Random Musings. Shadow World & Rolemaster

I’m already falling off on my blog schedule, but time of year, work, RL and Shadow World projects take priority! I have a number of pending blog topics, but I use these Random Musings as a way to organize my thoughts through writing. Hopefully they add value for reader(s), but it also creates a record of my creative development. I was reading back through my posts from 10 years ago, and I was surprised by how my perspectives have changed or my approaches to the game have progressed.

  1. Rolemasterblog.com. Clearly the RMBlog activity has really whimpered out over the last few years. Peter isn’t actively playing, we’ve covered A LOT of topics over the last 10 years and you sort of run out of things to discuss. Additional, sites like discord have become the primary place for roleplaying discussions. We are pondering the future of this blog and hopefully we can come up with a long term solution to keep things going. Other ideas are porting over to substack; this seems to be the new alternative to long form discussions.
  2. AI. I heard there was some discussions on Discord regarding AI. I’m dealing with significant industry disruptions from AI in my own professional practice, and it’s no surprise that roleplaying, and publishing, are also coming to grips with new technologies. As a hobbyist, AI can be a great aid for organizing sessions, generating quick content during gameplay (battlemaps, NPC’s etc). As a content creator, I certainly feel defensive about AI generated material. I just don’t see how it goes away and we aren’t far from AI run games…exciting or scary?
  3. RMU. Based on a relatively small data set, RMU continues to be a crowd pleaser! I think that’s fantastic. I will reiterate that there will always be a base of gamers that are seeking out “crunchy” systems. That was true in the 80’s and still true now.
  4. Shadow World. Not sure what to say about Shadow World. I’m going to keep pushing out material.
  5. Verisimilitude vs Simulation. I’ve been reflecting on this a lot. I would argue that Rolemaster provides verisimilitude: the appearance of realism and complexity. Despite it’s reputation, RM mechanics are a simple probability system. Culturally, we are programmed for probability and deterministic outcomes, so the d100 system is appropriate for modelling virtually any action. I also have a background in early wargames (Squad Leader) and RPG’s were birthed from wargaming. These games arose out of battle field analysis and tactics. Rules were specific, inflexible and were designed to simulate reality: line of site, facing, weather effects, morale, RoF, etc. To finish this thought off, I feel like there is a streak of simulation design driving RMU right now. Endless debates on rule wording, the appropriate penalty, conflicting effects. For me the goal is the appearance of complexity with tactical options without the need for over engineering.
  6. Trends. LitRPG/Progression Fantasy/Challenge Zones/Level Matching. I’m probably late to the topic, but fantasy literature is being parsed into all sorts of sub genres. Two that keep cropping up is LITRPG and Progression fantasy. Both are fiction that emulate a game system mechanics and seem quite popular. Adjacent to these fantasy genres is the concept of level matching. Whether it’s difficulty zones in Everquest, or a progression of challenges starting in the village, moving into the wilderness capped with increasing difficulty as one goes deeper into a dungeon. This is the norm in many RPG’s and now in fantasy fiction as well but I’m not a fan. The reason I like Shadow World as a setting and Malazan as a book series is it’s lack of progression. Shadow World has a deserved reputation for being dangerous and perhaps high level. As a mixed genre setting, dangers can be mundane, magical or even technological. Power is not distributed evenly or uniformly and the Rolemaster system can be the “great leveler” with it’s open ended rolls and critical charts.

I’m not sure I fully thought through any of these! But I wanted to get it down in words and reflect upon it further.

Shadow World: Works in Progress

While I’m working on the Shadow World: Book of Essaence, I dropped a quick Shadow World Combat companion book of alternate combat notes from my S.W.A.R.M. ruleset. For those that read this blog regularly, a lot of the material was posting on this blog over a decade ago and has been consistently used in my Shadow World campaign.

Optional Initiative was one of my earlier posts back in 2016!

Optional Encumbrance and Armor Rules

Individual Weapon Modifiers

Shadow World Armor

Matt’s Shadow World Combat Styles

I updated some items, added my own Combat Styles and put it together in a more comprehensive package for my group to use. Like the Book of Channeling, this is a slow but steady process of consolidation of my Shadow World material. Much of it is in our “red book”, a monster Master Atlas that’s now at 476 pages!

The Shadow World: Book of Essaence is putting together a ton of my material that can found on this blog and the the Rolemaster Forums: history and development of magic, Ka’ta’viir, Earthwardens, Dragonlords, Gods, Primal Magic, Arcane Magic, Elven Magic, Dark Magic, Magic development by the Eras, new spell lists, magical languages and spell list assignments by language and a few key artifacts. It’s turning out to be a much bigger project than I anticipated! I had hoped to have it up by now, but life keeps interrupting and these smaller projects like Book of Channeling and Combat Companion was needed for my gaming group.

Thanks for reading!

Shadow World Thought Experiment: Magical Realms

Between my work with BASiL and my current project, Shadow World: Book of Essaence, I’ve spent a lot of time thinking about the rolemaster magic system and the Shadow World setting. Perhaps an unhealthy amount of time!

For those that follow my BASiL musings, my final conclusions and work product are driven by the setting. What does Shadow World imply about the hows and whys of the magic system? This is contrast to forcing RM Spell Law RAW into the setting. Both approaches have merit, but I made my choice. Certainly Terry was not wholly interested in RM RAW; Shadow World takes many liberties with professions, skills and other RM mechanics. In short, BASiL also attempted to create mechanical differences in how different realms and magics were utilized and cast. Essence, Channeling and Mentalism all used different mechanics than just the standard RM SCR.

I was either reading or watching something and I had a thought. Probably not one I’ll test out in my current campaign/testing game but I wanted to think it through here on the blog. Given that Essaence is manifest and present throughout Kulthea, why couldn’t it just be tapped to use it (Channeling skill) rather than holding Power Points in a personal reservoir?

Taking it a step further for clarification of the current 3 realms:

Essence. Casters using the Essence Realm draw from area or surrounding sources to power their spells. That also means that the level of ambient Essaence would impact casting. Areas with low Essaence, or inhibited would stifle the caster. Areas of high Essaence (Flows or Foci) would enable more powerful casting. Instead of PP’s, the limitations would be around burnout and overcasting or perhaps just exhaustion based on channeled energy.

Mentalism. Mentalism would be more akin to the current system. The caster carries their own power points and replenishes PP’s as normal. Therefore Mentalists are independent of ambient Essaence levels; self-sufficient as it were.

Channeling. Channeling is basically a mix of the two, Channelers could either use their own stored PP’s or draw power from the Gods/patrons.

I always like tradeoffs in gaming mechanics, so clearer differentials on spellcasting mechanics in addition to spell power distinctions is of interest to me. As equally important, it still fits the Shadow World setting. Again, probably not something I’d test or flesh out, but when thinking about how to make Shadow World a unique setting or an updated one, it’s always helpful to think outside the box!

Shadow World: Book of Essaence

“Master, I still do not understand. How can a language do anything? Words describe things. They do not ignite lamps, mend bone, or open gates.”

My old teacher smiled faintly. “Common words do not. Magical language is not ordinary speech.”

I collected my thoughts. “Then what is it?”

“A control architecture,” said the teacher. “A formal symbolic system that binds intention to the Essaence. Consider ordinary language. If I say fire, I have not created flame. I have only caused your mind to retrieve a concept or image. Heat, light, danger, color, memory. Yes?”

“Yes.”

“But when a trained caster speaks the correct arcane lexeme for fire, with the proper tonal contour, breath pressure, mental image, and energetic will, he is not merely invoking a concept. He is selecting and activating a pattern already latent within the Essaence.”

I studied the pages in front of me, a sheet of vellum covered in angular glyphs, breath-marks, and tonal notations. “And these symbols?”

The teacher tapped the spiral glyph.

“This establishes the transformation domain — thermal excitation.”

He tapped the hooked mark.

“This limits the area of effect.”

Another mark.

“This binds the effect to the designated target rather than the surrounding air.”

Another.

“This determines duration.”

“Then a spell is a sentence?”

“Similar, but no. In ordinary language, grammar clarifies meaning. In magical language, grammar clarifies causality. A spell is what happens when intention is encoded into valid symbolic form, supplied with energy, and resolved by the field into a realized effect.”

I was silent for a moment. “Then why can two mages speak the same words and produce different results?”

“A good question. Because the utterance alone is not the whole spell.” The teacher tapped his own temple. “Intent conditions execution. The spoken form provides explicit structure, but the mind provides hidden parameters; target image, desired intensity, exclusions, emotional coherence, even metaphysical alignment.”

I looked again at the glyphs. “Then magical languages were specifically designed for this?”

“Some were designed. Some were discovered. Some are remnants of older, denser systems. But yes, they are not optimized for ordinary conversation. They are optimized for semantic precision, low ambiguity, and resonant correspondence with the Essaence.”

“So common speech describes reality,” I said slowly, thinking it through, “but magical speech instructs it.”

The teacher’s expression sharpened with approval. “Exactly.”

“Why did the Earthwardens labor to devise spell languages for mortal use?”

“Because raw Arcane speech was too dense, too exact, too perilous for lesser minds.”

“And so?”

“And so they made structured paths: formulae, runic bindings, later lists and notations all to let mortals shape the Essaence without being consumed by it.”

“And the greatest spell-language?” he asked softly. “The oldest one…Iruaric?”

The teacher was silent for a long pause, as if considering what to reveal to the young student. “Iruaric does not merely refer to the structure of reality,” he said. “It was formulized close enough to first principles that speaking it correctly is less like making a request and more like issuing a lawful revision.”

Loremaster Remembrances. Vol I

Randae Terisonen

Shadow World Channelers Guide v2.0

I recently posted up an updated version of my “Channelers Guide” over at the RM Forums and thoughts I’d make a few comments.

  1. Book title. I’m still not sure what to call this! I use “Guide”, “Handbook”, “Religions” interchangeably at different points. Is this work about Channeling, religions, Priests?
  2. Analog approach. Despite efforts to improve my work efficiency, I’m still using an old school approach to updates. I’ll jot down an idea, write a quick note or send myself an email and then put those scraps in a folder. Then when it accumulates I’ll add it to the master doc, add copy and then edit/page setup.
  3. Now that I have a group again the new material is piling up! I have 2 channelers in the group and I wanted to flesh out a few more religion details as part of their character backgrounds. I’m already thinking about v3.0 but want to finish up the Book of Essaence first.
  4. As Micael pointed out on the RM Forums, I left out 6 spell lists for some of the Gods of Charon. Most of those had some treatment already in Powers so I didn’t focus on either adding too, or creating a new religious organization. For now. I’ll be adding those in the next version.
  5. Other adds for v3.0. Summary of any significant religions in the various books. Artifacts, maybe some common temple floorplans or designs. With the spell lists and new material it’s going to push to 100-120 page count.
  6. Editing. I have no skills as an editor or in page layout. I wish I could put out a more professional product, but the last 10% just takes too much time.

Here are the links to the spell lists not included in the guide.

Andaras: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;attach=3787
Scalu: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;attach=3799
Nynaku: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;attach=3804
Kesh’ta’kai: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;attach=3782
Moralis: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;attach=3802
Klysus: https://ironcrown.co.uk/ICEforums/index.php?action=dlattach;attach=3803

Book of Essaence (BoE). This project has been a lingering goal of mine for quite some time. In fact I should have written this first, before BASiL, to help guide the design of spell lists. There are pieces of the BoE throughout this blog: powers and spells of the Earthwardens, Dragonlords, Xiosians, Essaence flows, magical languages. BoE is tying all of these pieces together into a cohesive whole, with a history starting in the 1st Era and following the origins of spells through to “present day”. The outline is currently at a dozen or so pages, but spell lists will inflate that for the final product. With the baseline finished I’ve come to the conclusion that early magic had to have 2 stages: Proto-Magic and then Arcane magic. That solved a lot of issues I kept encountering.

So why do the BoE? Much of it is academic and would have little if any impact on gameplay. Perhaps it’s my nature, but Terry left many gaps in the Shadow World setting, particularly in the underpinnings of the magic system. We have the “results” (Spell Law) but we never had a clear idea how it got there. Kulthea is not in a fantasy universe of magic; it’s in our “real” universe with a special circumstance that allows for magic. For me, this needed better road rules!

Anyway, I’m moving along quite nicely with my writing goals for 2026. Will I hit all of my benchmarks? Probably not, especially as my RL gets hectic again in a few months. Either way, I’m no longer waiting for any real opportunity from ICE to expand the Shadow World product line. If I have ideas in my head that need writing down I’ll keep on going.

Essaence Barriers in Shadow World

I’ve written a few blogs referencing Essaence Flows and Barriers over the years, but my current writing has me circling back to the subject. I’m not sure what our readership is here now, but I thought I would throw it out.

The issue. Excluding the inception of the Great Barrier, when did Essaence Flows begin to manifest into physical barriers on Kulthea?

While I still suspect that many SW groups don’t use Essaence Flow barriers as originally devised and envisioned by Terry, they are part of the setting and would necessarily direct societal interaction, commerce and trade. So when did they become “a thing”?

Essaence was detected on Kulthea during the 1st Era and was present during the technological evolution of the Althans and the rise of the Essaence Users, the Ka’ta’viir. So while the Essaence permeated Kulthea, it couldn’t have to the extent that it does in the current Era. We know the Essaence interferes with standard tech and the presence of invisible energy walls and even Flow Storms would have had an impact on the Althans. There is no indication of Essaence working like that in the 1st Era. That leaves us with a few basic conclusions:

  1. Essaence energy became more ubiquitous and powerful after the end of the 1st Era.
  2. While this coincides with the placement of the Northern and Southern Eyes, it could also be the result of time. The Interregnum lasted 100,000 years, so perhaps the Essaence was always growing and expanding on Kulthea.
  3. Alternatively, something about the installation of the Eyes and the creation of the Great Barrier created offshoots: smaller, less powerful, and perhaps temporary versions of the Great Barrier that ebb and flow around the hemisphere.
  4. Counter intuitively, weren’t the Eyes meant to stabilize the Essaence? You would think that Essaence would be more consistent and less volatile with the Eyes, but for a many reasons that seems the opposite.
  5. Another theory might be that the wars and cataclysms at the end of the 1st Era, damaged the Essaence permeation into the universe. The Essaence was out of control and the Eyes calmed it down, but not to the degree of pre-interregnum. So all of these could be partially true.

Is this academic? Perhaps not. While I’m working out the ontology of magic using, it’s equally important to define the what/how of the Essaence over time. Simply put, if the Essaence ebbs and flows, so to perhaps the power and scope of spells. That would dictate spell design for early primal magic, arcane magic and the contemporary magic realms.

Anyone have any thoughts?

Winter Thoughts, Random Musings and Updates

First off, Happy New Year to all! Last year was fairly active for ICE and the finalization of the RMU product line. This blog has been fairly slow the last few years as the conversations have shifted to new platforms like Discord, but I still prefer the more deliberative blog format to memorialize work or organize my thoughts.

In that spirit I thought I would post up some random musings!

  1. Where have I been? With all he noise around RMU I decided to step back and let that process run it’s course. Instead I focused on writing AND I’ve been able to reconstitute a playing group to start testing new ideas, adventures and Shadow World in general. Having a semi-regular game creates a fantastic feedback loop that also drives my writing and new content. My players know and understand that their might be significant changes to the game rules, spells and even the adventure path from session to session so I can “move fast and break things” for faster game testing.
  2. Nomikos Library. A longstanding goal was to get Matt’s “Nomikos Library” back up and running. Not only has Matt got it back up and running, it’s now AI enabled to add functionality with more features forthcoming. I think this is a fantastic tool for the setting.
  3. Terms of Art. I’ve written about this before, but I’m constantly thinking about our word usage in Rolemaster. Specifically, whether it makes sense to mechanistically define words for the ruleset or to use them interchangeably. An example would be “illusions”, “glamours” “mirage”, “visions” “phantasm” or “summoning” vs “calling”. FRPG’s will often use these terms loosely, or as just spell name differentiators among casters. To some extent this has been done, and perhaps it’s moved further along with RMU, but it’s not quite there. By defining these terms we also create established guidelines around their use that fits into the setting, the ruleset or as coherent short hand for communicating ideas. This topic requires a lengthier treatment, but it’s been on my mind, especially in terms of written magic: runes, glyphs, sigils, marks, symbols etc.
  4. Re-writing. From a review of my work product so far, everything needs a re-write! I’ve always relied on the 80% rule, with the understanding that no work is every finished and/or that the final polishing could be done if ICE decided to move ahead with an official publication. But final edits are time-consuming and I’d rather push out 100 new pages than final edit an existing work with 10% new material for the same amount of time.
  5. 2026 Goals. My goals for this year are…ambitious. Of course I’m cheating a bit since some of my 2026 product is the result of work I did last year. My goal is 600 pages of material.
    • Chronicles Chapter 1: Kuor. I put out the first section of this a few years back but now I’ve been able to expand upon it with the new gaming group. For me, the Gods are the entry point into Shadow World. Religions create impetus, reasons and conflicts for adventure. That is not to say that I would lean on religions and gods if I were to create my own setting, but I use Shadow World and that’s that! I have a few other Chapters outlined so there is lots of material to plumb!
    • Shadow World: Book of Things. Tech, magic items, materials, trade goods, alchemical stuff, drugs, equipment etc.
    • Nontataku. I’ve been picking away at this for years. Barring maps, it’s almost there.
    • Empire of the Black Dragon. This has always been 80% complete and was expected to go into editing for official publication. Since that’s unlikely to occur it’s time to put it out there to finish off the Agyra Series.
    • Shadow World: Book of Essence. This has been my primary project for the last year. History and chronology of Shadow World magic: arcane, realms, languages, sources and history of lists, and re-writes of the BASiL lists for Shadow World (my version of it anyway). Lots of side info including expanded info on Ka’ta’viir families and merchant houses, Dragon lineages, Orhan/Charon cycles and influences etc.
    • Book of Channeling Addendum. I’ve added some inferred powers to the various Priests based on their aspects. I’ve shied away from level based powers–very D&D but I’ve warmed to it as my views have changed on Channeling.

Final thoughts. I’ve toyed with putting out my SWARM ruleset (Shadow World Alternate RoleMaster). I pullled a 30 page summary together for my players so they could make characters–and yes, they did character creation in 15-20 minutes! But after monitoring the endless rule debates online I’m going to stay away from it. Matt and I want to focus on narrative and setting, regardless of rules. Shadow World needs a d20 version!

Shadow World Economics. How many Alchemists can there be in Kulthea?

I feel like the recent publishing of RMU Treasure Law is a good time to delve into an issue I’ve touched upon slightly in past blog posts. How many alchemists are required in Shadow World to create all of the magic items and work the various enchanted materials and alloys found in the various supplements?

Terry was always adept at creating cool, and powerful, items for his various NPCs and key persona but a quick examination of the various Master Military Charts will show that most militaries, groups and organizations also had their “standard kit”, much of it superior or magical in nature.

A few examples:

  • There are 500 Duranaki Warriors, each with +10 Kynacs (ignore the fact that Keron has an intrinsic +20)
  • There are 42 Duranaki Captains Aids, each with +30db Bracers, +10 Shurikens, AT8 Cloak and headbands that protect as a full helm!
  • Sulini has 500 Warriors, each with a +5 Broadsword and +10 bow.
  • There are 1600 Sentinels in the Elven Forest in Jaiman. Each has Cloak +40 to hiding, +5 Long Knife and +10 Longbow.

This are just general militia members. If you look at specialized groups like the Eight Orders, the Messengers, Navigators or other secret or powerful groups then the number of magic items really piles up. The Loari are currently making A LOT of specialized magic weapons for the Kuluku–this is on top of their “normal” alchemical/enchanting work that they do. Then, dig into the NPCs, many loaded with powerful magical items, you get the sense that magic items may not be that rare in Shadow World.

But there are really two issues at play: who is making the more powerful items that, based on Rolemaster item creation requires very high level Alchemists and perhaps more importantly, how can they produce the volume of magic items no matter what their potency? One could argue that militias, armies and guards draw upon an armory for their kit and are required to hand those items back at the end of their service. So once a certain inventory of magical gear is generated it remains stable after that.

One thing that Rolemaster players love is digging into the realism/verisimilitude/data used in the game! One would imagine that with all of these magic items there are many mass production facilities found throughout Kulthea, or at the least, each powerful organization has their own specialized Alchemist factory to generate the unique items for their members. But that really doesn’t seem to be the case. Looking through the various city books, Alchemists are about as common (or rare depending on how you see it) as other specialized casters like Astrologers.

Magic items are cool, and Terry came up with a lot of neat and interesting items. But he didn’t seem that concerned with the the underlying economics that were needed for his world building. This is more noticeable because Rolemaster was one of the first systems that created a workable system for making magic items: the Alchemist lists. One of the principals of Rolemaster Alchemy is the binary process of Crafting and Enchanting. Magic items must first be manufactured using “Work” spells found on the Alchemist Base lists, and then spells or abilities are imbedded in the object.

I have a lot of issues with this approach, so I’ve done away with those “Work Materials” spell lists. Work spells are really “spells as skills” and removes any incentive for tradecrafts. Furthermore, there is no requirement for a caster to learn the appropriate craft skill; they just learn the applicable spell and somehow gain knowledge of the crafting process that would take years or decades to master? Should a skinny 20th level Alchemist be able to Work Laen just because he can cast a spell? Where does the knowledge of forge work, hammering, smithing or any other applicable subskill come into play? It doesn’t under the Alchemist spell lists.

A better solution, one already provided by Terry solves a lot of the issues around bonus item creation. Materials that have an natural bonus can simply be crafted into suitable items: swords, armors, cloaks, shields etc. through tradecrafts; spellcasting is not necessary. Per the Master Atlas:

SPECIAL WEAPON ALLOYS
These correspond (roughly) to alloys described in Rolemaster.
The number in brackets is the intrinsic bonus given to a blade
fashioned of this material because of its hardness and ability to
hold an edge.

So Laen has a natural +25 bonus. If one wanted to stick to corresponding “levels” of such material–in this case 20th level to correspond with the Spell Law “Work Laen” spell then crafting Laen would require 20 ranks of smithing or laenworking or whatever skill the GM indicated. Standard skill acquisition of 2 ranks/lvl means that a competent craftsperson can work Laen by 10th level. It doesn’t require a 20th Level Alchemist Spellcaster. This fits well with many of the cultures that utilize Laen but don’t seem to have expansive Alchemist populations. The Udahir in The Iron Wind being one example.

Separating the Crafting process from the Enchanting process supports the need for tradesmen or acquiring tradeskills. It allows for large production of bonus items by regular craftsmen using superior/enchanted materials like Tethium, Keron or Quevite. So Alchemists can utilize workshops of skilled craftsmen and they can spend their time on Embedding unique abilities or spells into those items.

Do your players utilize Alchemists to make them special magic items? Are Alchemists common in your Shadow World campaign? Should Alchemists need to be 15, 20th or even high level to create magic items from superior materials like Laen, Eog or Star Iron?

What are your thoughts?

RMU and it’s implied setting.

[Disclaimer. I haven’t finished reading the RMU Core book and haven’t even started on Spell Law or Treasure Law, but I wanted to start the discussion and/or provoke some thought!]

Because RMU Creature Law has not been published yet, this post may be a a bit premature. We’ve blogged a lot about the relationship between game rules and the associated setting; mostly the “gap” between Rolemaster and Shadow World. Now that RMU is quickly becoming whole and fully formed I was wondering what the rules are implying to you about a setting? Professions, races, spells and now alchemy rules all inter-relate and drive a concept about a setting. To me, clearly it’s not Shadow World but neither is it a generic quasi medieval, European setting nor a Gygaxian ecosystem. We’ve always argued that a ruleset should have strong supporting adventure material. Maybe just adventures in the beginning, but ideally a world setting that matches the metaphysics of the magic system, a cultural history to support the races and economy, and a physical framework for adventuring. To me, RMU is not a dungeon delving system. But the rules should inspire the setting and the setting should support the rules…

My first setting impression that RMU invokes is a bit of a steampunk setting. Perhaps it’s the dabbler or the style of Treasure Companion that feels more tech than magic. I’m reminded of the the Ketty Jay setting: flying ships, a construct/golem, daemonist, ancient civilizations, magic and firearms.

I’ve included a few links to past posts, but I’m very interested in readers thoughts!!

Cool Things in Shadow World

I’ve blogged about the various, unique aspects of Shadow World as a setting, but today I thought I would note some very specific things that differentiate Shadow World and are great additions to the game.

Favorite Familiar:

Tameki. Introducted in the Cloudlords of Tanara, Tameki are small animals resembling black Terran housecats. Tameki have short, silky blue-black fur, large blue or violet eyes, and upstanding
triangular ears. They differ from cats in that their paws have longer, dexterous ‘fingers’ and their torsos are slightly shorter. Very acrobatic, these small creatures are able to leap amazing distances.

Obviously cats are featured a lot as Wizards and Witches pets, but Tameki are just enough that they feel familiar and different enough to add flavor.

Favorite Material:

Keron. A black, very shiny alloy. The substance is strong but flexible and holds a keen edge. When polished it has such a high luster that it looks wet or oiled. It does not corrode, and should be treated as
enchanted.

I don’t use alchemy spells in Shadow World to enchant item bonuses. Instead I rely on Kulthea’s naturally occurring metals and alloys that can be forged by smiths. (Thus, I don’t need to have groups of 30th level Alchemists working in sweat shops batching out Laen or Eog items). Keron is Shadow World’s “Mithril”–a cool material that is intrinsically tied to the setting.

Stone/Mineral/Gem:

Bloodstone. A soft, sandy stone dark red in color, this material can stop a would bleeding up to 5 hits per round! In seconds. This is often overlooked, but what an incredibly valuable stone. Better than a herb or a spell, portably and rugged.

Baddie Critter:

Gogor. Not unlike gargoyles or huge bats in form, Gogor are black as
midnight, with tough hides and leathery wings. They stand about
7 feet tall. Their heads are elongated with a certain reptilian appearance.
Huge, protruding green glowing eyes see in complete darkness.

I’m a fan of all the artificial and specific “monsters” in Shadow World, but Gogor are a good foe for a capable group. My players have some remorse from opening stone jars found in an ancient facility. What they hoped was treasure….

Special Weapon:

Kalta. A Loari Dart Pistol with a 10rnd clip. Very cool, practical, and not game changing. I’m a fan of small projectile weapons and thrown weapons. They add a coolness factor to combat, are a unique skill for players and they don’t impact game balance.

Riding Animal:

Kith. A giant six legged panther? Sign me up for that!!!

Cool Item:

Rod of Tanys. Not magic, but a tech remnant, this grey metal cylinder is 2″ diameter and 1 foot long. No it’s not a light saber, it’s a “power whip”!!! There A LOT of cool magic items that Terry has created, but I like the cinematic nature of this weapon.

Favorite Practical Spell:

Warning Portal. Found on the Warding Power list in EMER and SWMA, this simple spells allows the caster to set a magical trip wire across a portal. If someone crossed the barrier, the caster is alerted. This is a 1st level spell. It’s practical, reliable and needed in an adventuring group. I’ve been working on BASiL warding spell lists, and this good spell design.

Those are just a few of my favorite things. I found that on each re-read of the SW books I found something new, something I forgot or a new idea is sparked. Are there any particular things in Shadow World that appeal to you?