadow World I see this as a good add to Ulor (use Card Dum for his fortress) or in Wuliris (although Terry is working on that area now).

{Edited and Republished}: Maximizing Essaence Flows in your Shadow World campaign

Image result for aurora borealis

Note. This is a blog article I posted back in 2016. I wanted to revisit the topic again and add some additional thoughts.

One of the more distinctive attributes of Kulthea is the presence of Essaence Flows, Storms and Foci. I would argue that Essence Flow is the primary differentiator for the Shadow World, a setting often described as generic and “kitchen sink“.

From the original Loremaster modules, the back page blurb:

Clusters of islands and small continents dot the surface of the the world. Myriad cultures and peoples lie separated by sheer mountains, treacherous reefs, and the powerful but invisible Flows of Essence.

Churning like ocean tides under the Five Moons, the Essence ebbs and flows, its eddys and currents dictating unseen barriers and centers of power. Some have learned to trap that power.

Travel across the world is perilous, though some have made it an art: the aloof Navigators will transport anyone anywhere –for a fee.

For many, myself included, that blurb was the defining description of the setting. I’ve discussed the importance of other elements of Shadow World: the Loremasters, the Dragonlords and the Lords of Orhan, but the fundamental trait of Kulthea is the various manifestations of the Essence.

Essaence manifestations have shaped cultures and history, provided a raison d’etre for the Navigator Guilds and added a unique flavor to the campaign world. In the earlier Loremaster modules the Flows seem to be more ubiquitous; splitting and separating regions and isolating pocket cultures throughout Jaiman. Not only was this a great campaign hook, but provided a “sensible” explanation for the disparate cultures, races and even climates within a relatively small geographic area.

In later SW modules, the Flows seemed minimized and moved to the background. Early SW supplements often included regional maps of the flows while later books mention them but don’t specifically call them into the gameplay or narrative. I’ve talked to quite a few people who have used Shadow World for a setting. Each handles Flows in differing degrees:

  1. Slight. The Essence Flows are invisible paths of energy that explain spellcasting and powerpoints.
  2. Modest. Essence can manifest as energetic storms with some unpredictable effects.
  3. Average. Flows can occasionally manifest as invisible “walls of force”. Essence Foci, while rare, are concentrated centers of energy. Travel is normal, with an occasional annoyance or impediment.
  4. Strong. Essence Flows are a regular part of gameplay, but are generally atmospheric but duly impactful. Travel is a bit more difficult, but Essence obstacles are temporary or delaying rather than problematic.
  5. Extreme. There are established, permanent Major Essence Flows that are physical barriers, random but frequent Essence storms that can have varying but impactful effects and Lesser and Major Foci that have significant impacts on gameplay. Travel is restrictive and will invariably require a Navigator or planning and routes will be determined by known Essence Flows.

I would guess that most players/game groups that have adventured in Shadow World would describe the Essence as falling somewhere on that scale. But I would also point out that many of the elements of Shadow World ONLY work with #4 or #5. If you are playing within #1 to #3, there probably is no real point (or commercial demand) for costly Navigators. I would argue that the Shadow World is unique as a setting the more potent and extreme the Flow of Essence are depicted! Essaence Flows should be seen as an essential NPC in SW campaigns: always present, unpredictable, and frequently impacting the storyline and gameplay.

Essaence manifestations can play a number of roles in gameplay and GMs should embrace this element:

  1. Disruptor. A sudden and dangerous Essaence storm can change things quickly! PC’s or enemies may be forced to flee or find cover. Spellcasters may be drained of needed PP’s or find casting to be too unpredictable due to the fluctuating power.
  2. Limiter. A temporary or permanent Essaence wall can block PC’s from travelling to certain areas that the GM is unprepared, too dangerous for the group to explore or to create an obstacle for the group to overcome.
  3. Balancer. A Foci can provide PC’s with added Power Points needed to overcome a more powerful adversary or replace spent PP’s to allow the PC to continue the battle. An Essaence storm could hamper a powerful spell casting opponent or agent of the Unlife.
  4. Re-locator. Essaence storms can have spatial or temporal vortexes to move PC’s to a new place or time! If you want to avoid a time consuming trip or introduce the PC’s to a distant point on Kulthea than a temporary portal could do the trick! Additionally, you could move the PC’s back or forward in the SW timeline!

Not only do Essaence effects add great flavor to the game but they inject a constant randomness that plays much different than typically fantasy RPG’s.  If you aren’t maximizing the use of Flows, Storms and Foci in your SW game then here are a few suggestions and thoughts:

  1. Make sure that Essaence effects are included in your random encounter tables. If you are using tables that aren’t SW specific or don’t have Essaence effects included, than replace a category with them. Or if there is a “No Encounter” result than use Essaence effects instead.
  2. If you aren’t using random encounter tables than make it a point to include at least 1 effect per day to reinforce it’s presence to the players.
  3. Remember, not all effects have to be serious. A faint odor of ozone, a “tingling” or a slight power surge remind players that they are dealing with an unpredictable and dangerous power.
  4. The more Essaence Flows appear in your game the more helpful Navigators will appear. While “Jumps” might be prohibitively expensive, the PC’s will probably need to hire a Navigator to bypass an Essaence Wall or traverse a particularly dangerous route. This also a great money sink to keep excess wealth from accruing!
  5. Many notable places (temples, fortresses, holy sites etc) are found at or near Essaence Foci. The Foci could have beneficial, harmful or unpredictable effects on magic within its radius or even different magical “rules”. (ie no Force spells, or double power Elemental effects) This can make an “ordinary” dungeon crawl into a unique adventure experience!
  6. Essaence Flows also impact local and regional weather. Use that in your games–changing environment conditions can affect combat and travel, but also add significance to Animists, Druids, Magicians and Rangers that have outdoor and weather related spells!

Those are just a few ideas for maximizing the use of Essaence Flows, Storms and Foci in your Shadow World campaign. One last thought. I would recommend a book that came out in 1977 that I feel gives a small taste of what Essaence Flows could be like in your SW campaign.  Check it out: Time-Storm by Gordon R. Dickson.

I’m curious how other SW GM’s are maximizing their use of the Essaence Flows?

Another blog post on the Essaence Flows:

Assassins as PCs.

Image result for d&d assassin players handbook 1ed artwork

Based on the recent discussions about Mystics here on the Rolemasterblog and the RM Forums, I think one interpretation is that the Mystic could serve as a proto-type “Assassin” profession in lieu of companion classes like the Nightblade.

That got me to thinking about Assassins as a rpg profession in general–and perhaps the first iteration in the 1975 Blackmoor supplement by Dave Arneson. Most of the Assassin material was wholly transplanted to the 1st Ed. Players Handbook (p.27). The Assassin is a subclass of the Thief, and generally gains the same abilities with a few Assassin specific skills:

  1. Assassination. With a successful backstab attack the Assassin can use the Assassination table to determine if their is a kill strike.
  2. Language. Assassins can learn other alignment tongues. (recently discussed HERE.)
  3. Disguise.

Of course, all three are cool abilities, but how does an Assassin fit into an adventure group? It’s implied that Assassins can pose as a Thief or perhaps another class or person (using another alignment tongue and disguise) but would that last long in a cohesive group?

I’ve read a bit about Gygax and the early development of D&D and an Assassin class just seems incongruous to the core idea of a “balanced group” and spirit of play. Rolemaster has Professions similar to an Assassin; the Nightblade could be seen more as a Ninja style character, but nothing like the D&D version which is described thusly: “The primary function of assassins is killing.”. That’s pretty straight forward, but how does “assassinations” fit into a traditional fantasy game? What about poisons? I’ve seen quite a bit of comments/feedback from people who dislike the idea of poisons in gameplay.

Has anyone played an Assassin in D&D or similar in Rolemaster? If you GM, would you allow an assassin in your group?

Novel Weapons in Shadow World & Rolemaster

The Katar…is that a lizard man motif?

Every now and then I stumble upon another blog or reference to odd or unusual real life weapons. Some seem very impractical, but they still fuel the imagination. (Beside, impracticality is of little importance in a fantasy setting!)

Rolemaster has some “fantasy weapons” that are really Shadow World specific available HERE, and I’ve posted a couple of blogs about some alternate and odd weapons:

Helmet in the shape of a conch shell
Conch Helmet

I’ve also had the opportunity to see some fantastic collections of armor and weapons at the Army Museum in Paris, and the Higgins Armory Museum that was relocated to the Met in New York.

Since I had already written about the Urumi, I was delighted to stumble across THIS BLOG‘s post on eastern blades. Of particular interest, besides the Urumi, is this:

Assamese Dao

Like the Adya Katti, the Assamese Dao lacks a guard and gets broader towards the tip, but there the resemblances end. This is a straight sword rather than the curved one, and though it seems somewhat simple, the unusual shape of the blade adds enough character.

In my Priest-King module, I have a similar weapon that is basically a battle machete. These weapons were designed to be used by the Kinn Rangers to hunt Quarnaks–thus the lack of a hilt that is necessary against other bladed weapons. the Assamese Dao provides a good model for that weapon.

The blog post describes several other cool looking weapons that would add flavor to a fantasy setting. Do you have any unique or strange weapons in your game?