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?

Shadow World Timeline Dive: The “Empire of a Thousand Dawns”.

As I continue my review of the extensive Shadow World Timeline, I’ve noted a number of prominent references that haven’t been developed in further SW books. I’ve created a list of these and will delve into them in further blogs, but today I wanted to deal with the “Empire of a Thousand Dawns”. There isn’t much to go on in the Master Atlas(s) , 11-12 mentions and 1 slight mention in Emer III, but it’s clear the the EoaTD has been around since the dawn of history and it exists in the timelines present day. 10,000 years is a very old civilization; even for Elves!

This is what the Master Atlas’s have:

Second Era c.300–471: Palia: Consolidation of much of Ran Tairi
by the Loar Elven Lord Jayled Kodorian. He names
his domain the Empire of a Thousand Dawns.
(Master Atlas 4th Ed.)

Second Era c. 1000-2000 Palia: The Elven King Jayled Kodorian of Ran Tairi more-or less peacefully brings most of the city-states and rural communities
of Iylar and Erlin Elves of the archipelago under his reign.
He dubs his empire the Kingdom of a Thousand Dawns. (MA 3rd Ed.)

Second Era C.3000 – 4000 Emer: A group of Loar Elves, political refugees
from the Empire of a Thousand Dawns, sail
west from Palia. They are swept through the Shallow
Ocean and past Iyxia. Upon entering the Circular
Sea, they reach a cluster of lush islands, inhabited
only by a few scattered clans of Erlini. The
Loari settle here, naming it Námar-Tol (Iy. “verdant-
towers”). (Master Atlas 4th Ed.)

Second Era c. 4100: Palia: Many city-states in Dhuria (Iy: ‘East’) ally under
the Loari Duke Beyris Dalan and declare independence from
the Empire of a Thousand Dawns. After a number of skirmishes
and several negotiation sessions, Emperor Kodorian agrees to
allow Dhuria some autonomy in return for keeping it part of
the Empire. (MA 3rd Edition)

Third Era Winter 6049. Palia: Princess Maris Kodorian of the Empire of
a Thousand Dawns unwittingly befriends a Sister
of the Steel Rain. (Master Atlas 4th Ed.)

Third Era Fall 6049: Palia: The Vulth Horde consolidates its hold on
Vulth-torgu and—using ships seized from their
victims there—begin raiding along the northeast
shores of Dhuria in the Empire of a Thousand
Dawns. Loari nobles call for aid from the
Imperial fleet.

So where exactly can we find The Empire?

Dhuria: [Tropical/Rainy–Humid] Erlini, Thesians,
Eritari (Mixed economies/Monarchy/TL:5-6).
Dhuria is heavily forested with scattered feudal
city-states mostly along the coast and major rivers.
It is part of the Empire of a Thousand Dawns.

Ran Tairi: [Tropical–Temperate/Rainy–Seasonal]
Erlini, Loari, Iylari (Mixed economies/Monarchy/
TL:5-6).
The heart of the Empire of a Thousand Dawns,
this island is a mix of forests and rolling hills
with many fertile fields. While there are few
true cities, there are many small towns huddled
around fortified castles. King Rænedor rules
from the ancient city of Ketharia.

Dalov Ram: [Tropical–Temperate/Humid–Seasonal] Loari, Erlini
(Mixed economies/Feudal Monarchy/TL: 5-6)
Part of the Empire of a Thousand Dawns, Dalov Ram is similar
in many ways, with many dense forests broken by Loari fortified
manors and villages.

Dalov Cor: [Tropical/Rainy–Humid] Erlini, Jineri,
Eritari, Sulini (Mixed economies/Clan/TL: 3).
Also part of the Empire of a Thousand Dawns,
Dalov Cor is almost entirely forested and inhabited
by the more rustic Elves and their half-
Elven brethren.

Ketharia: Capital of the Empire of a Thousand
Dawns, it is an ancient fortified city and trade port.
The Elven-king resides in a massive palace built
into the mountainside overlooking the city.

A Loremaster from the Empire of a Thousand Dawns:

JAYSTEN TYRALLION
Age: 150 (immortal; appears 20) Eyes: Dark Blue.
Hair: Pale blond/curly. Build: Slender. Height:
6’6″. Race/Sex: Linær/M. Skin: Fair. Demeanor:
Gentle, quiet. Dress: Simple black and grey traveling
clothes. True Attitude: Sensitive, intelligent.
Home: Dalov Ram, Empire of a Thousand Dawns.

The only mention in books other than Master Atlas’s in Emer III on page 6:

To the east across the Crystal Sea is the land of Dalov
Cor. While a part of the Elven Empire of a Thousand
Dawns
, this region is heavily wooded and only sparsely
inhabited by Erlin Elves who have little interest in seafaring.

So what do we make of all this?

First, the Empire was founded in 200SE or basically the beginning of “known history” immediately after the Interregnum.

Fugitives from the Empire founded Namor-tol!

It’s a collection of islands and lands in Palia that are around tech level 5-6, led by a “Elven-King” (also referred to as an Emperor).

The society seems mostly rural with fortresses, fortified cities and villages with few “true cities”. Basically standard FRP stuff.

The current King is Rænedor, his daughter is Princess Maris Kodorian which implies that Raendor is a descendant of the Empire’s founder, Jayled Kodorian.

The country is currently under attack by the “Vulth Horde” and there appears to be an “Imperial Fleet” that has been called upon to help.

In my mind, there is a lot of mixed messaging going on. Despite it’s immense age and longevity, the Empire sounds rural and standard tech level (medieval to early renaissance), but there is an implication of a more Imperial nature to the country. In my own campaign, The Empire of a Thousand Dawns’ history is intertwined with Ulya Shek the Black Dragon. It’s unlikely that Palia will ever be fleshed out, but I wonder if more could be done with this Empire. Has anyone introduced The Empire of a Thousand Dawns in their campaigns?

Ancient Sites in Shadow World. How old is “OLD”?

Now that I’m back from Malta I’ve had time to ponder the issues of time, civilizations and “ruins” from a RPG perspective. It feels like most of our RPG experience is based on some quasi-medieval concepts: dank tombs, cobwebs, giant spiders and the mandatory undead all dating back to a medieval period; perhaps 500-1000 years past.. But what if those ruins and labyrinths were thousands, or tens of thousands years old? What about 100,000 years old?

In a previous blog post, I suggested modifying the immense Shadow World timeline by shortening the Interregnum period from approximately a 100,000 year span down to perhaps 10,000 or 20,000 years. Why? Shadow World features a number of ancient Althan, Worim, Jentini and Taranian structures and artifacts that need to be 50,000 to over 100,000 years old. Kulthea is not an inert planet and features tectonic activity and cataclysmic events (like comets) that wreak havoc on the surface. It beggars belief that any structure could survive 100,000 years or more, and yet we have just that with these ancient civilizations. We can certainly hand wave this away, or lean on “magical” explanations for the longevity and functionality of these structures. I’ll throw my ideas out that might account for that a bit later, but I wanted to toss a few real life examples to put things in perspective:

2500BC The Great Pyramids of Giza. The only surviving of the “Seven Wonders of the Ancient World” the Pyramids are perhaps the best example of an ancient structure that still retains most of it’s form factor (excluding the polished casing stones). But these are only 4500 years old–they would be “recent” history in Shadow World and only centuries into the Third Era!

3600BC Hagar Qim. This is Hagar Qim in Malta. The first picture gives the impression that while still impressive, the rock walls are somewhat primitive in fit and quality. However, if you look at the second sketch, just hundreds years ago, the walls were in much better shape and appear to be tightly fitted dressed stone. Sketches of the site from even further back make the temple even more impressive and enigmatic given it’s purported age! One take away is the impact of weathering on those limestone blocks–the temples were buried for thousands of years and once uncovered, much of the stone deteriorated rapidly–in just a few hundred years! Without considerable conservation efforts most of these temples will be a pile of unimpressive stone in just decades or a few centuries.

7500BC. About 1/2 way through the Second Era. Çatalhöyük, Turkey. This ancient village is estimated to have a population of 5,000 to 7,000 people; all the buildings seem to be residential with no apparent “public” buildings. Overall, the construction seems fairly crude and simple and most of the site is destroyed or eroded with foundations and little left after 9,000 years.

7500 BC. (Second Era) Nabta Playa. Located in Egypt this site is believed to be of astronomical site similar to Stonehenge or the Goseck Circle in Germany. While incredibly old, it is clearly eroded and generally not “impressive” in the way that one might expect of a 2nd Era Shadow World complex.

9000BC or the early part of the 2nd Era of Shadow World. Gobekli Tepe. Pushing up against the Younger Dryas boundary at 12,000 years old, Gobekli Tepe predates humanity’s oldest known civilizations! And as impressive and enigmatic the site it, compared to Shadow World it’s almost new!

Certainly, most gamers might care little for this level of archeological realism, but this is just one aspect of Shadow Worlds timeline that might be considered problematic. Why might ancient Shadow Structures fare better than earthly counterparts?

  1. Advanced materials. Certainly the Althans were a technological society and developed material sciences to at least tech level 10+. It can be assumed that these construction materials and techniques would last far beyond what we could comprehend.
  2. Magical Materials. Laen, Eog and other enchanted metals and alloys are immune to rust, degradation or aging.
  3. Restoration. Long lived races like the Elves will have retained advanced building skills and continual rebuilt or restored ancient structures.
  4. Magic. That solves everything!
  5. Burying. Gobekli Tepe, the Malta temples and many other surviving ancient structures have lasted because they have been preserved underground. So it’s conceivable that subterranean structures (like the Taranian subshuttle system) would have considerable longevity without the deleterious effects of surface erosion and exposure.

So even pushing into speculative or fringe science, sites like Tiahuanaco, Bolivia which are argued to be 17,000 years old, are still relatively recent compared to Althan and Ka’ta’viir structures.

In my own campaign and found in Priest-King, the only surviving Althan city on Kulthea is Auraax-Centra. Over 100,000 years old and lying is shallow waters, it is has survived due to construction materials and repair “nanobots”. But it’s still mostly rubble and debris! But Terry’s SW also features a number of operational Ka’ta’viir structures and installations with working tech. It’s all great material for the setting, but does the timeline need to be that long? Can we snip a few thousand years here and there to make it more accessible?

What are your thoughts and does it matter? Unless your players have some in depth knowledge of SW’s history, “Ancient Pre-history” can just be “very old” in practical game terms.

Shadow World Earthwardens and Megalithic Temples.

I’ve been writing frequently about the Earthwardens in Shadow World. Not only do I find them a viable link between the techno-magic of the Ka’ta’viir and the “arcane magic” of Shadow World, they also represent a mysterious shadowy past also present in our history.

So Monday I’m heading to Malta to explore the ancient megalithic temples found there. Much is mysterious there, and history continued with the Knights of Malta and even more recently with the German invasion during WWII (I’m a history buff!)

I’m excited and I know this will spur my imagination and creative in the coming months! If you are intrigued by the Earthwardens as well, please read my blog posts and add your own thoughts and insight.

50 in 50 Update: The Inn of Dusk hits “Electrum” sales level on DrivethruRPG!

Back in 2017 the Rolemasterblog created a writers challenge for ourselves to write 50 adventures/hooks over a 50 week period. Basically 1/week to be published on DrivethruRPG as d100 adventures.

By almost every measure it was a great success and those adventures are still selling to this day! Many of mine were cribbed from my Shadow World campaign, but The Inn of Dusk was written specifically for this challenge.

Now, 5 years later, it has hit “Electrum status” based on sales volume. (not sure how many units are needed for that…)

Our second attempt at 50in50 sputtered out a bit due to COVID, but I think it might be worth revisiting!

https://www.drivethrurpg.com/product/234207/The-Inn-of-Dusk

Shadow World Religions Handbook

It’s odd how creativity works isn’t it? Like many of you, I have multiple writing projects in the works and while I plan on finishing one, I end up getting distracted and start working on something else!

One project I “finished” was my Shadow World Religions Handbook, but after some review I realized that I had left out some useful information that would have been easy to include.

So given that I’ve been compiling some past encounters I’ve used in my campaigns, plus some NPC’s and other adventure hooks to integrate various SW religious organizations into an adventure. All told, I want to have at least 3 “hooks” or encounters for each religion covered in the handbook.

The goal of course is not to get distracted by some other project, but my goal is still 2 pages/day.

RM Users

I have not posted for several months, but diligent in watching other posts here and on the Rolemaster Forums. What are your thoughts? We have done well with this blog, but if users migrate to the official RM Forum, what should we do??

What is our role here and Shadow World?

Shadow World Speculation: What are Clycallah War Machines?

Pin on Catch for other Tech types

One of the enjoyments of reading Terry’s Shadow World books, is finding a interesting but vague tidbit that just cries out for more detail. I previously blogged about one such nugget, the Mazatlak Pillar City, and today I wanted to speculate on the Clycallah War Machines.

There are only a 3 mentions of mentioning or relating to these War Machines in the Master Atlas:

5977: Gaalt: [Clycallah archeologists discover a
Wôrim underground vault containing strange
vehicles.]

5983: The Raven Queen’s armies first encounter
the Clycallah war machines, rebuilt from ancient Wôrim designs. They are routed by the huge walking mechanical terrors. Later encounters are inconclusive

Gaalt: The Raven Queen launches a new assault,
this time led by land and air drakes, each
with a Quaidu rider. They prove an even match
against the Clycallah war machines.

That’s not much to go on, but it definitely sparks the imagination. From these few points we can conclude that:

  1. These are mechanical not magical–they are not Constructs but “technology” of some sort.
  2. They move by walking rather than wheels or tracks.
  3. They are “huge”.
  4. They are built using Wôrim designs. This implies that they Clycallah had the technological capacity to build these machines, but it also hints that they are “rebuilt” so perhaps they fixed older inoperable machines.

Where is Clycallah? Per the Master Atlas, it is in Gaalt:

G. Clycallah: [Cool Temperate/Seasonal–Wet &
Dry] Laan (Mixed economies/Republic (TL:6-7).
This little realm would have fallen long ago to
Gaalt but for two things: the powerful Mages
among the Laan, and their machines. The
Clycallah’s war machines (based on Wôrim
technology) strike terror into even the Raven
Queen’s elite forces, and they are powerful
enough to defeat her Troll warriors.

Who are the Wôrim? Again we are left with only a few references that they were a vanished, technologically advanced race during the Interregnum:

c.-30,000 – -20,000: The Wôrim empire, centered
in Gaalt, is founded and expands rapidly
and is soon at odds with the Jinteni and Elven
populations.

What else do we know? Per the Master Atlas we also have some possible conflicting info that:

The Lydians might be descendants of the Wôrim

Trogli might be descendants of the Wôrim

The Wôrim might be the pre-cursors to the Laan.

Other than that, there is little, if any, real data on the Wôrim. Unlike the Jinteni which were fleshed out quite a bit in Emer III, we only have a few more hints on the Wôrim found in the Haalkitaine book:

Corridors: Most of the tunnels correspond to the usual
Wôrim trapezoidal profile with periodic buttresses of a
grey stone. Some sections were cut from solid granite,
but where there was only earth the halls were faced with
granite slabs. It is these areas — mostly to the west —
that have deteriorated the most. There are many caveins
caused by water seepage from the sewers; some have
opened cracks between the two networks while some
have shifted or even completely blocked corridors.
Also typical of the Wôrim, there is little decoration or
engraved writing; the stone cutting is precise and starkly
angular.
The only apparent written records are etched on
the oval metal canisters which hold the bodies — and those
are the as-yet undeciphered dot patterns believed to be
the Wôrim written language
.

Anyway, circling back to the Clycallah War Machines, we are left wondering about it’s abilities. Clearly it must have some offensive capacity–it is called a “War Machine” and they can battle with Dragons! Chemical reactions are not reliable on Kulthea, so traditional explosive weaponry seems unlikely. The Jinteni had energy weapons–perhaps these War Machines were armed with laser guns!

What are your thoughts? Have you ever introduced Clycallah War Machines in your campaign? What do you think they look like? What type of weapons could you imagine they have?

Tim Scott Taylor 1959-2020

Unfortunately, in my attempts to contact Rolemaster and Shadow World authors, I discovered that Tim Taylor had passed away in 2020. Tim was quite prolific in the late 80’s and early 90’s and had 3 Shadow World modules published and contributed to a number of Rolemaster products.

His obituary:

Tim Scott Taylor November 30, 1959 – November 8, 2020 Tim S. Taylor was born November 30, 1959 in Berea, Ohio to James and Ruth Taylor. He grew up in Columbia Station, Ohio, outside Cleveland. He died at home November 8, 2020 in Port Townsend, Washington after a brief struggle with cancer. Tim attended Columbia High School, graduating in 1978, and Ohio State University where he received undergraduate degrees in history and philosophy with a minor in mathematics. He was especially interested in military history, strategy and tactics, game theory, role playing games and board games. He was a lover of eclectic music. He greatly enjoyed sharing his music with friends and found joy in introducing people to board games of all sorts as well as role playing. In the 1990s Tim worked as a disc jockey at WICR radio station in Indianapolis where he hosted radio shows including “Time Without Meaning” featuring music he mixed live in the studio, and “Around the World in 60 Minutes”. Tim also worked as a proofreader and layout tech at Macmillan Publishing in Indianapolis. A Tibetan Buddhist, Tim volunteered many hours at the Tibetan Cultural Center in Bloomington, Indiana. He was a close friend of Thubten J. Norbu, a Tibetan lama and refugee from Chinese oppression in Tibet. Tim served for several years as Prof. Norbu’s personal secretary, writing articles, letters and speeches for him. Tim arrived in Port Townsend, Washington in 1999. He volunteered for a year at the PT Public Library and worked at Ravenstone Tiles, an art tile company in town. He was also a writer and game designer. Tim designed and published several war games, wrote books and articles, created a deck of Tarot cards inspired by a dream, and wrote fantasy role playing modules. In the last couple years of his life he went by the name ‘Crow’ and dressed all in black. He had many friends in the area and gave Tarot readings, which seemed uncannily accurate, at the Cellar Door in downtown Port Townsend. Tim/Crow was preceded in death by his father James Taylor. He is survived by his mother Ruth Taylor, sisters Tammy Taylor and Toni Cassidy, brothers-in-law Pete Wieneke and Ed Cassidy, three nieces and three nephews, and his long-time friend and housemate Laura Reutter.

I wish I had the chance to interview Tim, it sounds like he led an interesting life.

Shadow World Earthwardens and Arcane Magic. pt2

Ancient Guardian by Yohann Schepacz HD Wallpaper | Background Image |  2155x1080

This blog series started in my post on the relationship between Shadow World and the Rolemaster Companion I. That got me thinking a bit more about a topic that was percolating in my head for a number of years: what would the
Essaence powers of the Ka’ta’viir and Earthwardens look like exactly. In the first part of this blog series, I did a quick review of existing Arcane spells lists found in the first 4 Companions.

What would these proto-spell lists developed by the Ka’ta’viir and ultimately the Earthwardens look like? I think it’s illustrative to see what Terry says about the Earthwardens and what they did. We know that:

-They were a group of Ka’ta’viir that left Kulthea, were trapped in a time dilation and only returned after Kulthea was laid waste.

–They created Essaence artifacts like Flute Keys, Twig Bridges and Shell Shields and magical crystals, but they also constructed the Coral Roads, Sea Tunnels and left megalithic structures and Guardians throughout the hemisphere.

The powers in that second section above are very much in line with the central ideas of Arcane Magic, but we also know that the Earthwardens had the knowledge and technology of the Althan/Ka’ta’viir civilization as well. In my SW campaign, the Earthwardens are one “splinter group” of the Ka’ta’viir that returned to Kulthea. These groups were not monolithic, but were general philosophies within the group as follows:

Erudites. These members were more focused on developing their knowledge of Essaence and science and it’s believed they initiated the early separation of the realms of Essence and Mentalism.

Elementalists. The Ka’ta’viir delved into the fundamental and raw powers of the Elements and manipulation of the physical world. Much of their legacy is found in the Magician Base lists.

My goal was to define and finish 10 Arcane lists f or use by the Earthwardens. The goal was to encompass most of the powers hinted at by Terry and be illustrative of early magic before the split into the three basic realms.

My rough ideas with loose spell list titles:

  1. “Creations”. This list would encompass the various magical creations attributed to the Earthwardens: shaping crystals, sentinels, golems, flutes and similar artifacts.
  2. “Essaence Mastery”. Spells related to Foci, Flows, travelling, recharging PP’s.
  3. “Dimension Mastery”. Making of gates, interdimensional travel and similar powers.
  4. Shapechanging. Basically a polymorph list leading up the higher level “Mage-drake” spell and the Ritual of Ascension.
  5. “Time Mastery”. I wrote a time spell list for BASiL, but it really feels like it needs to be a Arcane list. Given the Earthwardens history with time dilation, it’s logical that they would master time via Arcane magic. Plus chronagenic statis tech is a SW element.
  6. “Mana-fires”. I will skew this more towards plasma, but it’s feels like a good foundation for later Elemental Essence spells.
  7. “Earthworks”. The Earthwardens had the power to build megalithic structures, major earthworks and similar edifices. More than Earth Law, this should be epic in scope. These spells would encompass stone, metal etc.
  8. “Sound Mastery”. This needs more thought, but there is something here that feels very ancient and fundamental. Ideas include levitation, disintegration etc.
  9. “Life Mastery”. The Lords of Essence created and manipulated many living beings. This might be too similar to Shapechanging…
  10. “Words of Power”. I’ve always felt that instantaneous words of Power needed to be Arcane (and require Iruaric or Kugor)
  11. “Warding”. Many of the Earthwardens works included protective powers. This would be protective magic: prototype of wards, runes, symbols etc.
  12. “Physics”. BASiL also has a physics mastery list I might revise and include given the Lords of Essence’s technology level.

In part 3 I’ll have the finished draft lists. But for now, can you think of any “proto-magic” that should be included and fits with the Earthwardens and Lords of Essence in Shadow World?